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-   -   The Feedback Thread (http://www.soldak.com/forums/showthread.php?t=36083)

Roswitha 10-15-2015 12:15 PM

I had trouble with the game being really slow and lagging.
Click. Pause. Run.

I set the frame rate to 30 and picked the fastest graphic setting but it was still slow to respond. I noticed it was worse when it was raining, and when something on the screen was swirling. Part of the problem was that I picked up delirium fever which had bugs (?) swarming around me.

I'm running Windows 7 on an Intel i5 CPU, 2.8 GHz with 12 G RAM.
----------------------
Other comments:

Can you arrange it for screenshots to go to the clipboard, along with being saved in a file?

It might be worth doing a Help Tip for town attacks.

Tuidjy 10-15-2015 01:04 PM

I just tried using 300 armor scraps on a common helmet. The durability increased considerably, the armor value did not budge.

Whatever the chance of improvement, it is too minor for a player to notice. I would suggest that the chance of increasing the main stat is displayed, so that people know about it, and so that they can decide whether it is worth trying.

Oblivion 10-15-2015 01:47 PM

Bought the game last night, it's pretty fun. A couple things though that I'd like to mention that made it seem a bit frustrating to play, and some bugs.

1. The morale fleeing, I know this was posted but still bothered me nonetheless. If it does occur, they should at least either flee back to town or the noise frequency should be reduced. It also shouldn't make the ping noise to the player causing constant beeping. The fact this happens while they are safe in town is a bit annoying as well.
2. The Zombie Infection, this was said as well, but yeah, it is extremely distracting. Perhaps have the player's HP bar flash green instead?
3. Goblin Fire Throwers. They were a problem in Din and still a too much of a problem here for melee characters. A lot of the animations cause you to be stuck after using abilities so you end up standing in the fire very often, and there is no visible indicator where the fire ends.
4. Adding items to the clan armory. When you add them to the armory and no one can equip them, it drops it to the group. This is particularly bothersome considering you have to close all windows to pick them up again just to salvage them. It would be nice if there was maybe a clan storage that new clan members would take from when they join, and where those items would go. I would also suggest having that clan armory tab open when you go to the crafting station for easy salvaging.
5. The under attack indicators. It goes off way too often and needs a reduce in frequency, or maybe only play it once the initial attacks begin until they end. Having it happen fairly often away from town just to see there is one zombie parasite and none of my clan members defend against it. (see 6)
6. Clan members idle in town. I would like to see them patrol the town and start combat with invaders. It seems odd they sit and do nothing.
7. Gates being the only way back. Being stuck in a deep dungeon and not being able to find a gate (or maybe its blocked) can be a bit frustrating. In Din's Curse we had a stone to use once per town, perhaps we can receive a mechanic to help us in Zombasite?

bugs:

1. Zombie Dark Elf Fighter is not a fighter, it is instead a mage throwing spells at you.
2. On the Rogue I am able to use Deadly Strike and Gouge back and forth to achieve insane attack speeds.
3. (Unsure if bug or feature?) Seemingly unable to stop a clan member from killing another if they want to. This also happens on hunts.

Roswitha 10-15-2015 03:12 PM

I finally got the game to run a little better by closing all other apps. Even then, it was running around 90% CPU. The mouse still lagged, though.

I had an Assassin Bulletin Board attack the town and start sending out curses. When I finally tracked it down, I couldn't kill it, only talk to it. Since it's a Bulletin Board, maybe it can have a quest on how to get rid of it?

I was fighting a giant boss monster and a giant avatar suddenly spawned next to me and started fighting the boss. I was killed, but the avatar kept fighting and eventually finished off the boss.

The ominous chord is appropriate when two clans start fighting. You might pick a different one for when they stop.

I'm not sure what the Zombie knowledge screen accomplishes. It tracks achievements, but it doesn't really help in terms of knowing how to get rid of zombies or cure the parasite.

