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stample

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stample last won the day on October 21 2020

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  1. Yep, sounds like your pit is too deep and most don't want to run off it and go into destroy mode. I fixed this by thinking more like an Ant Lion. instead of a sheer drop, do a vertical wedge slope until the last 2 blocks. Then, run electric fences across the gap, rather than the edge, so they fall through them. Protect them with the overhanging lip of the steep ramp, and low enough that you can reach up to repair them.
  2. They randomly attack any blocks if they can't find a clear path to you. Is the pit you're in a drop-off that they don't want to jump off of?
  3. Jimmy is not buried. He's not even dead. A release on July 30th, 1975 to rework his graphics accidently removed his textures and model but never added in the new assets. The artist quit without ever correcting it. He's been invisible ever since. When you shoot a zombie nearly point-blank and miss? You hit Jimmy. He was trying to melee that zombie and you just shot him in the back. When you're driving a vehicle down the road and suddenly stop dead like you hit a wall, but nothing is there? You hit Jimmy. Watch where you're going, punk.
  4. Mine is only possible on MP servers, so you probably already know what it was. Spawn in the wasteland but its also the middle of the night, cause I didn't check gametime when I looked at the server. I zombie sees me within seconds. I turn and run 3 steps, hit a landmine.
  5. Turn off the option for dynamically generated imposters. Whatever they're called, I don't recall. It was new in A20. Once you get in a city, it spends a ton of CPU time trying to render mid-distance imposters instead of letting them pop in when you get close enough. It makes the world more immersive for sure, but lagged me terribly.
  6. I'm going to throw some more info into this, which may make terminology muddier, or clearer. No telling. But this is what i've determined over years of stealthing and various patch notes and MadMole comments, etc. There's a distinct difference causing what appears to be instant vs non-instant aggro drop, and that's what the zombie is aggro'd on. It isn't always you, the player. If a zombie sees you, he's aggro'd on you, the player. He will continually path toward you, until he gets to you or loses sight. Breaking LOS will make him stop searching when he reaches the last place he saw you. If he's reaching that point about the same time you stealthed around the next corner, he'll appear to have dropped aggro instantly or very quickly. But this is more-or-less coincidence based on distances we're moving and he's moving. However, a zombie that heard a noise is not aggro'd on you. He's aggro'd on the sound, or more specifically, the point where the sound originated from. He has no idea you exist, though he suspects it. If you run and stealth, he doesn't know or care if he doesn't see it happen. He's on his way to the spot where the sound came from, and will continue to it regardless of whether you stealth or not. And if that's a ways off from where he started, he can easily continue pathing to that point well after you re-stealth behind a corner 5m away. I also play stealth basically every time. Its a great build except on horde nights. My end-game is a machete for the majority of kills. A silenced SMG with reflex sight, and semi-auto trigger in case 1-2 things wake up or don't die in the initial hit. Backup is a desert vulture when I need to go loud and proud, but that's very rare. Compound crossbow with steel bolts for the feral wights, feral cops, glowy bikers, glowy grandmas and glowy tourists. I've played with silencing a vulture for glowy wights, but that didn't seem any more effective than crossbow. Saves a few perk points, but didn't seem worth it cause its still pretty loud and I end up carrying a bow anyway. A few things are pretty mandatory to make it not feel like playing in molasses, though. You need the magazine to remove stamina drain on crouch running, then you run everywhere. You need the magazine to jump full height while crouching. You want the magazine to reduce noise on landing. SexRex is great addition to help refill stamina from the power attack stealth strikes, so you aren't draining food and water so fast. You really need the magazine to not make noise crouching over trash. Pretty much all other magazines and non-Agi perks aren't needed, though. I start with the muffled connectors but remove them later. I do use the stealth military boots if I find them, but it never felt like it made the difference. Just saves a mod slot for something else until you stop using connectors anyway. I never use the NVG, don't like them. (caveat, i'm playing on an older computer with an old gfx card, so shadows are off. That makes indoors at night quite a bit more visible, so maybe that's why I never use NVGs)
  7. There had been discussion at one point ( can't recall if it was TFP or just players suggesting ) that hidden rooms' zombies not count toward the clear, and being specifically excluded? Maybe that's already a thing? I just know in A19 it could be a real bear if you missed all the hidden rooms, because there were enough that you wouldn't get the yellow marker. You had to find and clear at least one of them on your own, else you'd spend all day wandering through the levels wondering what went wrong.
