Adam the Waster
Well-known member
So on my day 14 horde I had 38 gamestage and I live in the forest. And I had to fight 6 direwolves.
Is that normal
Is that normal
They heard me talk about wanting zombie bears and Mutated ZombiesI thought I saw in the game code somewhere...
(if player=AdamtheWaster then send all direwolves)
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10%!!!!! God I'm very unlucky they got Me killed cuz they ate all my ammoPretty sure it is.
They spawn starting at GS40, and your gamestage would have called that group. It is a 10% chance to spawn one per wave from what I can read.
I think it's "10% chance of the 'normal' zeds"; like the loot tables. So it'd be roughly 10% OF the zeds, if the full list was:It is a 10% chance to spawn one per wave from what I can read.
From what I understand any of them without a number for chance are basically a 100% chance of being chosen when it randomly goes through the list to pick the zeds for the group. Then if it lands on one of the entities with a % then it rolls the dice to see if that one is chosen. If success then it picks that one, and if fail it moves to the next roll.I think it's "10% chance of the 'normal' zeds"; like the loot tables. So it'd be roughly 10% OF the zeds, if the full list was:
Janitor
DireWolf, .1
- it'd pick 10 janitors to one wolf.
But if the list is:
20 rows of zeds
direwolf, .1
- it should pick roughly 20 x 10 zeds to one direwolf. So each zed line gets picked 10x as often as that one direwolf line.
But, emphasis on the "I think" -part.![]()
How about the perk that reduces the time it takes for critical injuries to heal, is that any good at all? Never really explored that yet.The worst part about dire wolves (and zombie bears) is they can instantly break your arm and leg, yet, there's no way of mitigating the chance of breaks. It feels like TFP didn't quite think it through. Especially when the description of some of the armour pieces doesn't specify that they don't protect against breaks when reducing critical chance.
Healing factor works to reduce crit duration.How about the perk that reduces the time it takes for critical injuries to heal, is that any good at all? Never really explored that yet.
Well, this is (close to) what I was describing, but nowhere near what I was quotingFrom what I understand any of them without a number for chance are basically a 100% chance of being chosen when it randomly goes through the list to pick the zeds for the group. Then if it lands on one of the entities with a % then it rolls the dice to see if that one is chosen. If success then it picks that one, and if fail it moves to the next roll.
I mean I enjoy the fight. It makes me not want to get near them due to that but with Direwolfs it's a bit much especially early gameThe worst part about dire wolves (and zombie bears) is they can instantly break your arm and leg, yet, there's no way of mitigating the chance of breaks. It feels like TFP didn't quite think it through. Especially when the description of some of the armour pieces doesn't specify that they don't protect against breaks when reducing critical chance.
No sir it's notI ran into a direwolf when I was level two on day one. But that's not normal.
Depends... were you in the wasteland or near the edge of it?I ran into a direwolf when I was level two on day one. But that's not normal.
I don't mind dire wolves too much (as long as I see them coming), I have no trouble with using a machete or bow at point blank. Slow and steady is the safe was to kill them. Hitting/shooting them rapidly is a sure way to get yourself killedI mean I enjoy the fight. It makes me not want to get near them due to that but with Direwolfs it's a bit much especially early game