Tuidjy 10-15-2015 05:22 PM

Quote:

Originally Posted by Roswitha (Post 78959)
I was fighting a giant boss monster and a giant avatar suddenly spawned next to me and started fighting the boss. I was killed, but the avatar kept fighting and eventually finished off the boss.

This is a positive effect from one of your armor pieces - when you get hit, there is a chance an avatar shows up to help you. It is super powerful, maybe too powerful.

Roswitha 10-15-2015 05:42 PM

That went quick.

My last game ended in flames, so I started a new game.

I was out of potions, so I tried to send a group out to forage; unfortunately, I had sent them out to forage in the last game and the timer hadn't counted down yet. It might be worth resetting the hunt/forage timer when a new game is started.

Shortly into the game, I caught the zombie parasite. Then zombies attacked the town. I couldn't attack them back. They killed my followers (who turned into zombies) and then attacked the healthstone. With nothing better to do, I went out into the countryside to find something to fight. I found something that killed me.

I respawned by my healthstone. I was no longer zombified, but everything else in town was, and they were all surrounding the healthstone. Die. Respawn by healthstone. Repeat.

The lose timer eventually counted down and ended the game.

It would help if there were more specific instructions of what to do if you catch the zombasite. It would also help if "professional courtesy to zombies" did not apply in town.

Castruccio 10-15-2015 06:06 PM

Quote:

Originally Posted by Roswitha (Post 78969)
That went quick.


It would help if there were more specific instructions of what to do if you catch the zombasite. It would also help if "professional courtesy to zombies" did not apply in town.

I still have no idea what to do if you contract the zombie parasite.

ScrObot 10-15-2015 07:19 PM

I like that the game doesn't tell you what to do when infected. It vaguely references that there are "many ways" to cure it, and it encourages experimentation. :)

Zengrath 10-15-2015 07:39 PM

Quote:

Originally Posted by ScrObot (Post 78973)
I like that the game doesn't tell you what to do when infected. It vaguely references that there are "many ways" to cure it, and it encourages experimentation. :)

I've only found one way so far.... i wonder what others are, maybe not say here to avoid spoilers though.. ii dunno

jureidinim 10-15-2015 07:56 PM

Post patch
 
No with no money for skills - first game started to build up a lot of cash and nothing really to spend on.

Do you pay for crafting/improving/repairing stuff? It doesn't seems so.

I'll keep playing to see if there is any real need for this amount of gold.


Also noticed that fire siege towers were called Shamans :)

ScrObot 10-15-2015 08:12 PM

I think money will be more important in clan negotiations/subterfuge, much like it was in Drox Operative.

Without money being used on skills, and merchants being so sparse at the moment, you're pretty limited in what you can spend money on. However, I think that also fits in with the "zombie apocalypse" scenario (which, TBH, doesn't really come across that well, but I'm also a DoP/DC veteran).

DeathKnight1728 10-15-2015 09:38 PM

I just noticed a few things-

1-It took 20 minutes of the enemies wailing on my lifestone before I lost. A little too long as it was at 1% health for that long.

2-The currency still charges you when you want to get rid of or respend your skill points. Dont know shadow if you want to keep that.

3-For some reason enemy seems to have very good chance of hitting my char which is a thief hybrid majoring in evasion. For quite a few points into evasion and dex, the chance to hit my char is still 57%. Maybe i am doing something wrong but in dins curse and depths of peril I remember the evasion and to hit chances werent too bad.

Zengrath 10-15-2015 11:48 PM

Quote:

Originally Posted by DeathKnight1728 (Post 78981)
I just noticed a few things-
2-The currency still charges you when you want to get rid of or respend your skill points. Dont know shadow if you want to keep that.

I like it this way, it's way most games are now, old ways of never being able to revert your skills is harsh and usually lends game catering to only hardcore players, but allowing you to get back skill points at no charge then ruins reply-ability and gives no incentive for planning and strategy. But spending some hard earned cash to fix a few mistakes you might make seems to be the best balance for me. But that's just my opinion.

