HungryZombie
New member
What makes you think they are insisting only one zombie instead of they just haven't gotten to it yet?
Because we used to have 3 and they removed two of them for no real reason.What makes you think they are insisting only one zombie instead of they just haven't gotten to it yet?
If that is the case, why not fire off a weapon and wake them all? I do that some times when I do not feel like spending 15-30 minutes clearing a POI while being stealthy.Altho OP is beeing too extreme, I agree on not likeing sleepers. I prefer most zombies of the house coming to get me than them trying to surprise me on each room.
I'll do it for free. All they have to do is contact me, and I will send them an improved .xml file, and then they can do an update. Easy fix. No excuse not to do it.What makes you think they are insisting only one zombie instead of they just haven't gotten to it yet?
This only works in A18 for small POIs since the spawn range has been reduced. For larger POIs the spawn range is so small that you have to be in the next room to spawn the sleepers.If that is the case, why not fire off a weapon and wake them all? I do that some times when I do not feel like spending 15-30 minutes clearing a POI while being stealthy.
The mechanics behind the game's main threat should be considered the "basics" and should have been conceptually worked out a long time ago. TFP barely seemed to have thought about it beyond "we're going to have zombies AND voxels AND loot AND bandits AND crafting AND etc." and just started programming in Unity without realizing the technical limitations (something actually openly lamented by MadMole).Just like anything else, get the basics down and then expand from there.
The design of the game used to be all over the place (and still is in some ways) imho. While the game had interesting content and its initial conception was superb, it seemed as if no thought at all was put into its systems. Even though MM fully took over at some point, as he said, and indeed did fix many gameplay inconsistencies, I still think that not much thought is being put into some changes (sleepers being one of them), so I share your pessimism. I can only hope that the encounter system will be more inspired and less flat than quests.The mechanics behind the game's main threat should be considered the "basics" and should have been conceptually worked out a long time ago. ........
I'll probably come back to the game if/when the encounters system gets fleshed out a little, but I'm not holding my breath for anything revolutionary by this point.
i kinda like zombie varnets, while the Radioactive zombies are kinda odd looking i still like their ability but not really there look.The green zombies are the most ugly thing. Its pretty easy to remove them per notepad++ with the replace word option. They just look like ***, breaking immersion and after day 30 they are the new standard zombie. Why dont make 2-3 zombietypes more for difficulty instead of recolor them? I hope they remove the greens in the progress of the game.Meanwhile i do the work myself and remove them by xml, pretty annoying job. Dont nerf them, same stats but just not ugly green. Glowing eyes are enough, this looks nice.
Same with all the recoloring of any items and weapons, pls for the love of basic anything, STOP COLORING ANYTHING!
Bننh this looks so bننننh! Its a shame.
I've done that. I've edited the .xml files to make better biomes. More wandering zombies. No stupid zombies. More realistic loot. The game was more fun and challenging.The green zombies are the most ugly thing. Its pretty easy to remove them per notepad++ with the replace word option.
You don't need weapons? You are happy with eggs, some meat and wild berries? Just a little trade with traders?I've really got no reason but sheer boredom to actually enter a building. There's nothing in there that I need. It's not like I'm starving, and I don't need any ammo or guns. You can survive quite easily by just wandering around hunting deer and trading.
I would just like to see more effort by the devs to create real challenges, rather than these artificial dungeons and quests. Yes, that skyscraper full of zombies may be challenging, but its not a real challenge since you don't really gain anything of value. Ooo a purple SMG, so what? I guess I can sell it to the trader for cat food.
Are you not using Xpath and building modlets? Hand-editing the .xml under /data/config is a...challenging...way to do it. If you have the skill to understand XML, you will have no problems with Xpath.I've done that. I've edited the .xml files to make better biomes. More wandering zombies. No stupid zombies. More realistic loot. The game was more fun and challenging.
Everytime there is a patch I have to start all over again, and it's just not worth it. The developers should let me edit the official .xml files and then they can include an improved version with every update.