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ThePugman

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Everything posted by ThePugman

  1. ThePugman

    Experimental Update 1.03.151457

    Probably. Close enough though, right? Lol
  2. ThePugman

    Experimental Update 1.03.151457

    I get the lack of persistent items, although have seen a large stash on EXP before. I only ever play on DE 2-0 which, as far as I’m aware, is one the most popular EXP servers. Population was booming, either way.
  3. ThePugman

    Experimental Update 1.03.151457

    Thanks for that. I like it. Also intrigued about longest survivor hit... perhaps the longest kill shot? In their defence, I spent much of my time on EXP last night fixing up cars. Managed to get the Olga going, and drove it at great speed halfway around the map. Didn’t encounter any performance issues at all. It ran like a dream. Although I also managed to get the Gunther going, but not far since it only had 3 wheels. For me, this vehicle was shaking and bouncing around like crazy. I thought it was going to fly away at one point. Just for me though, my friend didn’t see the same problems. Still, I expected a new car in experimental to have a few issues.
  4. ThePugman

    Experimental Update 1.03.151457

    Ahh, ok, thanks. By the way, does anyone have any detailed information about ‘character statistics in main menu’? I didn’t get a chance to see exactly what this entailed.
  5. ThePugman

    Experimental Update 1.03.151457

    So to clarify? There is no prompt whatsoever, if you don’t have a shovel? I hope so. Always found it annoying that the hud would give away a stashes location to someone who isn’t even looking for one.
  6. ThePugman

    Experimental Update 1.03.151457

    I love a lot about this patch but have grave concerns about the new melee. Locking us into place? I was sure this was a bug at first, but read that it’s an intended feature?! How clunky did you want to make the melee in this game? I wouldn’t mind it, if each attack didn’t drive your player forward. I practised a few punches on my own, and my character moved forward about 10 metres. This isn’t very ideal when the zombies get right up in your face too. You cannot see who you want to punch. A few bugs I’ve noticed.. I was unable to see the contents of the zombies’ inventory about 90% of the time. I could see they had items by the + indicator, but the vicinity menu showed no zombies. Headlights seem broken. Can’t unbox them, can’t remove them from vehicles. 1.02 added a feature where you would press a number to hotkey items. This was no longer working for me. I really did enjoy smashing open locked doors, I think that’s an amazing addition. Rotating items, too. Simple, but so effective. Glow sticks on backpacks... you really listened to community feedback! I’m intrigued by the firearm melee. Didn’t get to try it, but love the idea. The melee I did experience though ... god damn, that was painful... maybe I need to get used to this new style though, we’ll see.
  7. ThePugman

    Stable Update 1.02

    I honestly don’t know why people are complaining about scrolling in this patch. Scrolling was so much worse in 1.01... It takes no time at all now.
  8. ThePugman

    Stable Update 1.02

    I reported this one a few days ago, and it’s been acknowledged and scheduled for a fix... https://feedback.bistudio.com/T138280
  9. ThePugman

    Experimental Update 1.02.151010

    I think this is actually a really good idea.
  10. ThePugman

    Experimental Update 1.02.151010

    I understand you guys have just invested time and money into this new personal night light, so you want to give it a chance to shine (ahem), but I really don’t think that it will do anything to stop servers emptying at night. I don’t think people leave the server because it’s too dark. They leave because just don’t like night time. To the more casual player, it’s an inconvenience. I’ve said it before but you should consider adding content that can only be accessed at night. Give them a reason to stay on... Re the nightlight: you could balance it by adding a new type of extremely dangerous infected/animal that is afraid of the light, but attracted to movement in the dark.... that will cut down on those sneaky people not using light sources for extended periods. Also, in your defence, I have been without a light source in the previous dark night, and it wasn’t fun. I couldn’t see anything, and so had to stand still until light. I’ve even logged out before, due to lack of vision, so I get where you’re coming from. I just think it’s a very rare occurrence, for most people.
  11. ThePugman

    New night cycle time!