Professor Paul1290 10-16-2015 02:39 AM

Is there a reason why the "see through roofs" from Din's Curse aren't present here?

Going through houses is a little annoying given the view obstruction.

Wolvie 10-16-2015 04:15 AM

Quote:

Originally Posted by Professor Paul1290 (Post 78984)
Is there a reason why the "see through roofs" from Din's Curse aren't present here?

Going through houses is a little annoying given the view obstruction.

Agreed, it's sometimes hard to tell where the doors are and where any mobs or npc's are.

Also I tried to recruit an npc who had a raised skeleton nearby and she wouldn't join because there were enemies nearby, the only enemy I could see was the raised skeleton.

jureidinim 10-16-2015 08:45 AM

Hunting/foraging timer
 
Sent an NPC party out to hunt. they finished and the timer started counting down to when i can send them out again. At about 10:00 to go, i finished the map (alliance victory).
When i moved on to start a new game/map, the timer carried over to the new game. Shouldn't that have reset as its a new game/area generated?

caldazar 10-16-2015 09:20 AM

Quote:

There is a Detail Model slider in the advanced graphics menu that might help.
Thanks, this seems to have helped!

Roswitha 10-16-2015 10:52 AM

I think an hour is too long for the forage/hunting. 20 minutes is probably sufficient, given that you then have to wait another 10 for the actual foraging.

In Dins, the skills on the number had a timer until they could be reused. This one doesn't. It makes me wonder if the skill has been triggered.

The Haunted area needs a better explanation than '"It's haunted". Maybe "There are more ghosts and undead in this area."

Raserei 10-16-2015 11:06 AM

Quote:

Originally Posted by Tuidjy (Post 78953)
I just tried using 300 armor scraps on a common helmet. The durability increased considerably, the armor value did not budge.

Whatever the chance of improvement, it is too minor for a player to notice. I would suggest that the chance of increasing the main stat is displayed, so that people know about it, and so that they can decide whether it is worth trying.

If I were to guess, it is a hidden % increase and if you look at your skills, you will see the %'s also don't make sense.

What is 4% of 3?

What is 6% of 7?

These are the questions I wish the developers knew the answer too.

Zengrath 10-16-2015 12:50 PM

I just wanted to post about a possible bug i remembered encountering and not sure it's been mentioned.

i was out with 2 clan mates exploring a zone, and in another zone over i also had 5 clan guys doing a hunting party for food. After the hunting party timer expired the two clan guys in my party (not in the hunting party) also returned to town. Not a big deal but i'm assuming that is not intended to work that way.

Zengrath 10-16-2015 12:52 PM

Quote:

Originally Posted by Raserei (Post 78993)
If I were to guess, it is a hidden % increase and if you look at your skills, you will see the %'s also don't make sense.

What is 4% of 3?

What is 6% of 7?

These are the questions I wish the developers knew the answer too.


I've also have noticed so far in my games improving armor seems to have no effect other then increasing durability numbers. I've tried multiple times and each time my armor values go up 0. I've assumed it's because i'm low level still and trying to improve poor quality armor and % increase isn't high enough to have any effect.

ScrObot 10-16-2015 01:40 PM

Quote:

Originally Posted by Zengrath (Post 78995)
i was out with 2 clan mates exploring a zone, and in another zone over i also had 5 clan guys doing a hunting party for food. After the hunting party timer expired the two clan guys in my party (not in the hunting party) also returned to town. Not a big deal but i'm assuming that is not intended to work that way.

I'll have to test, but I seem to remember that when selecting the hunting party members, my party members were pre-selected as well, which might be part of the problem.

Zengrath 10-16-2015 03:50 PM

Quote:

Originally Posted by ScrObot (Post 78997)
I'll have to test, but I seem to remember that when selecting the hunting party members, my party members were pre-selected as well, which might be part of the problem.

