SCUM
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Zerg 15 MAR 2023 a las 2:29 p. m.
Dial lock protection is a terrible implementation and will absolutely ruin SCUM
So far the documentation on dial lock protection is minimum, but I don't see any limit on the # of dial locks you can have on your base. These are clearly superior to gold locks, which can be easily picked by a master lockpicker.

The devs yet again show that they have no clue what they're doing. You can put THREE dial locks on a prefab door (which can't be destroyed) with advanced lock protection. Each of these locks can have different codes, and you don't even need to remember the code!!!!!!!!!!!!!!!!!!!!!!!

Yes, I needed that many exclamation points. Let me repeat that, you don't even need to remember the code you set. You can just open/close the door like normal, and remove the dial lock without the code (and you can change the code without knowing the previous code).

That means to open a single prefab door, players will need to guess 1/1000 numbers three times while enduring advanced shockers. Good luck with that. These devs are taking the game in a direction of far too much base safety and anti-raiding meta, and it will kill the game.
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Mostrando 31-45 de 60 comentarios
Hardwater 15 MAR 2023 a las 4:41 p. m. 
Publicado originalmente por Siamese:
Scum is still pre-alpha and has a ways to go before even being considered finished.

So making a direct side by side comparison to dayZ doesn’t seem terribly reasonable given all that.

Yeah the early access shield is fair enough, and hopefully this game will have a steady increase in player base eventually, but the easy base raiding is far from the only thing keeping people away from this game, I don't think the easy raiding would matter so much if it wasn't dependent on the lockpicking, in DayZ anyone can raid anyone else by farming the required tools and nobody has to suffer through the most tedious game mechanic ever invented, only some people will bother to get good at lockpicking or use a macro to be able to raid on this game, specially when they can just play DayZ instead and not have to suffer.

All my friends left because they hate the lockpicking minigame and hate even more that hazmats and killbox containers are locked behind it, I did the same, its unfun and unrealistic to have a pick just break after an amount of time rather than break due to application of too much pressure, this is a design decision rather than an unfinished feature.

Then there was the hand abrasions debacle, everything is completely overtuned when its added, and fair enough, they do fix some of these things eventually, but it pushes people away whilst broken and then not everyone returns once fixed.

And the removal of the vehicles, its good they are adding them back, but people left when they were removed, and not all of them will return once all the vehicles are added back in.

It did take DayZ a long time to get where its at now, but Scum isn't exactly new either.
Urbanmojo 15 MAR 2023 a las 4:43 p. m. 
Are there bolt cutters in the game yet? to possibly break open the new locks.
Perhaps you can even use the crowbar to wedge them open, anybody tried?
Hardwater 15 MAR 2023 a las 4:54 p. m. 
Publicado originalmente por Urbanmojo:
Are there bolt cutters in the game yet? to possibly break open the new locks.
Perhaps you can even use the crowbar to wedge them open, anybody tried?

I havent tried but I am almost 100% sure that this wont work, the whole point of adding them was to prevent the macro using lockpickers from being able to rinse through bases in a matter of seconds, if you could just break them with a crowbar it would be even easier than just downloading a macro.
Des 15 MAR 2023 a las 5:21 p. m. 
DayZ's more of a Battle royal then survival unless you load up on mods, From my understanding at least. It has a survival system but it's really toned down and it throws items at you left right and center. Don't even get me started on the zombies {That most servers remove}. No, I have not played the newest DayZ... Watched a 50 vid playlist of hour long episodes on youtube and it didn't seem that far from the Arma 2 version.

No, Scum isn't perfect, It's rough, gritty and painful. It's not a DayZ pvp clone, Pvp is the after thought not Pve. Scum is a PVE survival game with light pvp interactions. You're not supposed to find a car in 5 mins of landing and gear up and roll bases for better loot. You're supposed to survive, Build yourselves up and thrive.
Hardwater 15 MAR 2023 a las 5:24 p. m. 
Publicado originalmente por Des:
You're supposed to survive, Build yourselves up and thrive.

