Jump to content

Wilberfoss

Members
  • Content Count

    28
  • Joined

  • Last visited

Everything posted by Wilberfoss

  1. Wilberfoss

    Experimental Branch: 0.45 Discussion

    First time I read about that. So thanks for the news. ;)
  2. Wilberfoss

    Experimental Branch: 0.45 Discussion

    So what you trying to say is:There`s some kind of automatism in maintenance. Stable goes down during it while experimental goes up and suffers several bugs. You´re probably right.
  3. Wilberfoss

    Experimental Branch: 0.45 Discussion

    Maintenance on experimental branch? What are you talking about?
  4. Wilberfoss

    Experimental Branch: 0.45 Discussion

    Rubberbanding is much worse than it was yesterday.Servers aren´t able to connect to the hive so you start with a default character each time you connect.There`s an animation for knockout but other animations seam to be broken. Whenever I bandage myself, drink or eat something the char sits, lays down, walks, walks over a fence... Sometimes it get stucked after all this lying on the side. All you can do is reconnect. http://steamcommunity.com/sharedfiles/filedetails/?id=257266211 http://steamcommunity.com/sharedfiles/filedetails/?id=257266415 Twice I saw this after reconnect: http://steamcommunity.com/sharedfiles/filedetails/?id=257266387
  5. Wilberfoss

    Experimental Branch: 0.45 Discussion

    Yes, it almost seemed an error the uptime of the exp servers today, the version was just the same as before. Hoping for something new soon! Rubberbanding was much better for me than right before the last shut down of experimental branch. So they probably tested a change on server site to solve this. I had the impression graphics were sharper and loading faster even too fast for the light engine. Could it have been a first test of 64 bit servers?
  6. Wilberfoss

    Stable Branch: 0.44 Discussion

    If you see the message "Server wasn´t able to connect..." or you notice being a fresh spawn just don`t move. Don`t press any button except escape, leave the server and go for another. That works allways. The only issue is this senseless penalty for server hopping.
  7. Wilberfoss

    Experimental Branch: 0.45 Discussion

    That `s an interesting idea for the future. Right now weapons aren`t craftable except the useless bow. But backpacks are allready. I would like the amount of backpacks being reduced and the amount of material for the courier backpack increased instead to beginn with.. Two password protected servers on. Switched just to experimental as I saw them in the steam server list and got a little bit disapointed.
  8. Wilberfoss

    Stable Branch: 0.44 Discussion

    I was more than surprised noticing that this built made it on stable. Probably the devs let themselves caught by all that whinning about patch speed and rushed things up. Don`t think they will do it again after that shitstorm.
  9. Wilberfoss

    Stable Branch: 0.44 Discussion

    You just don `t get it. Current patch is a very big one not so much in its contents but in its possibilities. Crossbow and throwing implemented means physics are in. That `s the base for a lot of comming features. Vehicicles for example. They re not yet in the game because devs don`t want cars like in the mod and build complete new physics for them so that they don`t behave like a rock rolling down a hill. The new messaging system allows 100 player servers. They were up and running quite well in eperimental. Please think a second before asking why they´re not on stable yet. This new system I assume has also influence on the number and the respawn possibilities of Zombies, items and in near future animals. (Yes Zombies have to respawn as well as items if you want servers to be able to run constantly without periodic restart.) For stronger Zombies in current stable it ´s an ongoing process of balancing. It is managable. Just a manner of practicing. You can aim for the head if you have to. Just put down a zombie with a fire axe. First strike hit the body. Next two went for the head. With a splitting axe it took quite longer about a dozen strikes. But most of the time I hit the head and the Z was knocked to the floor about three times during the fight. If you don`t have a weapon it `s much easier to aim. More than one at the same time are dangerous. But that `s ok. They have to be. It s a zombie survival game.We just need more possibilities to avoid them completely in the future. Please go play epoch till this is finished.I don`t have a real clue how game programming works. But you`re just a whinning kid because building a game or modding one is not to compare. Ok. This is an epic fail. But if the text wasn`t written in a foreign language for me I would expect me to read and understand it entirely. I end how I always do meeting a player who didn´t shot me. Have a nice day.
  10. Wilberfoss