I did do this once before, had sent out hunting party people who were in my party etc. However last night this time i had made sure that the 5 people i sent out on a hunting party did not contain 2 people i had in my party. When selecting the hunting party it even said (in party) next to my party mates. So it seems game sends back everyone in the hunting expedition and also the people in your party back to down after the timer expires, this was in 9.01. I'll try it again later tonight, not sure if it happens every-time, only tried once so far.

Nesmo 10-16-2015 04:20 PM

Multiplicative Lag bug: If you cast the wizard's ice storm spell, it leaves blue things on the ground. Additional castings stack more of them on the ground. Casting Ice Storm or other area of effect damage spells then causes damage to each one. I've been able to bring my game down to a virtual standstill, but the game engine never gave up :)

Suggestion: The most annoying thing are demands to return to home base when there is no reliable method of getting there while exploring. This could be alleviated by being able to see an area's unactivated Gate when you are in the area.

alternatively, perhaps utility magic modifiers that fill in map or reveal gates at greater than normal distances. Or a scouting activity for clansmen separate from hunting/foraging parties.

Caal 10-16-2015 06:53 PM

Enjoying the game so far. As others have said I would like the roofs to be see through.

When I click (accidently or otherwise) on my summoned fury, the inventory and town defense screens pop up. Annoying.

I liked the challenge of having to pay for skills. I hope that can be brought back as one of the challenge mode options.

The_Wuggly_Ump 10-16-2015 07:58 PM

Hi, I'm super nitpicky and love making lists, so even though I love the game so far I have a lot of criticisms:

1. Way too many dead ends and corridors in the above ground areas. Every place feels like a maze, and every obstacle looks like something a reasonable person would just walk or climb over. This may have been fixed up a bit in the last patch? Or my newly generated areas are just a lot better than the previous ones.

2. Pretty much the same graphics, audio, and even skills (though those might be slightly tweaked?) from Din's Curse, which makes things feel like an expansion pack, not a new game. For the price I kinda expected more, at least more new skills.

3. Am I wrong or is there no in-game way to bind attacks and skills to any mouse buttons except right-click? That's terrible, especially when I've got five different potions and who knows how many secondary skills on my hotbar.

4. The dark blue mana bar hovering over my character can be extremely hard to read. A different, lighter color would be much better, and a thicker black outline would help a lot too.

5. A Diablo 2 style enlarged, semi-transparent map would be wonderful; I hate having to rely on either the frustratingly tiny minimap or the full map that pauses the game.

6. Very little variety in active attack skills - almost all of them are single target attacks that behave and play identically, occasionally with some DoT. I'm mostly comparing to Path of Exile though, and that's a very high bar for skill variety. There's especially a dearth of fun early skills - the first few levels you're pretty much limited to either default attack, or a boring single-target replacement for default attack that doesn't actually play any differently. Spells are at least somewhat better, except:

7. The projectiles I've played with so far all move absurdly slowly, which feels very awkward and makes it difficult to kite.

8. Dedicated potion drinking buttons would be really nice, as would auto-pickup for health/mana potions.

9. There's no easy/fast way to equip my party members. Holding CTRL while right-clicking to automatically equip it on them a la Torchlight, for instance. Throwing stuff at the crafting station works, but then I end up with a big messy pile of random gear afterward.

10. Is there really no way to find out my DPS with a particular skill, or am I just missing it? 'Cause I can't math it in my head and I ain't using a calculator.

11. I love the idea of the traits, but if they work how I think they do they really discourage building certain ways - it'd help if it explained if they activate automatically once I hit the stat threshold, or if I have to invest skill points in them to turn on the buffs and debuffs. If it's automatic I think that's a bad decision. Either way it'd be good to have this explained in-game.

12. It seems like I can't hold down my attack button for Fire Strike for some reason, if I'm using it as my main skill I have to click over and over again. Pretty annoying.

