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Everything posted by Shockingly_Evil
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New Zombie loot tables causing issues to other NPC loot tables
Shockingly_Evil commented on Shockingly_Evil's bug in Issues
Can now confirm that Scientist loot is also affected by this bug. This was his entire loot drop. Note that this Scientist was a Military Tunnel Scientist, not a Junkpile Scientist, so his loot table should be larger even under normal circumstances. -
New Zombie loot tables causing issues to other NPC loot tables
Shockingly_Evil commented on Shockingly_Evil's bug in Issues
Forgot to mention that Loot Crates that spawn at monuments remain unchanged - this bug only affects NPCs. -
The new update you rolled out shortly ago regarding zombies dropping new loot is causing other NPCs to do the same thing. Tunnel Dwellers (and most likely Scientists as well - I haven't looked at them specifically yet) are now dropping about 1/5th or less of what they normally were before. The picture shown is an entire loot table dropped by a tunnel dweller. No components or bullets dropped on that guy. Another Dweller only dropped 2 Metal Blades as his entire table.
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Suggestion: Increase decay rate (too many colossal lag farm bases), and limit 10 vending machines per person for US Scourge. The server lags constantly from oversized bases/hotels that nobody uses or just take up way too much space with empty rooms, and the map freezes the game for 5-8 seconds when pulled up because the amount of vending machines is horrendous. The first 2 days of wipe the map works flawlessly, but after that it gets progressively more and more resource intensive to open. The vending machine spam has gotten so bad that the Drone Shop at Outpost/Bandit is almost impossible to use because of how laggy it is due to high amounts of vendors. We don't need Wal-Marts that spam 50 vendors with literally every item in the game - nobody cares about them and they go unused 80% of the time. If people can't fit important items that others actually buy into 10 machines, then they have bigger issues to deal with. The base in the second picture is 95% empty space on the interior. It's also my base. Why am I not being punished for excessive spam building?
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EXAMPLE: instead of like 20k stone for 200 credits, you should downscale it to 500 stones for 5 credits, allowing you the option to sell items at much smaller amounts really has no downsides since the SELL ALL button exists giving people with insane amounts of items the same quick option they had before
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the pathing data for brad is programmed into the launch site monument data itself (or so I'm led to believe), so having to customize every monument to allow brad to drive on it would take a long time
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To piggyback on this idea - the whole AFK for points thing should just be replaced by this new system. No more AFK - you MUST play the game to earn credits by doing random things like you mentioned.
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investigating Remove Quarries From Scourge
Shockingly_Evil replied to Dicko A La Mode's topic in Suggestions
lotta harsh critics on the scourge server tonight about the recent rework causing quarries to decay when in use honestly after hating on the new rework but then taking a step back and thinking about it - the server was better off without quarries it's one of those things where if you give players too much power they hate to give it up - they were rediculously broken when they could be level 10 as most of my small boxes in my base are crammed full of stone / ores at this point and I still have lots of LGF to use -
...Or just fishing in general - these stupid minnows are useless also fish traps decay despite being in TC range with upkeep - not sure what that's about
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Quarry upgrade system breaks with new update
Shockingly_Evil commented on Shockingly_Evil's bug in Issues
Pumpjacks are suffering from the same issue as someone else has told me. -
Quarries can reset their production rates and whatnot back to level 1 despite upgrading the quarry - replacing the quarry seems to fix the issue. Not sure if this was caused by the patch being rolled out or the server restarting and forgetting to calculate the upgraded quarry rates. I'm not sure if the actual output is effected or not, but the UI certainly tells the wrong numbers.
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planned Make hunger/thirst more difficult on Scourge
Shockingly_Evil replied to Shockingly_Evil's topic in Suggestions
With the new quarry rework along with some misc changes to item stacking, water jugs can now carry an ungodly amount of water. Really should just remove thirst and hunger at this point cause it serves no purpose. -
People aside from myself have been complaining about the massive "hotels" which lag out anyone who walks near them. Increase the decay rate please. Someone suggested doing an exponential system (no idea if that's possible) which would benefit small bases while discouraging big ones.
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planned Make hunger/thirst more difficult on Scourge
Shockingly_Evil replied to Shockingly_Evil's topic in Suggestions
The wasteland is always going to have beggars. -
Getting 4,000 mL of clean water in a jug makes you immune to dying of thirst for several real life days and is incredibly easy to do right from spawning in on the coastline. Getting an entire inventory full of food is also laughably easy. Fishing, blueberries, bear meat, food crates in general will give tons of food in no time. As it stands right now, you could remove hunger and thirst and it would change nothing due to how trivial they are. I think the decay rate for food/water could be doubled, or even tripled to add some extra spice to the game. It is a wasteland out there, after all....
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In the Fallout series, there are ghouls and glowing ghouls that horde at certain radiation hotspots as we all know. What if there were irradiated zombies that spawned at monuments? They would have 2x zombie health, deal 1.25x normal zombie damage, and would apply 5-10 units of radiation to the player when they got hit (regardless of the armor the player is wearing, just to keep things interesting). Rad zombies may or may not look different from normal zombies - results may vary.
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Even after staff claimed brad was fixed and should spawn/move properly, he does not spawn. Waited well over an hour with negative results.