    Stable Branch: 0.44 Discussion

    I think this is caused by rubberbanding. Switched my melee weapon in a shed or stable - the one with boxes for animals. Put a splitting axe on the ground. Took a fire axe. Put it back on the ground. They both disappeared. I waited about a minute but they didn´t appear. So I run out and was ported back in the shed after a few steps but at a place where I stood right before exchanging the melee weapons to check another item et voila both axes were right there.
  11. Wilberfoss

    Rolling Update Rev - 0.43.116251

    Found a quiver containing 5 bolts in a garage and three single bolts in different houses on hardcore nothing on regular yet. So I guess it `s just luck. Fired a bolt in a tree, found the hole but couldn´t retrieve it. Tried mousewheel, mouseclick, "F" an opened the inventory but found nothing. How does it work?
  12. Wilberfoss

    Rolling Update Rev - 0.43.116251

    Finally found a crossbow in the police station of Zelenogorsk and a minute later a second one upstairs. Fired two bolts for testing. Made some silly holes in a tree. Looks like someone painted a perfect circle. Can`t reload the quiver with the single bolts I found. It works like a mag, that can`t be recharged for now. Single bolts can`t be stacked neither. Here you got something to fix Anyway like the damned thing. Who needs an M4 anymore.
  13. Wilberfoss

    Rolling Update Rev - 0.43.116251

    Found the ammo. Wanna team up? ;) http://cloud-2.steampowered.com/ugc/3278927975595659661/0853061EBD684374B2E141E450B8815952B8A265/ http://cloud-3.steampowered.com/ugc/3278927975595663258/A0E2D40B724EB976D3595ACC7CF28DE997DB304A/
  14. Wilberfoss

    Rolling Update Rev - 0.43.116251

    Well first vehicles are anounced for the third quarter of the year. A working mod is a more realistic guess than a car in current patch.
  15. Wilberfoss

    Rolling Update Rev - 0.43.116251

    Agree. Melee weapons aren´t balanced at all yet. One handed ones never made any damage wether if it ´s the can opener or the machete. In current state I prefer my fists because it ´s easier to punch the head and keep them knocked down so they can´t hit me. With the last patch they started balancing. I guess the process will take a while probably till final release. They `re called Ashwood stick. Just played on hardcore and found tons of it in this sheds nearly in everyone from Solnichy to Dolina. But bows aren`t useable in the current state anyway. Neither of them has this huge, realistic 3D-Environment. That s one thing that makes Dayz such an extraordinary expirience. Project Zomboid chosed its isometric graphic on purpose to be able to implement new features very fast.
  16. Wilberfoss

    Rolling Update Rev - 0.43.116251

    Well thanks to Mr Smedley for pulling some casuals and KOS-player.
  17. Wilberfoss

    New Experimental?

    Flying Items http://cloud-2.steampowered.com/ugc/3282305592678011854/D4FCC42977C3DE08641E929594F90B9AC13971B5/ http://cloud-3.steampowered.com/ugc/3282305592678017640/4FD7A886AB09F8B359C8EEFD4294D5CF06F8FB3D/ Same room, allways a hat. First floor, left room in the green house. Saw it every time entering such a house.
  18. Wilberfoss

    Rolling Update Rev - 0.43.116251

    Bows can be build with an ashwood stick and a rope already. Wasn`t able to figure out how to shoot with the damn thing. You draw the bow holding left mouse button. But when you let it off it just goes undrawed. Anybody has an idea how it works?
  19. Wilberfoss

    New Experimental?

    Well it requires an animation I assume wich still needs to be built.
  20. Wilberfoss

    New Experimental?

