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Yeah it was Navezgane. I gotta stop using that map though, every time I restart it's 2.5km from the first trading post.
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# ? Jun 30, 2023 20:06 |
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# ? Jun 7, 2024 04:01 |
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Actually I just looked it up on the wiki and while that isn’t necessarily the most up to date place it specifically mentions zombie bears as spawning in the burnt forest.
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# ? Jun 30, 2023 20:08 |
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I think my biggest issue in the harder difficulties is how little I can do at night. Glowy eyes sprinters are no joke. Just huddling by a fire, in a basement, passing the time while IRL phone browsing and waiting for dawn. I don't know why I'm doing this to myself.
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# ? Jun 30, 2023 20:19 |
The intended thing is for you to take care of crafting and building during the night, but yeah if you're on higher difficulty the chance of attracting attention is usually too great. I think those difficulties are only really doable if you have friends to sacrifice. Remember you don't have to be the fastest, only faster than the slowest person.
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# ? Jun 30, 2023 21:08 |
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I don’t think I will ever go above Warrior. Starts feeling to much like 1 small mistake will be the end of you.
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# ? Jun 30, 2023 23:44 |
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On single player at 100% loot, I have finally reached crucible crafting level with only 1 point in workstations, lvl 46 (xp/100%). And still have 130 steel left over from before. After choosing steel as a reward a few times (maybe 3x at 25 per) and through wrenching buttloads of stuff and building a bunch of mods and a motorcycle. So maybe its not so bad having it gated at 75 books. Might be a little tighter on Multi, but I have seen steel as a reward quite a few times. OgNar fucked around with this message at 02:21 on Jul 1, 2023 |
# ? Jul 1, 2023 02:16 |
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sure okay posted:i vote yes Done deal.
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# ? Jul 1, 2023 04:01 |
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Man, stabbing/shooting zombies through a partially broken door is such a pro strat. Even if the door doesn't last long against them, it'll give you enough time to get a few good hits in before retreating further. Especially great when you open a door and trigger a room. Just close the door again and wait for them to break a hole.
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# ? Jul 2, 2023 14:34 |
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It has made the double barrel shotgun a lot more viable early game. A when a lot of door break the first hole is right at head height.
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# ? Jul 2, 2023 15:03 |
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Godlessdonut posted:Man, stabbing/shooting zombies through a partially broken door is such a pro strat. Even if the door doesn't last long against them, it'll give you enough time to get a few good hits in before retreating further. Especially great when you open a door and trigger a room. Just close the door again and wait for them to break a hole. Just enough time to throw a grenade and let it cook before they fully break through
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# ? Jul 2, 2023 20:05 |
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Drakenel posted:The intended thing is for you to take care of crafting and building during the night, but yeah if you're on higher difficulty the chance of attracting attention is usually too great. yeah the attention mechanic is something I don't really get. Seems like even if Im crafting in a basement or third floor of a building, I'm still attracting curious zombies. Am I supposed to be doing some kind of sound or light proofing? Extend a fence?
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# ? Jul 2, 2023 20:25 |
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Oysters Autobio posted:yeah the attention mechanic is something I don't really get. Seems like even if Im crafting in a basement or third floor of a building, I'm still attracting curious zombies. Thats the heat mechanic, everything you do generates 'Heat' attracting local zombies and once you pass a certain thresh hold, a screamer. For instance, mining. You can generate less heat by ducking when you mine. Heres is a good video that goes over it. edit: actually this may be a better video https://www.youtube.com/watch?v=883I29QcPQM But yeah, it is useful to surround your base with a 2-3 high stone or higher density wall and some spikes to keep them out. On the flip side you can create a pseudo horde night by setting up a base in the wasteland and having multiple forges going and cover it in burning barrels and torches. Screamer city.
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# ? Jul 2, 2023 21:20 |
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Wait what the hell, there's Tier 6 quests? I thought it stopped at 5.
