That's also an issue if you want to pick up or drop items as dropped items will appear where your "hitbox" is and you cannot pick up items when desynced ("pick up" actions depend on where you are but to actually pick up something your hitbox needs to be there as well).
May 11 2016
Irw you can't just log out and stop losing heat for hours. As nobody plays this game 24/7 the rates need to be faster than realistic to result in realistic gameplay.
I like it - finally something to worry about. Bonus points for making surviving the first part of the game somewhat of an achievement - might help people to worry more about not dying and actually gives people helping each other some weight.
My idea: Instead of fixed discrete spawn points ther could be a spawn area. Players then spawn randomly on a spot within this area with the probability being weighted by several factors like zombie/player/storage proximity or player density in this part of the map.
Probably related to hitbox desync. You are shooting at the player model but the hitbox is elsewhere (basically the reverse of zombies hitting you from outside a house).
Also running speed is very high at the moment - maybe subject to change.
A: Can easily be done. Zombies do not hit very hard (unless you are a piece of clothing) and have much less hitpoints than a healthy survivor.
B: Can be done by hitting the head. Also a good way to kill them.
C: Most zombies are unweighted as well so they should not be slower than an ungeared player.
I like the idea of more gear making you slower and less sneaky though.
The issue persists and definitely needs to be fixed.
Had the same after waiting. Server restarted so I logged out but did NOT log back in instantly. Instead I relogged some time later. Still my whole inventory got wiped but health/energy/hydration stayed the same.
Maybe I logged back in after the next restart...
Well, sorry to drive you insane a little more: https://tw-projects.s3.amazonaws.com/twduckbrand/prod/images/products/8daea9acef7a8e5b97f6015c1519d8f02b5d1437.jpg
I do like the ideas but not as an addition but rather as a replacement for the current magic slots. Crafting slings from not too rare items would make it a little more difficult to carry a rifle early but not cripple players too much. Though I would prefer if they added snap hooks for this purpose (and other applications). Or both of course with the taped one degrading over time.
Since the temperature update all fires cook at high speed. Probably related to fires now emitting heat as cooking speed depended on temperature before. So it seems fires are boosting themselves.
Before it took about ten minutes to cook steak, which is about the time you need in reality. Now its ~ 3 minutes - way too fast.
May 10 2016
This is an issue with many (all?) onehanded "melee weapons" (items that can be used to attack) and fists.
You can neither raise them and then go crouched nor go crouched and then raise them.
Happened to me with a zombie in stable as well. I was inside a house waiting for her to ghost through the wall but she just stood outside and hit me from there.
Location: Krasnostav, brown house with 5 rooms downstairs and 1 room upstairs (the kind that spawns books, clothing and the occasional ammo box), near the norther forest
"But you guys cant let me pay for a game I am not able to play."
You did NOT pay for playing a game. You financially supported its devolpment and were given the opportunity to test the unfinished version. If there are issues please report them. You might provide your specs and dxdiag to see where the problem originates. In case of PEBKAC (your PCs specs are lower than the minimum requirements of the game)I recommend asking yourself if you want a new PC soon/have a stronger one available and if the answer is yes, keep the game.
If they add new features they will usually make them more common for testing purposes. Thats why you get a lot of AKM stuff right now. In 0.44 you had binoculars and sickles everywhere.
If this persists into the next update this report might become relevant though.
No need for this - they should just add a proper animal AI and give animals a proper amount of hitpoints.
More different body shapes would surely help - not only breast size but also shoulders, waist, hips, limbs etc. for both sexes. Adjusting facial features should also be possible.
I think this might be related to this issue:
Maybe its even identical (the zombie is not truly invisible but there is a perfectly visible zombie having a party with your hitbox while you are elsewhere).
Just adding this from a duplicate:
I could fire 6-8 times but out of those only two shots did produce a bullet hole. Same issue with and without using a snaploader.
(Shotgun is producing "fake shots" as well)
I can confirm this for the sawn off shotgun. Its a single pellet and not quite accurate - no wonder the weapon is considered weak.
Had this problem but it was solved by relocating the fire (behind a old stone wall). But maybe it was just the wind ceasing.
I can confirm this. Painting them black will result in a balck aftermarket magazine.
When you try to eat/drink something from outside your inventory while also holding another item in your hands there is a frequent bug where your character puts away the held item but does not pick up the food item.
This can be resolved by manually picking it up again (take XY into hands) in which case your character will immediately start consumption.
Right now at least the sawed off version apparently only shoots a single projectile that is not very accurate.
Used the sawed off against a zombie from almost point blank range and did not hit/kill him. So either the weapon does not damage sometimes or the weapon spread is so bad that it missed even over short distances.
Zombies are too fast because players are too fast. Their relative speed is fine though (being as fast as survivors). Slow zombies would be bad/boring as you could just run from them all day long.
Also happened to me (see picture). When you try to step or jump out you will glitch back in. "Resolved" the issue by starving to death.
I think its a naming error - the Mosin is firing those rounds and they clearly look like 7.62x54mmR (as they are rimmed). So the only thing wrong is the name. Solution: Rename to 7.62x54mmR and everything is allright.
I don't think the character should feel guilt. If anything the moral dilemma should affect the player (who is basically the characters mind) instead.
If some players don't feel guilt - let them play their psychos. The game needs villains as well.
Is it possible that the issue might be related to falling distance and damage being proportional ingame? In this case increasing/decreasing the damage would simply not work as you either got characters dying from relatively short drops or surviving relatively long ones.
In reality falling damage is roughly proportional to the square of the distance dropped which means an additional meter has much more impact when you already fell some distance.
Problem with nighttime is the gamma glitch and servers not running 24 hour cycles. Both needs to change in my opinion.
As of now nightime is very bright as if it was clear sky with full moon all the time.
Issue is fixed - the M4A1 is now as accurate as other rifles (with the right attachments its even the most accurate tied with the Mosin).
The fishes inside are correct though: the round can says sardines and has sardines inside and the rectangular says tuna and has tuna inside.
I think its a general performance issue that might be solved "by the way" while optimizing the game.
In 0.57 we got a lot of random sounds: stacking, bandaging, opening cans, eating, vomiting and reloading.
Zombie sounds on the other side seem to come from zombies or very fresh zombie corpses only.