Adam the Waster
Well-known member
I kinda want sexual trex to come back but in just name
If zombies were to take damage from exposure to storms that would mean doing checks for indoor/outdoor (a geometry calculation) on every enemy instance continuously, including all the current spawns that the player has not yet encountered (the game doesn't know which ones you have seen or heard).Track what exactly? Damage resistance? ... It doesn't sound very "taxing" to me.
It wouldn't be much different from the game tracking zombies' armor.
This would be perfect for the general tree, and would remove the "need" to perk into multiple perks to use less stamina for salvaging, and mining as well as a weapon. You'll just not get the bonus damage.I kinda want sexual trex to come back but in just name
There has been no information on that. I do keep bringing it up occasionally though. The current configuration is pretty limited in results unless you really narrow down what you are looking for in the options.Has anyone heard or has there been any reference to improving the server browser 2.0?
June 30th for console---> June 16 <---
That is from particle collider settings, which has nothing to do with player sheltered checking.So rain will finally stop going through fully covered ceilings? XD
Something like that would be pretty lightweight. It would be checking either non-stop or at least very frequently, but it's only checking the player(s). That's a very minimal performance thing compared to something that checks all enemies, for example. They could probably disable it and not notice even 1 FPS improvement, though that's just a guess on my part.I know nothing about programming, but I"m curious. When a script like that (player shelter checking) works non-stop, does it affect performance or is it lightweight?
I think there's only going to be the one night, usually it's just Rick, Lathan and Joel. It sounds like this time it'll just be Rick and Lathan.
Faatal basically already explained how that could work.If zombies were to take damage from exposure to storms that would mean doing checks for indoor/outdoor (a geometry calculation) on every enemy instance continuously, including all the current spawns that the player has not yet encountered (the game doesn't know which ones you have seen or heard).
Honestly, I have no idea how costly such calculations are, but in a game where so many of it's fans complain about optimizations it doesn't seem like a worthwhile area to divert additional resources to.
In contrast, zombie armor is just a stored number that is referenced on the rare occasion where damage has been determined to have taken place.
Of course an optimization might be to have a simple timer on each entity so that it just dies after a given interval after spawning, but in any case not a very compelling feature as it would make storms that much easier to weather.
I don't think storms should male them stronger but perhaps other effectsPersonally, I like zombies not taking damage from storms. It makes exploring / questing POIs more dynamic with the added threat. For example, I was doing a T2 quest in the burnt biome last night when a storm hit. I was safe inside the building but eventually I progressed to a part of the POI that was outdoors.
Although I could of just sat there and did some skill/inventory management, I chose to run outside for brief moments to lure zombies into my sheltered position so I could still make progress in completing the POI. It is Day 7 and every minute counts when the bloodmoon is near.
If the zombies were to take damage, that choice would of not been possible since the zombies would of just died from taking damage.
I don't think storms should male them stronger but perhaps other effects
Like maybe fog spawns more zombies around. And storms lures more ferals
P
If the zombies were to take damage, that choice would of not been possible since the zombies would of just died from taking damage.