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# ? Jul 4, 2023 22:53 |
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Vib Rib posted:Wait what the hell, there's Tier 6 quests? I thought it stopped at 5. T5 infested. Also, last night I found a Jeffelon Zuckergates estate, T4 I think or 5. Havent tried it yet. e: I have had such bad luck with getting overwhelmed in Infested missions. I'm pretty sure I havent died this much on a single playthrough since like 2019 OgNar fucked around with this message at 23:02 on Jul 4, 2023 |
# ? Jul 4, 2023 22:59 |
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Vib Rib posted:Wait what the hell, there's Tier 6 quests? I thought it stopped at 5. Tier 6 quests are Tier 5 quests (same locations) but harder. More zombies and higher tier zombies for your game stage (unless you’re maxed out) plus a big fancy chest at the end (it won’t even be locked!). Same with any other “infestation” quest, a tier 3 infestation quest will send you to a tier 2 location.
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# ? Jul 4, 2023 23:21 |
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Kibayasu posted:Tier 6 quests are Tier 5 quests (same locations) but harder. More zombies and higher tier zombies for your game stage (unless you’re maxed out) plus a big fancy chest at the end (it won’t even be locked!). Same with any other “infestation” quest, a tier 3 infestation quest will send you to a tier 2 location. Didn't die but the finale is insanity, not sure how you can take these on tactically beyond building a little defensive base just before the last stand.
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# ? Jul 5, 2023 00:11 |
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Vib Rib posted:Yeah, I'd just assumed T5 was the highest and Infestations were of the same tier but could use POIs of a single tier lower. Showing up at Higashi Tower and reading "Tier 6 Infestation" had me worried. lol I literally just did that one and was down to less than 20hp when it was over. I tried to find a place to retreat to and ended up cornered.
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# ? Jul 5, 2023 00:29 |
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I'm pretty sure POI difficulty can actually go up to at least Tier 7, due to the biome bonus, and maybe higher when combined with Infested.
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# ? Jul 5, 2023 00:47 |
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Flesh Forge posted:I'm pretty sure POI difficulty can actually go up to at least Tier 7, due to the biome bonus, and maybe higher when combined with Infested.
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# ? Jul 5, 2023 01:06 |
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Still not finding any compelling reasons to "upgrade" from a20 to a21.
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# ? Jul 5, 2023 15:11 |
So my server took over a police station that already had a wall. I've installed a steel hatch on one side and encased all the exterior concrete walls in a second layer of concrete but zombies still partially beat on the walls instead of going to the hatch. How do I get them to only go to the hatch, if that's possible?
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# ? Jul 5, 2023 16:30 |
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girl dick energy posted:Still not finding any compelling reasons to "upgrade" from a20 to a21. there's hundreds of new POIs, that's the main appeal of the game you can mod around the less cool changes
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# ? Jul 5, 2023 16:42 |
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It's hard to know exactly what's going wrong but zombies will often beat on structures near them when their pathing resets. A common example is zombies who fall will sometimes beat on the wall they fell off for a bit but it also seems to happen if they're bumping into eachother. If you've got a bunch of zombies piling up against a wall they're likely to put some hits into it. I'm not sure how you fix that particular problem with a wall on the ground if that is your problem, the usual fix is to move the walls away from where zombies are likely to be. Maybe a moat?
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# ? Jul 5, 2023 16:46 |
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Phigs posted:It's hard to know exactly what's going wrong but zombies will often beat on structures near them when their pathing resets. A common example is zombies who fall will sometimes beat on the wall they fell off for a bit but it also seems to happen if they're bumping into eachother. If you've got a bunch of zombies piling up against a wall they're likely to put some hits into it. I'm not sure how you fix that particular problem with a wall on the ground if that is your problem, the usual fix is to move the walls away from where zombies are likely to be. Maybe a moat? Because it’s so easy to create a pile up of zombies on a thin block any zombies which take fall damage will always start attacking the nearest and weakest player block. Admiral Joeslop posted:So my server took over a police station that already had a wall. I've installed a steel hatch on one side and encased all the exterior concrete walls in a second layer of concrete but zombies still partially beat on the walls instead of going to the hatch. How do I get them to only go to the hatch, if that's possible? Is this during a blood moon or just random wandering zombies? Wandering zombies are more likely to go for a door if one is on the direct path to you/a source of Heat but if they don’t see one they’ll just beat on whatever is in front of them. If it’s during a blood moon then your steel hatch might have “outclassed” your concrete walls in the zombie brains. Steel hatches are pretty tough and the zombies might now see that it would be quicker to get through the concrete walls instead of the hatch.