    It s quiet obvious. You can only throw items hold in one hand. There ´s no animation to throw with two hands or to hold a pitchfork for example like a spear.
  21. Wilberfoss

    Rolling Update Rev - 0.43.116251

    For Throwing there `s an animation with one-hand. So you can`t throw two-handed melee weapons. I tried with a pipe wrench and a fire extinguisher. Doesn`t work. Or it is another key than "G"? Fighting Zombies with a splitting axe or a pitchfork is hard work now. I used to kill one zombie with bare fists without giving him a chance to hit me. It seems to me knocking them down on their faces with an axe is now more difficult than it was with your bare fists. Was on a server with 80 players in Chapaevsk. Had some desyncs while fighting Zombies. No delays by picking up loot.
  22. Wilberfoss

    Rolling Update Rev - 0.43.116251

    For the moment only the servers marked as private aren`t able to connect the hive and load your Character. Public server just work fine.
  23. Wilberfoss

    The Science of Zombies - 0.43 Zombie Guide

    Very interesting vid. Let me just ad two things. As some zombies run faster than you´re fastest move now, you have to run in zig zag or slalom course to avoid getting hit in the back. With a good mele weapons there´s no issue to clear a town, to loot and move on before more than a few respawn in my experience.
  24. Depends on the Zombies. Those in "28 hours later" aren´t dead just mindless and aggressive caused by a virus. So theyre very fast. The Walkers/Biters in "The Walking Dead" are. So they`re very slow and clumpsy. Some are weak and in winter they even get frozen so they can`t move at all. But all this is fiction and not reallistic at all. So you can design them to your whishes. Real zombies aren´t dead. They just suffer Apparent Dead caused by a neurotoxin used by voodoo-priests in central-africa and the caribean sea. They awake from it but it causes severe brain damage. They just stumble around anymore. Voila a Zombie. Huh!
  25. Mostly I like the new Zombies. You can run away from them and it s still easy to fight them. But there are still some issues left. In short terms: view distance and spotting through objects means no stealth tactics possible They hit you when you stand in theyre back running through obstacles, mostly no stair climbing missing balancing of melee weapons, one handed are practically useless, most two handed no fun at all The view distance is a problem. Sometimes you here a distant cry, look around to spot nothing at all `till the zombie runs right through a building. This leads to the next well known problem. Mostly they just run through everything except yourself. But sometimes they even make long ways around a fence and frequently they can climb stairs. So a scarce progress can be noted. You best fight them without firing guns and drawing more. But the melee weapons aren`t balanced yet. One-handed weapons don`t make much more damage than your bare fists which makes some sense if you fight with a can opener but a machete does massive damage to a human body. Most two handed weapons neither cause much damage. For most of them it `s unpredictable how often you have to hit to bring the zombie down.Tere are differences. A Shovel is crab. A baseball bat is ok. With splitting axe, farming hoe and pitchfork you need two strikes sometimes you got a lucky one. The fire fighter axe is the winner. Zombies always are a one-hit. The`re very fast indeed. So when you don `t have a melee weapon you have to run and to loot, to run and to loot... As some of them - not all - are faster than you are, you can`t run straight away. You have to zig-zag so they can ´t hit you in the back. For all those who are not able to fight them you just have to practice. I often watched newbies just standing there and take a box fight. Don`t you ever get hit. So you move, you hit, you move...and so on. You hit before they do and slide sideways. With a fire fighter axe a good timing is enough. I never fight them without a weapon or a one handed. Takes too much time and it s hard not to get hit to bleeding in the process. Last time I tried the new sickle. After striking about 20 times switched to the farming hoe and finished it. Somehow it s fun to fight half a dozen with a baseball bat and let them run after you in circles. But it s hard work too. So I don´t want to do it for hours. With a better weapon it s easy to hack a path through Cherno. After all the new zombies make the experience more intense.
×