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Yeah I'm on the right one, I double checked. I've had this one before, but that was on a multiplayer server and the solution there was to destroy my bedroll, since that was somehow causing the problem. I don't have anyone that can help right now though.
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# ? Mar 19, 2025 19:50 |
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Have they updated beyond the first 1.0 beta? I kept crashing in DF after trying to turn in my first trader quest.
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Carcer posted:I'm playing the newest version of darkness falls and having an issue where I don't actually spawn into the world after the games done loading, it just hangs on the building environments screen after playing the spawn noise. I don’t know why this would help but if you’re on your own local server maybe turning debug mode on could let you do… something?
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twistedmentat posted:Have they updated beyond the first 1.0 beta? I kept crashing in DF after trying to turn in my first trader quest. If you go to the download page for it the top comment has a download for a 1.2 version. Kibayasu posted:I don’t know why this would help but if you’re on your own local server maybe turning debug mode on could let you do… something? The problem is I don't even get into the game, I just get stuck on the building environment loading screen, so while I can access the command line nothing I do actually does anything.
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Xenix posted:They could do a quick buckling calculation on all columns. That should be pretty simple. Right, but what is a building if not a bunch of adjacent columns?
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Dirk the Average posted:Right, but what is a building if not a bunch of adjacent columns? ![]()
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You'll pry my structural insulation out of my cold, dead hands (buried under all the rubble)!
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Dirk the Average posted:You'll pry my structural insulation out of my cold, dead hands (buried under all the rubble)! Remove nerdpolling, replace with insulated stairs.
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Hyedum posted:Remove nerdpolling, replace with insulated stairs. Those will come in handy with the increased weather effects Jokes on you
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I'll be interested in trying those new weather mechanics, as of now I just go about everywhere with my athletic gear and I'm completely unaffected by either heat or cold and that feels kinda wrong to me.
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Tombot posted:I'll be interested in trying those new weather mechanics, as of now I just go about everywhere with my athletic gear and I'm completely unaffected by either heat or cold and that feels kinda wrong to me. I’m in favor of weather mattering but also think that the clothes thing is kinda stupid Realistically, by the time you can easily travel between biomes, you probably have acquired the gear for it anyways Although it would be kind of cool if you could get like caught in a blizzard and like I had to make shelter or something
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I know its probably not, but Grover High in my mind is a reference to Das Groverhaus.
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I'm still reeling over TFP fighting a decade long war to try to stop people from making strong defensive positions in a game whose entire central premise is that every few days a horde of zombies is going to spawn infinitely for an entire night and try to kill you.
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Every single patch is them making zombies hit a block they previously wouldn't and the community finding a new block zombies won't hit. I saw a short about some kind of slope block that zombies won't attack or jump over so you can force them to enter a base where you want, I assume TFPs are feverishly working to remedy it.
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weird amount of game devs that simply refuse to give fans what they want
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I mean gaming out a fall 11 spaces from your spot to make zombies de-aggro and reloop to make your base invulnerable doesn't really fit into the theme of the game.
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Pander posted:I mean gaming out a fall 11 spaces from your spot to make zombies de-aggro and reloop to make your base invulnerable doesn't really fit into the theme of the game. I feel like the arms race effort to completely break the AI stems directly from the fact that the zombie design completely precludes building traditional fortifications to keep the zombies out. You can't really just build, say, an enclosed wall with firing slits in this game because the zombies will go insane and deploy their magical adamantium burrowing claws and dig through four meters of concrete in an in-game hour if they don't have a completely unobstructed way to walk into melee with you. This absolutely moronic design naturally pushes players towards figuring out ways to make it so the zombies never get to interact with you instead. If normal fortifications worked, yeah, you'd still have some people trying to cheese the AI to extremes, but most players would be content with building Helm's Deep.
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Kanos posted:I feel like the arms race effort to completely break the AI stems directly from the fact that the zombie design completely precludes building traditional fortifications to keep the zombies out. You can't really just build, say, an enclosed wall with firing slits in this game because the zombies will go insane and deploy their magical adamantium burrowing claws and dig through four meters of concrete in an in-game hour if they don't have a completely unobstructed way to walk into melee with you. This absolutely moronic design naturally pushes players towards figuring out ways to make it so the zombies never get to interact with you instead. Everyone knows a log cabin can be destroyed in five bites from a wolf. If you make it out of stone, that might go up to 8 bites.
