PC What do you guys want changed in later patches? That A18 does not have or removed.

After at least 8 alphas, I think it's about time to find out.I caught a cold and I don't feel like figuring it out now... but I will.
Haha if you want to test it be my guest ;)

My only requirement is that it works and I have plenty of zombies :)

 
For those wanting more Zs, you could do the quick edit directly in the XML....or....you could use a mod from HERE.

Look for two distinct mods: Increased Wilderness Z and Larger Hordes.

 
For those wanting more Zs, you could do the quick edit directly in the XML....or....you could use a mod from HERE.
Look for two distinct mods: Increased Wilderness Z and Larger Hordes.
I certainly recommend using a modlet format over a direct xml edit.

No idea on what Jaxx has his numbers increased to either but you could always edit his modlet for more/less etc.

The direct xml edit was primarily for illustration purposes ;)

 
Microsplat map to be optimized so my fps doesn't drop from solid 60 to 30-33 depending on biome or if water is around. If I go to a biome other than forest with no water, my fps drops down to 30-33 till I leave the biome, its even worse if there is also a body of water I can see. There is a patch to remove the microsplat map, which fixes these fps issues, but its not without its glitches. Namely underground texture issues.

 
I want more cohesion. The styles put into the game clash and immediately tells that this is an indie game.
You’ve got this gritty, crass style... the bikers, the strippers, the names of some of the POIs, and the traders’ language, vomiting cops, etc. This part gives me kind of like a 1980’s Garbage Pail Kids vibe.

Then you’ve got mixed into that some elements of a Mad Max type style. Spikes on motorcycles, the iron helmet and makeshift armor, the junkyard quest POIs, junk turrets and stun batons.

Next up we have the things that revolve around the nuclear age. Radiation zones and gear, radiated zombies that glow, a rare mutant pig. This brings up the lack of cohesion with animals. Zombie dogs, no normal dogs. Normal wolves, no zombie wolves. Bears and zombie bears... no other zombie animals, no other mutant animals. Opportunity is there to mutate every animal... but nope.

Finally we have this weird mystical lore. Zombies run at night, zombies affected by blood moons. Feral zombies with no reason behind what makes them different. Wights with no reason behind what makes them different.

In general, there is no one identifying style in this game. It’s a hodge-podge patchwork of themes that the devs thought were cool at the time they were brought into the game. The game needs a direction to follow, cohesion.
I have some personal lore for normal and feral zombies that feels to fit here it is: Ferals are basically fresher turned zombies, as such they had less time to decompose, so they are healiter and more physically fit to run around. Compared to normal ones who have been around a while and have decomposed to a point they can't really run or move fast and are more fragile. This at least makes sense during the day. I still haven't figured out how to explain normal zombies running at night or on bloodmoons yet. As it just makes no sense period for the normal generic zombies to suddendly be able to sprint like a olympic athlete just because the sun went down.

Radiated zombies kinda make sense, as they are basically mutated by the radiation, if you've played fallout games radiation can do some weird stuff. Ghouls in fallout for example get healed by radiation not hurt by it once they go from human to ghoul. So the radiated zombies have a hp regen I guess makes a bit of sense.

 
I have some personal lore for normal and feral zombies that feels to fit here it is: Ferals are basically fresher turned zombies, as such they had less time to decompose, so they are healiter and more physically fit to run around. Compared to normal ones who have been around a while and have decomposed to a point they can't really run or move fast and are more fragile. This at least makes sense during the day. I still haven't figured out how to explain normal zombies running at night or on bloodmoons yet. As it just makes no sense period for the normal generic zombies to suddendly be able to sprint like a olympic athlete just because the sun went down.
Radiated zombies kinda make sense, as they are basically mutated by the radiation, if you've played fallout games radiation can do some weird stuff. Ghouls in fallout for example get healed by radiation not hurt by it once they go from human to ghoul. So the radiated zombies have a hp regen I guess makes a bit of sense.
Sure, you could come up with stories for everything, the problem I am pointing out is that none of it fits together nicely... and not just the lore, but the art and characters. In Fallout it makes sense to have these things related to radiation. It is the theme of the game. It would be like if they added some eclipse event in Fallout that made zombies appear because they thought BMs were cool in 7D2D. It doesn't fit. It might be fun to play still, but cohesion would suffer greatly and leave people puzzled. It would be like if in DOOM, you are fighting all these demons in Hell, walk through a door and see a giraffe.

 
Sure, you could come up with stories for everything, the problem I am pointing out is that none of it fits together nicely... and not just the lore, but the art and characters. In Fallout it makes sense to have these things related to radiation. It is the theme of the game. It would be like if they added some eclipse event in Fallout that made zombies appear because they thought BMs were cool in 7D2D. It doesn't fit. It might be fun to play still, but cohesion would suffer greatly and leave people puzzled. It would be like if in DOOM, you are fighting all these demons in Hell, walk through a door and see a giraffe.
You do have a point, it does feel like a random mishmash of things.