That sounds like a great game. However the fact that there are traders, gold and fame, fantasy lockpicking systems, barbie dress up clothing items and backpacks that can make things inside them implode when they are cut into pieces means that this particular game is definitely not the one you are talking about.
Siamese 15 MAR 2023 a las 5:27 p. m. 
Publicado originalmente por Hardwater:
Publicado originalmente por Siamese:
Scum is still pre-alpha and has a ways to go before even being considered finished.

So making a direct side by side comparison to dayZ doesn’t seem terribly reasonable given all that.

Yeah the early access shield is fair enough, and hopefully this game will have a steady increase in player base eventually, but the easy base raiding is far from the only thing keeping people away from this game, I don't think the easy raiding would matter so much if it wasn't dependent on the lockpicking, in DayZ anyone can raid anyone else by farming the required tools and nobody has to suffer through the most tedious game mechanic ever invented, only some people will bother to get good at lockpicking or use a macro to be able to raid on this game, specially when they can just play DayZ instead and not have to suffer.

All my friends left because they hate the lockpicking minigame and hate even more that hazmats and killbox containers are locked behind it, I did the same, its unfun and unrealistic to have a pick just break after an amount of time rather than break due to application of too much pressure, this is a design decision rather than an unfinished feature.

Then there was the hand abrasions debacle, everything is completely overtuned when its added, and fair enough, they do fix some of these things eventually, but it pushes people away whilst broken and then not everyone returns once fixed.

And the removal of the vehicles, its good they are adding them back, but people left when they were removed, and not all of them will return once all the vehicles are added back in.

It did take DayZ a long time to get where its at now, but Scum isn't exactly new either.
Explosives can be crafted to break bases. That is in effect "farming the required tools", is it not?
I never said easy base raiding was the only thing keeping people away but MANY people have left this game because of it.
Hardwater 15 MAR 2023 a las 5:28 p. m. 
Publicado originalmente por Siamese:
Explosives can be crafted to break bases. That is in effect "farming the required tools", is it not?
I never said easy base raiding was the only thing keeping people away but MANY people have left this game because of it.

Yeah, I completely agree that the easy raiding has kept many people away. But the explosives are mainly locked behind lockpicking in killboxes in my experience. So you essentially can learn to lockpick to raid a base, or you can farm explosives by learning to lockpick killbox containers.
Última edición por Hardwater; 15 MAR 2023 a las 5:31 p. m.
Siamese 15 MAR 2023 a las 5:32 p. m. 
Publicado originalmente por Hardwater:
Publicado originalmente por Siamese:
Explosives can be crafted to break bases. That is in effect "farming the required tools", is it not?
I never said easy base raiding was the only thing keeping people away but MANY people have left this game because of it.

Yeah, I completely agree that the easy raiding has kept many people away. But the explosives are mainly locked behind lockpicking in killboxes in my experience. So you essentially can learn to lockpick to raid a base, or you can farm explosives by learning to lockpick killbox containers.
Nah, now you can build and use pipe bombs and grenades to get into bases.
Última edición por Siamese; 15 MAR 2023 a las 5:33 p. m.
Des 15 MAR 2023 a las 5:32 p. m. 
Publicado originalmente por Hardwater:
Publicado originalmente por Des:
You're supposed to survive, Build yourselves up and thrive.

That sounds like a great game. However the fact that there are traders, gold and fame, fantasy lockpicking systems, barbie dress up clothing items and backpacks that can make things inside them implode when they are cut into pieces means that this particular game is definitely not the one you are talking about.

But you're supposed to land, find a car and raid a base tho, Right? Righhhhtttt?

I enjoyed the new clothes, Never had an issue with backpacks... If you're chopping up a backpack that's on you. lol

Traders somewhat work, Gold they could remove and fame is supposed to be a thing. It's a hunger games type of show in game lore. It's supposed to last for months if not years at a time before the next season.
Hardwater 15 MAR 2023 a las 5:54 p. m. 
Publicado originalmente por Des:
But you're supposed to land, find a car and raid a base tho, Right? Righhhhtttt?

I enjoyed the new clothes, Never had an issue with backpacks... If you're chopping up a backpack that's on you. lol

Traders somewhat work, Gold they could remove and fame is supposed to be a thing. It's a hunger games type of show in game lore. It's supposed to last for months if not years at a time before the next season.

