The Little Niggles Thread.

Just Too

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There are four stages to a plague Heart
Assault: this is when you arrive for the first or other time you show up
1st phase: gas is released and zeds spawn outside
2nd phase: just like the first but the heart is almost out
near death: a few zeds just spawn trying to stop you
destroyed: all plague zeds die from the heart.

Screamers are like gunshots, yet they're ineffective because the scream circle only activates in the beginning and the end instead of always.

no suppressors on revolvers or shotgun?
Yeah I was wondering too about the no suppressors on shotguns and revolvers thing. For me there are three stages when it comes to plague hearts.

Stage one: try to avoid them because they scary asf

Stage two: find powerful sniper

Stage three: plague hearts dont scare me anymore :devilish:
 

Viperho

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I just realized that I've been doing this too. Wow, it really goes to show how much the atmosphere has changed since the first game. While, the nervousness I felt being outside my base's walls faded with time and experience, I never stopped being cautious.

Meanwhile, in SoD2 I hardly close doors or even worry overmuch about making noise while looting, which is demonstrably different than I how played before. It seems that my subconscious reactions to the game world have been altered by how little threat there is. Ironically, this has lead to more deaths than the previous game as often times I find myself taking dumb risks that I would've never considered before.
Its because the melee is incredibly easier in SOD2. While SOD1 wasn't perfect either, the melee was much more risky and ammo wasn't nearly as plentiful. A low level player should be fumbling with his melee weapon and swinging very slowly. instead every new player gets Rick from the walking dead skillz.
 
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Niggle — fetch quest missions spawn the item you need to fetch BEFORE you accept the mission. This causes problems.

It happens with that mechanics enclave, it happens with the Auntie Prepper BOV, Action Movie, etc. —which can spawn several duplicate vehicles on the map, each time the mission recycles.

There are also scattered survivor missions where you need to help them 'recover' a lost weapon. I had actually found the weapon in question (and put it in my locker) before accepting the mission. Once I did accept, we proceeded to the location to search for... nothing. There was nothing there. I even retrieved the weapon from my locker, and didn't get the prompt to return it to them. The mission was uncompletable.
 

SomeRandomGuy

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Niggle — fetch quest missions spawn the item you need to fetch BEFORE you accept the mission. This causes problems.

It happens with that mechanics enclave, it happens with the Auntie Prepper BOV, Action Movie, etc. —which can spawn several duplicate vehicles on the map, each time the mission recycles.

There are also scattered survivor missions where you need to help them 'recover' a lost weapon. I had actually found the weapon in question (and put it in my locker) before accepting the mission. Once I did accept, we proceeded to the location to search for... nothing. There was nothing there. I even retrieved the weapon from my locker, and didn't get the prompt to return it to them. The mission was uncompletable.
I had one of those "help me find my weapon" missions and found it, then put it in the trunk of the car to make room in my inv for other loot. The mission disappeared as soon as I put the weapon in the trunk and the NPC ran off. No message about it failing or anything.
 

Righteous Ham

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The biggest enemies in this game are the guardrails
That and concealed ravines filled with rocks.
which can spawn several duplicate vehicles on the map, each time the mission recycles.
In the campaign I just completed, there was one guy in my group who kept triggering this quest chain. Sheer coincidence saw me unable to make it back to base the first two times it came up. Then I noticed two fully fueled police cruisers very near my base. Even better their trunks were filled with fuel canisters, smoke grenades and random ammo.

As you might image, I abused the hell out of this. In short order my community were the proud owners of four shiny police cars. Perhaps the mission would've kept respawning indefinitely but this all happened very near the end of that play through and after the fourth car, I opted to put this glitch out of its misery.
 
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As you might image, I abused the hell out of this. In short order my community were the proud owners of four shiny police cars. Perhaps the mission would've kept respawning indefinitely but this all happened very near the end of that play through and after the fourth car, I opted to put this glitch out of its misery.
I had four in one playthrough— (1) the police car, (2) the BOV, (3) the action movie ride, and (4) the mechanics' destroyed truck. Several copies of each. Funny how UL says there can only be so many NPCs on the map at a time, but the number of vehicles doesn't seem to matter.
 