 
Greetings

I'll be out against the wall and shot for this but I want:

1. Zombies digging down to be removed (I'd accept only being able to dig 1-5/10 blocks down?) Just not the current heat seeking zombie mole torpedoes that currently exist. I like to spend my nights mining underground in peace ok. At least until I come up to the surface.

2. Demolisher's removed. I like building my bases as comfortable homes behind walls ok.

Yes I know it'll never happen but the OP asked so I gave my wish list! :smile-new:

 
I would change the patching pace.

Remember when at release of A17 we were promissed less content but more frequent updates instead of one alpha a year or longer?

Well, that was 11 months ago.

And we're still on A17.

 
I would really love a chance for "learning a schematic" after scrapping an Item. If I scrap a Pistol/machine gun/ crossbow into parts, then I should have a chance to learn how it's assembled and gain the ability to build one. Taking things apart is generally the easiest ways to learn how they are built.

Yes I know this borders on the "Learn by doing" but even a 1 in 5 chance would be nice for those difficult to find plans.

 
I ask for just one thing.

To be able to change the activation label and the tooltip font to AgencyB without having to mess with dll.

Right now, if I wanted to display Japanese in the tooltips, I have to turn EAC off.

 
Hub cities; they need to come back. I do NOT know why they thought removing them was a good idea, but it was not. I remember the thrilling times when you would basically set up camp at the outskirts of the hub city, and you would wait patiently, getting ready, for the day to raid it.

The hub city shouldn't be like any other towns. It should be the place where all the truly valuable and big POIs are, but it should also be a place where the zombie spawn is basically unending, so you don't get to just kill all the zombies and be the conqueror of the town. Instead, you'd be forced to run away, hide, use distractions and act quick all the time to get the good loot.

Those were the days. Wish they brought the hub city back.

 
In order of importance to me :

- create a 3-tiered system for locations : wilderness, towns, cities. Depending on the location, decrease/increase greatly the number and difficulty of zeds. Would be inline with the current progression system, give a purpose to those beautiful landscapes with isolated houses, and avoid the current "go to the nearest/biggest city day 1 and set up there".

- get rid of the double barrel, make (maybe nerf a bit) the pump a Tier 2 shotgun and add a fully-automatic Tier 3 shotgun. Shotguns should probably be moved to Fortitude and Machine Guns to strength (seems more logical to have the tanky FORT dude play close-combat guns)

- rework bleed effect that just doesn't cut it (lol)

- a bit more zombie diversity

- replace the current hand models with proper HD hands/arms. There's been so much work done on say sand, but the one thing you always have on your screen regardless of your weapon looks like a 2010 texture

- a bit more balance work (for example being able to run into a cougar on day 1 seems strange when the whole game is balanced around making early game easy for beginners before throwing some curveballs at them)

 
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I would change the patching pace.
Remember when at release of A17 we were promissed less content but more frequent updates instead of one alpha a year or longer?

Well, that was 11 months ago.

And we're still on A17.
How so I'm on alpha 18?

 
Greetings
I'll be out against the wall and shot for this but I want:

1. Zombies digging down to be removed (I'd accept only being able to dig 1-5/10 blocks down?) Just not the current heat seeking zombie mole torpedoes that currently exist. I like to spend my nights mining underground in peace ok. At least until I come up to the surface.

2. Demolisher's removed. I like building my bases as comfortable homes behind walls ok.

Yes I know it'll never happen but the OP asked so I gave my wish list! :smile-new:
Just change the block damage that zombies do in the game settings. ;)

 
For a quick and dirty xml edit to spawning.xml that's a grand total of changing 10 maxcount entries for the biome spawns....
From this:

<biome name="pine_forest">

<spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" />

<spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" />

<spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />

<spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" />

</biome>

To this:

<biome name="pine_forest">

<spawn maxcount="20" respawndelay="3" time="Day" entitygroup="ZombiesAll" />

<spawn maxcount="20" respawndelay="4" time="Night" entitygroup="ZombiesNight" />

<spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />

<spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" />

</biome>

Do the same for desert, wasteland, burnt_forest and snow and you are done.

Note a modlet approach would be the better option to avoid redoing it after each experimental release etc but that would take longer to explain.

Mine are set at 50 (depends on what your system can handle and what you find fun etc).

Oh and you can set all respawndelay to 1 if you like too.

View attachment 30416
Thanks. I'll change my max zombie count and see how much my pc can handle.

 
How so I'm on alpha 18?
That was written at around the same time I was frantically looking for car keys I had in my hand.... as in.... I was extremely tired and operated on about 10% brain capacity.

All the recent experimental updates confused me.

General point still stands tho, we're not getting new alpha with less content every ~3 months as MM promissed in 2018 december.

 
Btw the perk says "gain X% amount from electrical trap kills" but it only accounts for electrocution? Is this a bug or a feature?

Nvm it seems the spike traps got the zombies before the electrical traps did.

Also wrong post lol.

 
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