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i want a survival game that lets me live in a bigger wolf then
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Vib Rib posted:It's amazing how almost every survival game has such fragile buildings, to the point that in most of them, if your base gets attacked, the plan of action is to run AWAY from your base and fight the attackers in the wilderness so that your base doesn't get destroyed in the fray. I think a lot of survival game devs are completely committed to the idea that the player should never have an actual truly safe sanctuary because they believe it would make the game too easy, which is a design ethos that I deeply dislike.
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Kanos posted:I feel like the arms race effort to completely break the AI stems directly from the fact that the zombie design completely precludes building traditional fortifications to keep the zombies out. You can't really just build, say, an enclosed wall with firing slits in this game because the zombies will go insane and deploy their magical adamantium burrowing claws and dig through four meters of concrete in an in-game hour if they don't have a completely unobstructed way to walk into melee with you. This absolutely moronic design naturally pushes players towards figuring out ways to make it so the zombies never get to interact with you instead. At low levels I just make a fort out of some two story structure (firehouse is pretty good for that). Take out the way up, make a kill zone, and it's pretty easy. At higher levels, just make a standalone base with some bars and a runway. Until you start throwing all the DMG to blocks sliders all the way up, it doesn't take a ton to keep the offense going without needing to game AI.
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I don't know exactly how much this would change about the gameplay, but I'd make it so that zombies damage their arms whenever they try to dig through cobblestone or above, especially the early-game zombies. That way they can't just dig all the way through your base on their own. Stronger zombies like the radioactive ones who can regenerate will be much larger of a threat in the late-game, which I think would be balanced.
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Pander posted:At low levels I just make a fort out of some two story structure (firehouse is pretty good for that). Take out the way up, make a kill zone, and it's pretty easy. At higher levels, just make a standalone base with some bars and a runway. Until you start throwing all the DMG to blocks sliders all the way up, it doesn't take a ton to keep the offense going without needing to game AI. I've played the game for hundreds and hundreds of days both modded and unmodded and I'm 100% clear on how to survive in it. I've run pillbox bases, droppers, hastily converted POIs, the whole gamut. My complaint is not "I can't figure it out and I'm frustrated", it's "I've long since figured it out and the way it works sucks".
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I found a building with an elevator shaft worked well. Take out the stairs, leave the ladder in the shaft, put some bars down, and you can shoot down into it. Won't work if yours going melee for horde nights though I'm sure you could adjust it. Also, it collects all the loot bags at the bottom. I used the large post office on the last goon server.
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Kanos posted:I've played the game for hundreds and hundreds of days both modded and unmodded and I'm 100% clear on how to survive in it. I've run pillbox bases, droppers, hastily converted POIs, the whole gamut. My complaint is not "I can't figure it out and I'm frustrated", it's "I've long since figured it out and the way it works sucks". yeah it's a little bit annoying to post about this kind of thing and get ~helpful advice~ on why you're a big dummy for not building the catwalk base or whatever.
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The urge to be helpful is hard to repress. The worst part of all this crap is needing to explain to a new player why you're building all this crazy looking stuff, or accepting there's going to be a lot of death on horde night and hoping they haven't had their enthusiasm for the game murdered out of them.
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Carcer posted:The urge to be helpful is hard to repress. i prefer to watch people suffer & get eaten by zombies
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Its why my favorite advice (and way to play) on horde nights is 'find the tallest non wood building and climb. Destroy your way up and then pray.' Tossup whether survival happens or not but it encourages a bit of thinking on your feet.
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Kanos posted:I've played the game for hundreds and hundreds of days both modded and unmodded and I'm 100% clear on how to survive in it. I've run pillbox bases, droppers, hastily converted POIs, the whole gamut. My complaint is not "I can't figure it out and I'm frustrated", it's "I've long since figured it out and the way it works sucks". I guess I don't understand the complaint then. If you want helms deep just lower block damage. You have the option.
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The complaint is its incredibly stupid you have a narrow range of options to fight hordes, which are not going to be obvious to new players and will punish them mercilessly, because the devs have decided they need to enforce their vision of how you fight hordes and actively patch out other ways.
