PC V2.5 EXP out NOW!

Exactly. Traders already speed up the gameplay too much. They have too many items for sale, which is why I play without them.No trader should sell firearms. Firearms should only be sold by the trader in the winter biome.Besides that, traders should only sell items they specialize in imo.
Yeah, I would like to see a trader items for sale percentage option to lower it to say 25%.
 
Anyone else think we should be able to purchase or craft temperature gear? I'm kinda torn at the moment. Pardon the pun.
I would love purchase or craft, on 25% loot i have found 6 pieces of clothing total in 25 hours of play time.

When i play i do trader quests in the biome the traders send me to, tier 1 forest, tier 2 burnt etc. So doing my tier 4's in the snow biome i had to brute force it and just push through the constant freezing debuff, swapping between my burning shaft axe to run and my stun baton to fight(Baton doesnt support burning shaft).
I am currently halfway through my tier 5's in the wasteland and half my clothing is still patchwork.
 
You've probably come across unripe pears all the time and broken your teeth on them... ripe pears are something...
You can see it from your dentures...
All the ones I have eatten were like rocks but still pears betrayed me. We didnt make a good pear.....
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Yeah, I would like to see a trader items for sale percentage option to lower it to say 25%.
Something to add with the sandbox update
 
Because well-implemented volumetric fog, which also won't appear indoors, can seriously impact performance. At least, that's what Faatal said.
Unity does not have volumetric fog in the built in render pipeline, which means fog is global. I reduce it indoors, BUT I don't want to reduce it too much or looking outside, the fog would be gone. It would be jarring fading in/out too much.
 
Unity does not have volumetric fog in the built in render pipeline, which means fog is global. I reduce it indoors, BUT I don't want to reduce it too much or looking outside, the fog would be gone. It would be jarring fading in/out too much.
Is it possible to use the same method you use with Storms? :unsure:
I mean, storms don't appear inside. What if fog was handled by part of the same code as the storms?
 
Unity does not have volumetric fog in the built in render pipeline, which means fog is global. I reduce it indoors, BUT I don't want to reduce it too much or looking outside, the fog would be gone. It would be jarring fading in/out too much.
If it is as you say, then why was there no fog in the room before???
 
Yeah, I would like to see a trader items for sale percentage option to lower it to say 25%.
I’ve played many times on many randomly generated worlds, and almost every run, on Day 1, I had the option to buy the Wire Tool, generator bank, electric fence posts, Wrench, and Concrete Mix. This immediately makes the first horde trivial, even while playing on Insane difficulty with zombies dealing 200% block damage. I don’t even need to craft these items myself I can just buy them from the trader for fairly little money this early in the game, and earning that money isn’t hard at all you just gather polymers and other junk. Traders shouldn’t be selling these kinds of items on Day 1, and I almost always have the chance to restock and buy even more electric traps. Maybe I play too hardcore, but for me, this is another reason why I don’t play with traders now.But on the other hand, when I played the first horde with 2 friends, even that didn’t help me there were tons of ferals, cops, Big Boys, feral bikers, etc. I’m playing with my friends on Warrior difficulty and zombies deal 100% block damage. It’s poorly balanced.
 
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I’ve played many times on many randomly generated worlds, and almost every run, on Day 1, I had the option to buy the Wire Tool, generator bank, electric fence posts, Wrench, and Concrete Mix. This immediately makes the first horde trivial, even while playing on Insane difficulty with zombies dealing 200% block damage. I don’t even need to craft these items myself I can just buy them from the trader for fairly little money this early in the game, and earning that money isn’t hard at all you just gather polymers and other junk. Traders shouldn’t be selling these kinds of items on Day 1, and I almost always have the chance to restock and buy even more electric traps. Maybe I play too hardcore, but for me, this is another reason why I don’t play with traders now.But on the other hand, when I played the first horde with 2 friends, even that didn’t help me there were tons of ferals, cops, Big Boys, feral bikers, etc. I’m playing with my friends on Warrior difficulty and zombies deal 100% block damage. It’s poorly balanced.
I don't think has ever happened to me :D I am currently on day 26 (insane, 25% loot) and have no way to set up electric fences and absolutely dread the thought of the upcoming blood moon.
 
I don't think has ever happened to me :D I am currently on day 26 (insane, 25% loot) and have no way to set up electric fences and absolutely dread the thought of the upcoming blood moon.
I also play on 25% loot, and I don’t see what that has to do with what the trader sells you. You should check it yourself by generating several worlds and observing how often these items are actually available. You have three days to buy what the trader has, then there is a restock, which gives you another chance for those items, and Jen can have them available as well.

I’ve generated and restarted worlds many times because I play on Insane Nightmare permadeath, which means I died frequently and had plenty of opportunities to test this.I’m not even mentioning the fact that you can sometimes find a second Rekt, occasionally located not far from the first one.
 
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Is this the thread where I mention since the 2.5 upgrade that going into the city produces a ton of lag? I haven’t seen it mentioned yet and I haven’t had this issue since 2.x. In fact 2.x seemed to improve it, until now.
 
2.5 stable feels less performant for me too. Should get sorted out.
I experienced the same also with performance, and also the road generation is the worst I've seen in a very long time. But, as you said, it will all be sorted out eventually.

With that being said, this is one of the very best versions I've played so far (since Alpha 10, when I started playing). The new stuff makes the game more fun and the adjustments made to previous features are great. I really love what FTP did.

Many thanks to The Fun Pimps staff for the excellent work.
 
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Is this the thread where I mention since the 2.5 upgrade that going into the city produces a ton of lag? I haven’t seen it mentioned yet and I haven’t had this issue since 2.x. In fact 2.x seemed to improve it, until now.

Yep, same here. It's similar to what happens when I turn on VSync, though not nearly that bad.

💀
 
Anyone experience the "Invite to party" , when someone joins the server and you were invited to join their "party" the day before?
 
Is this the thread where I mention since the 2.5 upgrade that going into the city produces a ton of lag? I haven’t seen it mentioned yet and I haven’t had this issue since 2.x. In fact 2.x seemed to improve it, until now.
I have not noticed that. I can't think of any reason for it.
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I experienced the same also with performance, and also the road generation is the worst I've seen in a very long time. But, as you said, it will all be sorted out eventually.

With that being said, this is one of the very best versions I've played so far (since Alpha 10, when I started playing). The new stuff makes the game more fun and the adjustments made to previous features are great. I really love what FTP did.

Many thanks to The Fun Pimps staff for the excellent work.
RWG roads were changed in a variety of ways to make them better, but it still has bad cases like before just somewhat different bad cases.
 
I experienced the same also with performance, and also the road generation is the worst I've seen in a very long time. But, as you said, it will all be sorted out eventually.

With that being said, this is one of the very best versions I've played so far (since Alpha 10, when I started playing). The new stuff makes the game more fun and the adjustments made to previous features are great. I really love what FTP did.

Many thanks to The Fun Pimps staff for the excellent work.
Yeah, RWG roads seem to be worse now. I'm sure there are ways they are improved, but the places they are bad are far more visible. Significant jumps in elevation suddenly, especially at tiles, such that I can't even drive up them and have to go around to the side to get up to the road again. It seems to be happening a lot now. I do generally like the roads, but things that prevent you from driving on them and requiring you to go around just really ruin the experience. I could show multiple instances of these problems in my current map.

Suggestion - make a buffer of 2-3 meters next to a tile's road connector point where the elevation will match the tile and not try to increase or decrease due to the road wanting to go up or down a hill next to the town.
 
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