    They have tweaked the zombie agro on the next pc update, so it won’t be long before Xbox has the same. Trust me, it much better. Zombies now run to the approximate area of your sound. So if you shoot, and move away, they won’t be able to find you. They no longer have built-I in raider and X-ray vision like before. One of the coolest things to see in the game, is the lighting at night. Seriously, leave a lit flare in a house, and look at it from a distance. It looks magnificent. If you’re worried about being caught out with a light, get yourself a head torch, and hotbar the battery. This allows you to turn it off quickly, without removing it from your head. This works a treat on pc, not sure how well it will on Xbox, because I know you have a quick slot wheel, but worth a try?
  12. ThePugman

    Experimental Update 1.02.150980

    Isn’t that just because 8pm is always busier than 9am? Also, people playing experimental probably want to test out the nightlight. We can only know the true popularity by monitoring stable data a few week’s after it launches.
  13. ThePugman

    Experimental Update 1.02.150958

    That reminds me, is resin currently in the game? I’m sure you used to able to extend the life of a torch by rubbing it with resin. Seems like a better idea to put that back in than to add a personal night light. Even extending the life of the flare, is preferable. The the fact that we spawn in with a flare makes the night light pointless. If you spawn in, and it’s dark, the flare typically provides enough time for you to, either, make it through til the morning, or at the very least, find the tools to create another light source. The only time I’ve been stuck in the pitch black, unable to move, was because I threw away my flare thinking I wouldn’t need it. You rarely make that mistake twice. Getting caught in the dark is usually always bad preparation on the player’s part. Now that I think about it, you could get stuck in the dark, if you encounter a hostile player, and have to drop your light source. Maybe changing the spawn light to a glow stick, and having the ability to put it in your bag after it’s lit?
  14. ThePugman

    Experimental Update 1.02.150958

    It may change with the introduction of the Olga, but currently, on stable, the ADA can spawn with everything attached. Therefore, you just need the fluids. If they carry this on through with the next stable update, it will be even easier, since motor oil is currently disabled.
  15. ThePugman

    Experimental Update 1.02.150958

    On Twitter, Peter Nespensy said: “Motor oil and brake fluid are currently disabled in motor simulation” So I assume that you only need fuel and water now. I filled an Olga with petrol. Unlike the ADA, the slot is on the left side of the car.
  16. ThePugman

    Experimental Update 1.02.150945

    Regarding night time. It seems that people will leave the server no matter what. Really, you should stop catering to those people, and focus on the ones who actually like night time. I love the moonlight effects in the above screenshots. But if you want those players to stay on, I suppose you have to reward them, and give them reasons for playing at night, I know it doesn’t make much sense, but perhaps zombies could drop better loot at night. Maybe air drops could appear at night? Maybe have a nighttime helicrash with a fire effect? I don’t know, I’m just brainstorming. I’ve always loved the idea of being able to light up cities at night. Imagine finding the parts (generator, fuel, etc) and being able to light up parts of Electro, for example? Not only would I look great, but it provides incentives to keep playing. Obviously it’s easy for someone like me to say these things. I’m sure they would be difficult to implement... Whatever you think, the consensus seems to be that the personal nightlight is a bit silly.
  17. ThePugman

    Experimental Update 1.02

    I think that's what I must be experiencing. It felt like something wasn't quite right, with melee. Man, what I'd give for a push option! Something that take a lot of stamina, maybe? I managed to get pinned against a sign by one zombie and died... Haha, that's fair enough, man. I actually really like tough zombies. But it took me hours to get out of red health yesterday. When that's tweaked it should be fine. Their aggro seems really good in the update. You no longer seem to get the whole town after you unless you SERIOUSLY fuck up. Plus, they don't magically know your exact location if they haven't' seen you.
  18. ThePugman

    Experimental Update 1.02

    Are we playing the same version? Healing is taking HOURS for me. Spent most of my time on red health. Some thoughts: When I spawned in, some bastard instantly shot me with a Mosin. I was unconscious for at least 5+ minutes. I’m curious to know if you’ve tweaked that? Because I’ve never been unconscious for that long (I only started playing at 0.63) The stealth indicator appears to be non-existent. I’m not convinced that zombies have stopped clipping through you during melee... There is certainly more weight to the punches, but you still seem to end up inside each other. They hit damn hard now too... I swear, 5 hits and I’m flashing red. I wouldn’t actually mind this if we could fight cleanly. Also, highlighting items, then pressing numbers to hotbar them, does not work for me. It didn’t work for my friend, either. Apart from that, I am very excited about this update. The inventory looks superb. Ease of use changes will hopefully bring more players back.... i.e. one click to aim down sights, and movement in inventory. I’m very intrigued about the zombie dispersion too. Overall, great work guys!
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