  8. Did they fix this? Because before (a19) that wasn't true. Dishong notably had 3 or 4 'hidden' rooms, which contained sleepers that the main path didn't go through. It also does mark the last 3 (?) volumes. By the time you got to the top level, if the roof wasn't marked, you missed some below. I did a lot of runs perfecting my path through Dishong to try to not miss anything on the first pass. I make a lot of my own challenges that way, and it makes T5s more fun. Its the journey, not the loot room. Not being able to carry out all the loot never bothered me unless I really needed more specific things that I could carry, which is rare. If you're running T5s, you don't need to carry out every can of food (go in without food and eat your way through), or paper, or even electronics, etc. I leave behind tons of stuff and never miss it. What is fun, though, is finding out just how much of something exists in certain T5 POIs. As another survivor posted above, go through Dishong and dissassemble every single computer, fridge, microwave, and light, and see just how many electronic components you can pull out of one run. Its kinda crazy. Or see how many doorknobs you can get out of the new 6 story apartment building by breaking every single door. You can quickly get what you need, while raking in zombie kill xp. Just don't try to get all of everything. You'll need 14 wrenches and 5 other people to carry it all.
  9. We've totally flattened and/or tunneled through mountains just to build a flatter and straighter path between our base and a trader. Never underestimate the amount of work a lazy person will do to save seconds in the future
  10. Here's a tip you might like. Its been my go-to every since we got free rotation of most blocks. Put ladders 4 off the ground. On the 2nd block from ground place a metal hatch sideways on the wall, such that opening creates a platform. Close it when you want nothing to get up. (This assumes one level of +1 jump from parkour, because i never go without that) Or, my real preference, just stairstep said hatches up the side. If your wall is 5 high, you can put 3 hatches, and open all of them from the ground. You just need to remember to close them as you go up before the horde attacks. Lock them and you have the added benefit of keep players off, as well. No way to lock a ladder You might be tempted to try this with powered vault hatches late-game. Don't. Zombies can stand on closed sideways hatches because of how much they stick out.
  11. I originally had a lot of trouble with the gyro, way back when it first came out. Flew in a circle trying to figure it out, crashed a few times, said "Forget it, I like motorcycles just fine." Next playthrough, I stuck with it and really figured out the controls. Now I have no issues at all. Easy to take off, easy to land, I can get anywhere with it. Loved it ever since.
  12. Jumping out on the bounce causes damage (not that an occasional repair kit matters at that point in the game, but, you know, in principle). You actually want to jump out just before the initial impact, and drop 5 feet to the ground. Because of how vehicles work, the copter will just stop in mid air and then drop straight down to the ground, no damage. It actually makes it ideal for "landing" on tall buildings, because you just fly a few meters above, and straight across, then hop out at the right time. Getting off the building usually involves breaking out a piece of the edge of the roof, or if you feel gutsy, place the copter on the edge of the roof, and hop in super quick. With good placement, it will tip forward off the building, getting you the momentum you need to pull and fly away. With bad placement it falls off before you get in, and you have to walk down normally to recover it (or eat some candy).
  13. I typically put one of my friends points into his Int tree. I miss the point less that way. But seriously, I always wait for the loot fairy. I had a SP game in A19 where I made it beyond level 50 without ever having one for sale, or ever found the recipe. Checked every trader on the map every week, and had about 15 destroyed workbenches in my town. No. Luck. At. All. I was using a functional POI workbench that was about 700m away from my base. Super painful, but I refused to spend points in Int.
  14. They really missed an opportunity here. Making it functional would be hard since its actually 9 blocks, but why is the graphic set to 7 o'clock? Should be 9:59. Or 4:20. Because that's something TFP would do.
  15. We've done this on our server. The trick is to never kill them during the day. "Time to respawn" is set when the zombie is killed, and during the daytime, its normal (couple days). So if you clear the area during the day, you have no nighttime mob farm. When night ends, be sure to jump on a vehicle and drive far away rather than finishing off what you have, or you'll wreck your farm for a few game days.
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