I don't think you understand. I am not talking about cutting up my own backpack. If I kill you, and I cant carry everything that you are carrying, I can cut up your backback so that all your loot gets deleted, it doesn't make sense, your loot should remain on the ground after I have destroyed your backpack.

I'm not sure where you get the idea you are meant to just land, find a car and go raid a base, maybe that is what most players want to do, personally I was hoping for a survival game, where the point is to survive, build yourself up and thrive, currently, this isn't what the game is.
Good Bunny 15 MAR 2023 a las 5:59 p. m. 
Boo hoo boo hoo, I can't easily raid some solo anymore. Wah.

But seriously, this is a good thing for multiple reasons. If people have multiple dial locks on a base with multiple doors, and zappers, dial locks on all containers and vehicles, this'll help them catch cheaters even more. Especially if some lurker breezes through 30 plus zapper protected dial locks lol
Última edición por Good Bunny; 15 MAR 2023 a las 6:03 p. m.
Hardwater 15 MAR 2023 a las 6:05 p. m. 
Publicado originalmente por Siamese:
Nah, now you can build and use pipe bombs and grenades to get into bases.

Ah that is good. Hopefully it will lead to them changing the lockpicking mechanic to something that more closely resembles real life now, specially as it's not the meta for raiding anymore. My main gripe with the lockpicking is that it doesn't make sense the way its implemented, I could at least understand it was made to be difficult due to it being the main method of base raiding, but now there are dial locks and we can raid with grenades, there isn't any need for the lockpicking mechanic to remain so unrealistic and frustrating.
Des 15 MAR 2023 a las 6:06 p. m. 
@Hardwater

If you kill a guy and loot his stuff then cut his bag good on you. It'd despawn by the time he got back unless he sectors... Then he get killed again.... I don't see that as a major problem, Just like I don't see the dial locks as a problem. It's not that I don't understand, I don't care.

I don't have that Idea, I already said what my Idea of the game is. People keep treating Scum like some battle royal pvp game, It isn't. My sarcasm doesn't translate too well over text. Scums a survival game. Not a pvp battle royal game.
Hardwater 15 MAR 2023 a las 6:10 p. m. 
Publicado originalmente por Des:
@Hardwater

If you kill a guy and loot his stuff then cut his bag good on you. It'd despawn by the time he got back unless he sectors... Then he get killed again.... I don't see that as a major problem, Just like I don't see the dial locks as a problem. It's not that I don't understand, I don't care.

I don't have that Idea, I already said what my Idea of the game is. People keep treating Scum like some battle royal pvp game, It isn't. My sarcasm doesn't translate too well over text. Scums a survival game. Not a pvp battle royal game.

No, I got your sarcasm, I agree with you, it should be a survival game, and not a battle royale game, I also don't see the dial lock as a problem either. I was just running with your premise that the game should be a semi realistic survival game and pointing out some of the ways in which it deviates massively from reality and from a survival experience, the backpack thing isn't a major problem, its just one in a long list of unrealistic features which all detract from any semblence of survival or realism.
fatesdeath 15 MAR 2023 a las 9:30 p. m. 
Publicado originalmente por Zerg:
Publicado originalmente por CrankyOldMan:
I disagree
Good this will slow down on the base raiding problem. It always took a lot more effort to build a base and craft the locks and zappers than it did to lock pick your way through.
This is a step towards balance.
It's funny to see all the non-pickers complain about lockpicking. Do you have any idea how much time/effort it takes to get good at lockpicking?

Also you should be building bases with 50-60 doors. If you're not, that's your own fault. SCUM should not be a game where you can throw down 3x dial locks on a prefab with an advanced shocker, and have it be almost unraidable. That's bad game design. SCUM is about raiding.

You want the game to be boring and safe? It will die.
lol do you undersstand the lockpicking is straight wack?
no because you had no issues.
you could run through someones base that they spent weeks on. now you CANT
thats whats hard for you to understand

its not "broken" its just you no longer have the SUPER power to run through weeeks worth of someones time
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Publicado el: 15 MAR 2023 a las 2:29 p. m.
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