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# ? Jul 5, 2023 17:18 |
Kibayasu posted:Because it’s so easy to create a pile up of zombies on a thin block any zombies which take fall damage will always start attacking the nearest and weakest player block. Just regular zombies. We're running the wandering hordes mod and the police station is right inside a wasteland or whatever biome so we've got a lot of zombies that show up. I guess a moat would help but in previous maps I've seen them just start attacking the ground instead.
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# ? Jul 5, 2023 17:33 |
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Kibayasu posted:Because it’s so easy to create a pile up of zombies on a thin block any zombies which take fall damage will always start attacking the nearest and weakest player block. To expand on that last bit, zombies see doors as having less HP than they actually have for the purposes of pathfinding. That makes zombies preferentially break down doors, but if you've got a steel door on a wooden building, they'll just break the walls down instead.
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# ? Jul 5, 2023 17:48 |
Maybe I should downgrade to an iron hatch then, until we have steel walls.
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# ? Jul 5, 2023 17:58 |
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girl dick energy posted:Still not finding any compelling reasons to "upgrade" from a20 to a21. Yeah, aside from the improved worldgen and POIs, the changes are kinda wacky - water and skills in particular. They should take inspiration from Project Zomboid for both mechanics. Zomboid has a great implementation of safe/unsafe water and a skill system that, whilst not perfect, is miles better than the RNG-hell magazine loot system A21 has. That said, the new POIs really are rather good, and clobbering zombos with stun batons is very entertaining.
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# ? Jul 5, 2023 18:02 |
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Admiral Joeslop posted:Maybe I should downgrade to an iron hatch then, until we have steel walls. That probably won't change much with wandering hordes and zombies. If they're on one side of a building won't walk all the way around to hit a hatch they'll just hit the wall in front of them. Same behavior as zombies who are beating on the walls of a POI you're inside even though you left the door open. You could put doors in the walls they're attacking but all that will do is concentrate the damage onto the door more often than the walls.
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# ? Jul 5, 2023 18:08 |
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Imo, the skill system in A21 makes scavenging playstyle essential since you need those books to skill up, so you can’t just sit in your base for hours anymore. You have to engage the trader or poi to progress, which is great with less boring stream of people spending hours building their box house.
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# ? Jul 5, 2023 18:11 |
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The part of me that wants to overdesign things thinks the crafting magazines could be more complicated and still good but that ties into my strange desire to force/encourage a player to interact with the desert/snow/wasteland biomes more often outside of a vague feeling of "better loot" (which stops mattering pretty quickly if you're doing trader quests). But something like that would probably need a redesign of a lot of things and I don't need TFP doing that more often.
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# ? Jul 5, 2023 18:58 |
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Now that I am a fairly high level in my single player and have maxed out stuff like vehicles, clubs, shotguns etc. Basically maxed everything i've put points into. I've noticed that while I still get read books from the sets like needle/thread, lucky looter and the like, but the only skill books I see are ones I havent put points into. Like knuckles, sledges and pistols. So the game isnt really 'wasting' skill books and only giving me stuff I dont have.
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# ? Jul 5, 2023 20:10 |
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Admiral Joeslop posted:So my server took over a police station that already had a wall. I've installed a steel hatch on one side and encased all the exterior concrete walls in a second layer of concrete but zombies still partially beat on the walls instead of going to the hatch. How do I get them to only go to the hatch, if that's possible? OgNar posted:Now that I am a fairly high level in my single player and have maxed out stuff like vehicles, clubs, shotguns etc.