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Drakenel posted:Its why my favorite advice (and way to play) on horde nights is 'find the tallest non wood building and climb. Destroy your way up and then pray.' Tossup whether survival happens or not but it encourages a bit of thinking on your feet. Yea its kinda fun to me to realizing its day 6 and you don't have a horde base. It only went bad once on me when I decided to just climb to the top of the grain silo on that one farm and fight from there. The zombies just tore it down on me.
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Drakenel posted:Its why my favorite advice (and way to play) on horde nights is 'find the tallest non wood building and climb. Destroy your way up and then pray.' Tossup whether survival happens or not but it encourages a bit of thinking on your feet. The only problem with this is that some of those buildings are a little too good at being horde night bases. Haven Hotel and Ostrich Hotel in particular have lasted me into some very late horde nights, with minimal repairs and improvements. But if you just want Helm's Deep, it's perfect.
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Pander posted:I guess I don't understand the complaint then. If you want helms deep just lower block damage. You have the option. You have the option to turn off horde nights or make it so zombies can't hurt you, but that's also dumb. It's this: Carcer posted:The complaint is its incredibly stupid you have a narrow range of options to fight hordes, which are not going to be obvious to new players and will punish them mercilessly, because the devs have decided they need to enforce their vision of how you fight hordes and actively patch out other ways. The developers have spent a decade playing a dumbass waste of time cat and mouse game with youtube content creators trying to stamp out "exploits" that they don't like and in the process have made it so casual or intuitive base building has become a casualty. The game is a zombie horde survival game with minecraft levels of creative building options and most of those building options are stupid and pointless and it's a tremendous waste of potential. Zombies should be a threat to buildings, but not every normal lovely zombie. There should be specific zombies that you need to build around as a consideration. Demolishers exist but follow the same basic AI pattern as normal zombies and are thus easily dealt with by the same measures so they barely count. Give me huge colossus zombies, flying suicide bombers, specific tunneling zombies who lead packs of normal zombies up from the ground, napalm spitting zombies that light structures on fire(DF actually does something like this). Give me hostile human enemies who will attack your base with guns and explosives. Address people figuring out how to game the system with additional content that forces players to come up with new solutions instead of trying to patch existing solutions out and failing because a youtube man found a new weird trick. But it's a lost cause because TFP aren't really big on actually adding content; they've been functionally checked out on this game for the last five years at least and the only reason we got 1.0 is because they got burned when they tried to release another game while this one is unfinished. We still haven't gotten loving bandits after over half a decade.
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Relative point: demolishers are terrible
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An example of good zombie design are spider zombies, because they force you to account for them jumping onto any exposed platform you're using, or vultures since you need some sort of overhead defense. Neither of them are massively dangerous if they do get into your horde base, but if they can consistently get in you're probably going to die a few times and need to do something about it. Demolishers are the devs throwing their hands in the air and turning a zombies stats up to max with a bomb that fucks you if you try and fight them from the front.
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I hate the sound spider zombies make. Its too bad you can't edit the contents of a horde. Like make it all rad demolishers or whatever. I know there are people who'd love that kind of challenge. Speaking of challanges, I was watching Guns Nerds and Steel do something I always wondered if it was possible, an underwater horde base. It did not go well.
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twistedmentat posted:Its too bad you can't edit the contents of a horde. Like make it all rad demolishers or whatever. I know there are people who'd love that kind of challenge.
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Right now my uncle and I are playing through War of the Walkers mod, and despite the strange things it does with crafting (there's how many workbenches???) I'm enjoying it. We subsist off of the loot we gather pretty much and the ability to take a bunch of quests at once make replenishing our stuff easy. We also don't make a horde base, cause gently caress the magazine hunt to do that. Every horde night we go find one of the new POIs introduced by the mod, usually a tier 3 or 4 location, and raid it on the evening. We get upstairs and try to remove the ways up and knock out some good sight lines on where we think they'll bunch up and just open fire. Fun times when we miss a ladder up to the roof and have to fight through the oncoming horde to get over and take it out.
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According to Steam I last played this in 2019, reinstalled it and it's like an actual game now, I'm impressed. Coming up on day 14 and it looks like wooden spikes are still really good, I'm sure once guys who start exploding show up I'll have to build something more complex but I'm confident The Dead Rooster filled with and surrounded by them will hold another week.
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# ? Mar 19, 2025 19:50 |
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spikes often knock zombies down, and if they were running they often fall forward into more spikes. Explosive zombies like cops often don't get a chance to explode before dying from the spike damage.
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