Righteous Ham

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I had four in one playthrough— (1) the police car, (2) the BOV, (3) the action movie ride, and (4) the mechanics' destroyed truck. Several copies of each. Funny how UL says there can only be so many NPCs on the map at a time, but the number of vehicles doesn't seem to matter.
That's...I've no words. Granted I'm no coder but how hard is it to spawn in mission critical stuff, only when the mission is accepted? Can anyone in the know weigh in on this? There is way too much potential for abuse in the current system.
Niggle — It is absolute BULLSHIT, that I can clear an infestation with a fuel bomb (which creates a temp safe-zone), walk into the building and have 5-6 zeds spawn on the floor...

bull... shit...
The spawn mechanic is terrible and the longer I play the more disgusting it becomes. While I've not run into your particular scenario, I have noticed:
  1. Half a dozen zeds spawn every time a vehicle is exited, unless one is at base or deep in outpost territory.
  2. Zeds that spawn directly behind the player. That is to say, immediately within grabbing distance.
  3. zeds spawning indiscriminately just outside camera range.
  4. Zeds spawning in places they shouldn't such as roofs and barn's second floors.
  5. Zeds that spawn in outposts! Typically in response to fast search.
And the kicker: Zeds that don't spawn for story related quests. Presumably due to spawning nearly everywhere else!
 

QMJS

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That's...I've no words. Granted I'm no coder but how hard is it to spawn in mission critical stuff, only when the mission is accepted? Can anyone in the know weigh in on this? There is way too much potential for abuse in the current system.
Absolutely simplistic. There is no good reason it wasn't done already.

Pretty much all of the spawn problems, from enclaves in ridiculous places, zombie spawns, and items, are simply a failure to validate the conditions. Granted, it is a few extra lines of code, but they are all simple if-then type checks, one of the first things I learned how to do in BASIC about 39-40 years ago.
 

Righteous Ham

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@QMJS Wow, Thank you for clarifying. So it's quite basic then? Hopefully it's something UL will patch in the future. There's a lot about SoD2 that feels either lazy or rushed. Not so much bad design choices as incomplete ones.
 

QMJS

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The strange thing is, they did a much better (but not perfect) job of validating things in SOD1.

The actual coding would be different, but the way they did enclave spawning location control in SOD1:

<Building ActorFlags="" ActorName="" BuildingFlagsMask="Outdoor, Tiny, HasBarricades" BuildingFlagsQuery="HasBarricades" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" SiteTag="" />

That is, can't be anywhere which has a tag in the BuildingFlagsMask. Not outdoors, not in a tiny building like a shed, and has the ability to barricade (windows) but not actually currently barricaded. It has to be within 500m of the initial randomly selected spawn point. If it can't find one, the action to spawn the enclave is invalid, and it either reselects a location or skips spawning the enclave that cycle. The actual engine would evaluate the conditions it was given, which is part of the point of using an engine. But, every spawn/enclave/mission/etc had a validation system.

The logic is basically a module like this:
Fail=false
Select a random location
IF somecondition=true Then fail=true
IF someothercondition=true Then fail=true
If Fail=true Then exit Else generatespawn

That is very simplistic, but it is the sort of simple tests you would use, with any number of conditions checked. If it got to be enough to slow it down, you would change that to something like:

Select a random location
IF somecondition=true Then exit
IF someothercondition=true Then exit
If Fail=true Then exit Else generatespawn
 
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LiNanMian1984

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Yeah I was wondering too about the no suppressors on shotguns and revolvers thing. For me there are three stages when it comes to plague hearts.

Stage one: try to avoid them because they scary asf

Stage two: find powerful sniper

Stage three: plague hearts dont scare me anymore :devilish:
Stage 1: massively oroduce .22 L

Stage 2: join multiplayer games

Stage 3: bring out the .22 L Preppers... or the Snub nose devilette with Advanced Brake.

Stage 4: spend the next 5 minutes firing at all the zeds that spawn (10-20 dropped samples)

Stage 5: turn on the heart and kill it with the .22 L Prepper.

Stage 6: have the owner praise me for being badass.

Stage 7: whip out the Timberwolf fire my 4 shots, whip out the .22 L Prepper and go to town.

Stage 8: go out with the BFG walk up. Bang; Bang; Bang; Bang; Bang. Take out the .22 prepper kill all the zeds and use prepper to kill the heart.

Stage 9: reload the BFG and give it to the owner along with some ammo and the leave the owner.
 

Just Too

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Stage 1: massively oroduce .22 L

Stage 2: join multiplayer games

Stage 3: bring out the .22 L Preppers... or the Snub nose devilette with Advanced Brake.

Stage 4: spend the next 5 minutes firing at all the zeds that spawn (10-20 dropped samples)

Stage 5: turn on the heart and kill it with the .22 L Prepper.

Stage 6: have the owner praise me for being badass.