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# ? Jul 5, 2023 20:45 |
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Having just slogged through it, the County Jail might be the worst POI in the game. Poor direction and layout, generally boring, completely over the top enemy density even compared to other T5 POIs. The finale literally drops you through the ceiling into the very center of a huge room and then enemies pour in from all sides, including something like 20+ non-randomized wights from the surrounding cells. As soon as I dropped down I pillared back out and let them break out doors into the surrounding jail so I didn't have to face them all at once. The worst part of it all is that at various points, dozens of enemies will spawn out of thin air. The game already has a monster closet problem but when you first step into the building, like 16 zombies spawn right outside and run in. The only saving grace is that about half these groups are bugged out and don't trigger properly, so they'll just stand there motionless and nonresponsive until you kill them, thus reducing the overall enemy density. Never go to the county jail, it's trash. E: Important! If you quit during a singleplayer game while in the middle of a mission, the mission resets and next time you play you have to re-activate the big exclamation mark, which completely resets the POI. So for instance, if it's a fetch+clear mission, even if you've cleared the finale and looted all the chests, if you didn't yet pick up the courier satchel and quit, when next you load in you'll have to do the entire POI over again. You could probably exploit this if it's a POI with tons of books or something, just repeatedly clear, say, the book filled entrance of a Crack a Book Cafe, but in practice it's mostly a pain in the rear end. Vib Rib fucked around with this message at 23:24 on Jul 5, 2023 |
# ? Jul 5, 2023 23:17 |
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Vib Rib posted:E: Important! If you quit during a singleplayer game while in the middle of a mission, the mission resets and next time you play you have to re-activate the big exclamation mark, which completely resets the POI. So for instance, if it's a fetch+clear mission, even if you've cleared the finale and looted all the chests, if you didn't yet pick up the courier satchel and quit, when next you load in you'll have to do the entire POI over again. You could probably exploit this if it's a POI with tons of books or something, just repeatedly clear, say, the book filled entrance of a Crack a Book Cafe, but in practice it's mostly a pain in the rear end.
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# ? Jul 5, 2023 23:28 |
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Does the blood moon horde still reset if you quit before morning breaks?
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# ? Jul 5, 2023 23:42 |
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Kibayasu posted:Does the blood moon horde still reset if you quit before morning breaks?
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# ? Jul 5, 2023 23:44 |
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Vib Rib posted:Having just slogged through it, the County Jail might be the worst POI in the game. Poor direction and layout, generally boring, completely over the top enemy density even compared to other T5 POIs. The finale literally drops you through the ceiling into the very center of a huge room and then enemies pour in from all sides, including something like 20+ non-randomized wights from the surrounding cells. As soon as I dropped down I pillared back out and let them break out doors into the surrounding jail so I didn't have to face them all at once. The worst part of it all is that at various points, dozens of enemies will spawn out of thin air. The game already has a monster closet problem but when you first step into the building, like 16 zombies spawn right outside and run in. The enemies popping in thing is intentional with POIs. There are triggers that spawn in zombies into the next area so that you don't fire a gun in the first room and wake up the entire POI at once to run you down. Usually the POIs are designed so that you don't see the pop-in though - it'll be something like they spawn in as you walk around a corner or as you approach a closed door. It also helps significantly with performance in the giant T5 POIs to not have hundreds of zombies spawn immediately and melt your computer.
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# ? Jul 6, 2023 04:05 |
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Dirk the Average posted:The enemies popping in thing is intentional with POIs. There are triggers that spawn in zombies into the next area so that you don't fire a gun in the first room and wake up the entire POI at once to run you down. Usually the POIs are designed so that you don't see the pop-in though - it'll be something like they spawn in as you walk around a corner or as you approach a closed door. It also helps significantly with performance in the giant T5 POIs to not have hundreds of zombies spawn immediately and melt your computer. Also many of these groups didn't even activate and just stood in place, you can literally jump on their heads and they won't react. Very buggy POI.
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# ? Jul 6, 2023 04:31 |
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# ? Jun 7, 2024 04:01 |
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yeah the spawn-from-thin-air trigger gimmick is extremely lame, not a fan of that any more than I am of the Bloodmoon see-through-stealth gimmick.
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# ? Jul 6, 2023 08:27 |