13. Items take too long to be "pickupable" after spawning - they spend a second or more flying into the air then falling down before I can grab them. It's kinda frustrating.

14. A feature I love from Path of Exile: if I run out of mana while holding down the mouse button to use an attack, PoE automatically switches to my default attack while I hold the button down, until I have enough mana for it to automatically switch back.

15. I'm constantly accidentally clicking on my party members and triggering their dialog menu. Maybe make it so you have to click on their icons in the UI and can't click on their models?

16. Charged Strike seems massively overpowered in the early game.

17. Party members just stand in traps like they're chilling in a sauna. Only instead of steam, poison gas.

That's all I've got for now. Really digging the game so far, if most of these issues could get fixed/improved I can see myself playing for hundreds of hours.

Etto 10-17-2015 03:58 AM

Hey there! Loving the game so far, it really scratches that Din's Curse itch with some new twists added in.

During a two person LAN game we had quite a lot of hitching whenever our characters were near each other and moving, or uncovering new map territory. It does not happen on either computer in Single Player and did not happen with Din's Curse multiplayer. I tried to toy with the multiplayer network settings, but it didn't seem to effect it too much.

Both PC's are mid-high range in specifications with one on Windows 7 (x64) and the other on Windows 10 (x64). One utilizes a monitor at 120hz vsync off, while the other is 60hz vsync on. Let me know if I can give any more details to assist. Thanks again for all your hard work!

DanSota 10-17-2015 06:22 AM

You know what would be great for Zombasite? WASD Movement support. While being able to use a joystick to move is nice, its just not cutting it in my opinion because of how important mouse usage is to the game.

Zengrath 10-17-2015 09:18 AM

Quote:

Originally Posted by The_Wuggly_Ump (Post 79004)
15. I'm constantly accidentally clicking on my party members and triggering their dialog menu. Maybe make it so you have to click on their icons in the UI and can't click on their models?

There is an option in options to turn this one off. i too was annoyed by this. You can still easily access them by other means.

"Disable party member dialog" i believe it was. Under game options.

The_Wuggly_Ump 10-17-2015 12:33 PM

Quote:

Originally Posted by Zengrath (Post 79010)
There is an option in options to turn this one off. i too was annoyed by this. You can still easily access them by other means.

"Disable party member dialog" i believe it was. Under game options.

Oh nice, thanks! I must have missed that option.

Caal 10-17-2015 01:41 PM

I ran across a conjuror NPC in a dungeon. Before I recruited him to the clan, he summoned a scree. The scree attacked me any my party members, but no one in my party could attack it. As a party member, however, the summoning conjuror works as it's supposed to.

Party members do not use life and healthstones in dungeons. Summoned furies use healthstones but not lifestones.

Uzian 10-17-2015 04:14 PM

I'll add my experiences:

Difficulty cliff: My first two games had a large gap in monster levels, where area monster levels would go from 3 to 9 or so. It seems to be the map generator - the further away an area is, the harder it is, right? It seems that clan bases also count - in both cases I had to walk through several clan bases to get to the next adventuring area. And it was way too high level. So I can either spend a lot of time killing low-level stuff, or try to kite monsters twice my level.

It might be better to either not count clan bases as an area for the purpose of raising monster levels, or to make sure the player never has to pass through a clan base to advance - they're not very interesting to walk past, and it makes searching for a way into the next area a lot more frustrating.

On the other hand, I was happy to find a dungeon in the woods as well, but in its two levels, it had nothing but level 1 stuff. So maybe area levels don't work quite the way I thought.

In dealing with this difficulty cliff, I ran into a few oddities, some of them may just be because I'm still on "easy":
- When I'm near my base healtstone, I seem pretty much unkillable. I was at 4, being whacked by two or three 6.5s from a raiding clan, and they couldn't beat the healing.
- At 6, I was kiting elites from level 10 to 12 since there were no monsters anywhere near my level. If I just kept running away, most of them could never hit me, even after my stamina was out. They'd catch up, attack, but almost never hit. I should probably have died.