Stage 7: whip out the Timberwolf fire my 4 shots, whip out the .22 L Prepper and go to town.

Stage 8: go out with the BFG walk up. Bang; Bang; Bang; Bang; Bang. Take out the .22 prepper kill all the zeds and use prepper to kill the heart.

Stage 9: reload the BFG and give it to the owner along with some ammo and the leave the owner.
Sounds like an awesome movie
 

SomeRandomGuy

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Stage 1: massively oroduce .22 L

Stage 2: join multiplayer games

Stage 3: bring out the .22 L Preppers... or the Snub nose devilette with Advanced Brake.

Stage 4: spend the next 5 minutes firing at all the zeds that spawn (10-20 dropped samples)

Stage 5: turn on the heart and kill it with the .22 L Prepper.

Stage 6: have the owner praise me for being badass.

Stage 7: whip out the Timberwolf fire my 4 shots, whip out the .22 L Prepper and go to town.

Stage 8: go out with the BFG walk up. Bang; Bang; Bang; Bang; Bang. Take out the .22 prepper kill all the zeds and use prepper to kill the heart.

Stage 9: reload the BFG and give it to the owner along with some ammo and the leave the owner.
I started off shooting them with a Timberwolf/BFG or throwing Pipe Bombs, but now I like meleeing them.

Step 1: produce firecrackers

Step 2: load close combat specialist with firecrackers, meds, snacks

Step 3: walk up to plague heart, stab it a few times, toss firecrackers out a window, resume stabbing, back off when it farts and throw second set of firecrackers out a window.

Step 4: stab it a few more times to finish it off.

Works every time, I've not lost a single person going after a plague heart. Using a Bell Club is faster but why damage a perfectly good weapon when a knife or screwdriver does the trick? If you want to be sure you won't get chomped on you can use whistling box mines instead of firecrackers, but that means you have to set one outside the door when you first go in, then run to the opposite door and set the second once the first one blows.
 

demonbreather

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First post. Just signed up while downloading the third patch (on XB1).
I may have missed someone else adding this, but I have a little UI complaint that seemed fitting for this thread:

>> In menu screens with multiple panels side by side (backpack/vehicle, trading, storage locker, etc), being able to quickly shift between panels with the right stick would make things so much smoother. As it stands right now, there is SO much leftleftleftleftleft, select item, rightrightrightrightright... (Again, playing on xbone.)

For an example of the sort of analog stick panel-jumping I'd like to see, load up a Wild Hunt save and visit a merchant. Flick the right stick to swap the cursor from personal inventory to merchant's, or between displayed categories (potions/oils, armor/weapons, etc), or from one of the inventory panels to the sort filter tabs above. Wild Hunt has an even more tedious inventory than SoD2 until you start using the right stick to shift around, but when you do, it becomes far more manageable. It would be a worthwhile QoL improvement for SoD2 to include in an upcoming patch.

Pleeeease.
 

odf14

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To borrow a phrase, never again. This dumpster-fire of a game is about to be permanently deleted.

Within one minute of booting up the game after this last "patch," the following events happened in rapid order:

"You're not going to like this . . ." -1 Food

"Until we build more storage, we have to expect things like this to happen . . ." -3 Materials

"Don't shoot the messenger . . ." -2 Ammo

Really? Because all my resources are at a little under one-third to one-half the maximum allowable capacity, and you're going to drain them "because there isn't enough room?" But, hey, I guess it's okay, 'cause now I can sort ammo by caliber in the locker.

The best part is, even if you go on Discord to air your concerns, the devs will probably never see them, and the communications/community manager will never relay them because her head's so far up her fourth point of contact that she can't break wind without tickling her tonsils.
 

Fabian907

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The forum closure was a bad idea, so bad in fact that there's no line of communication like ODF14 said. Not only have we had to move, there's current wold fools hogging Discord complaining about how they lost one survivor for countless hours. We get it, you suck so bad that you didn't want to swap out because you love that damn shitty ass green marijuana lookin' hoodie. There wouldn't be any issues if they wouldn't have hired 3rd party QA testers who actually play the game like a "Pro" I'm also surprised there's no dedicated servers. This game is fun but there's not enough endgame content and it feels as if it was taken lightly to make. It had so much potential but every time they release a patch, it's like they had just one noob play it for an hour.

Ways they can fix it, read their emails, hire some QA testers (Like I've been saying, I'll do it for FREE) give a rewards pack after each patch as a "Thank you for your support" and add events and all that. This game is getting very irritating as I just want to play on only one save and go on forever, but cannot progress due to a bug.

That is all I have to say.
 
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