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treminaor

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About treminaor

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    On the Coast
  1. Yes their speed has been increased to be faster than the fastest player running speed. This combined with the usual server lag/desync, your ping, and the lack of collision for the zombies, it is now nearly impossible to avoid having to kill every single zombie that ever spots you and tries to chase you down - if you don't, they will catch up and hit you incessantly. I've also found that I can get hit while running away from the zombies, and if I stop to bandage myself then obviously I get hit even more. The only way I can even stop long enough to eat or bandage myself is to run into a multi-story house where the zombies are too buggy to follow me up stairs...
  2. Repost from here at the request of the admin: My god, the new zombie speeds is probably one of the worst attempts at improving the game that they've introduced in a patch to date. As if it wasn't already hard enough to avoid the zombies running through walls and hitting you from a distance because of server desync, now I can't even run faster than them! They are buggier than ever! I love being hit while running 10 feet in front of them at my fastest pace. Please stop implementing these worthless attempts at hiding how buggy your server sync and AI logic really is - just fix the actual core issues with the networking and Ai instead of trying to band-aid them with stupid game-altering experiments like these.
  3. treminaor

    Rolling Update Rev - 0.43.116251

    My god, the new zombie speeds is probably one of the worst attempts at improving the game that they've introduced in a patch to date. As if it wasn't already hard enough to avoid the zombies running through walls and hitting you from a distance because of server desync, now I can't even run faster than them! They are buggier than ever! I love being hit while running 10 feet in front of them at my fastest pace. Please stop implementing these worthless attempts at hiding how buggy your server sync and AI logic really is - just fix the actual core issues with the networking and Ai instead of trying to band-aid them with stupid game-altering experiments like these.
  4. treminaor

    Rolling Update Rev - 0.43.116251

    Experimental was the same way last night for me. Something is wrong with their BattleEye/Master servers I think. I don't know why they wouldn't have fixed this BEFORE bringing all these new problems to Stable. Seems counter-intuitive.
  5. treminaor

    Rolling Update Rev - 0.43.116251

    All of the problems you guys are reporting with the Stable servers have been happening to everyone playing on Experimental for the last week or more: Zombies either never move or are invisibleOther players are invisible, even when attacking youMassive Desync while around other players or zombies which makes melee combat nearly impossible without getting yourself killed.You are teleported back to your previous location once every 1-10 minutesSession is frequently lost due to BattleEye timing out on a key checkFPS is improved but since the network issues are still present the game is unplayable.Hopefully these things will be resolved soon since the team has brought the patch over to stable branch. Although I can't see why they would bother to do that knowing that there are still massive network issues that need to be resolved - isn't that what the experimental branch is for? Testing and fixing patches until they are ready to be brought to stable? This patch was not ready until the networking issues were resolved - so now stable is just as unplayable as experimental has been. Great.
  6. Had this the other day, was reluctant to post it because I'm not really sure what the hell happened but maybe this is a good place to mention it: You can hear the hacked(?) shotgun sounds in the beginning and see him do some crazy stuff near the end. (sorry about the potato quality)
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