Zengrath 10-17-2015 05:41 PM

I'm still confused on how the arch-nemesis feature of this game works. i can't find anything in manual about it or searching online. i'm on my 3rd game/town and i simply have not gotten any hints on how to track him down. I'm playing one world which i think i fully explored all zones but yet no matter which zone i'm in and i look at the quest it says "is not in this area of the world".

EDIT: shortly after i posted this i got a message about a rumored location for him which apparently is on my map. but i don't see anything on my map to indicate where this rumored location is? what am i looking for?

DanSota 10-17-2015 06:15 PM

Quote:

Originally Posted by Zengrath (Post 79019)
I'm still confused on how the arch-nemesis feature of this game works. i can't find anything in manual about it or searching online. i'm on my 3rd game/town and i simply have not gotten any hints on how to track him down. I'm playing one world which i think i fully explored all zones but yet no matter which zone i'm in and i look at the quest it says "is not in this area of the world".

EDIT: shortly after i posted this i got a message about a rumored location for him which apparently is on my map. but i don't see anything on my map to indicate where this rumored location is? what am i looking for?

Basically, your arch-nemesis is special to the region you created when making your area. You have your area and then your region. As you play through area to area, you most likely will be staying in the same region each time. Eventually you'll get to an area where your arch-nemesis is and you'll be able to search them. I found him in my second area.

Zengrath 10-17-2015 06:22 PM

Quote:

Originally Posted by DanSota (Post 79020)
Basically, your arch-nemesis is special to the region you created when making your area. You have your area and then your region. As you play through area to area, you most likely will be staying in the same region each time. Eventually you'll get to an area where your arch-nemesis is and you'll be able to search them. I found him in my second area.

Ok so this one game i won. i should just start a new area/town/game and play next and eventually one will have him? ok i was thinking you had one for each game or something.

DanSota 10-17-2015 06:29 PM

Quote:

Originally Posted by Zengrath (Post 79021)
Ok so this one game i won. i should just start a new area/town/game and play next and eventually one will have him? ok i was thinking you had one for each game or something.

I originally thought that too. Even the relics you set up on your town carry over from area to area. When you create a new area, you have options on the right hand side, like Pacing, Area Size, Number of Clans, and Region. So long as you leave the Region setting alone, the arch-nemesis and such will carry over. I'm unsure of what happens when you create a new region.

Caal 10-17-2015 06:31 PM

Sometimes after I save, I have a different party when I restart.

How long is it supposed to take to kill another clan's healthstone? I had my party, two furies, and two guys from another clan wailing on one for over 10 mins. The life bar was empty, but damage numbers kept coming.

While it doesn't cost money to improve a skill, you still have to pay to decrease a skill.

Respawn rates seem to be really fast.

Shadow 10-17-2015 06:33 PM

Your Nemesis is always in your current area/game somewhere.

Your Arch-Nemesis is somewhere in the region, but not necessarily in current area/game. It might take multiple games to find your Arch-Nemesis. It will tell you the name of the level he is in if he is in your current area/game.

I really probably need a better name for area/game.

ScrObot 10-17-2015 06:36 PM

Quote:

Originally Posted by Caal (Post 79023)
How long is it supposed to take to kill another clan's healthstone? I had my party, two furies, and two guys from another clan wailing on one for over 10 mins. The life bar was empty, but damage numbers kept coming.

The healthstone will stay at 1 health if there are still clan members alive. What often happens is a clan member will be chilling in the outskirts of the town; find and kill him, then the healthstone can be destroyed.

ScrObot 10-17-2015 06:38 PM

Quote:

Originally Posted by Shadow (Post 79024)
I really probably need a better name for area/game.

"World" is probably good for the overarching, well, world. An individual game could take place in a "Region" of that world or something like that.


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