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and the fact that all old spawns were REPLACED by this...which is just bad
this should be an EVENT on top of the old existing ones...not a replacement -,-
that's the biggest mistake
there are no pupets inside buildings anymore, no sleepers and nothing in the wild
so they just left "basic" ones wandering in towns (i assume to be able to "call for help" and removed all others - so replaced by "hordes")
They needed not in any way change how the puppets were. Walking around in the towns, in the wild or laying down in the buildings was fine! Made the game feel lived in or alive!
They needed more pve and they could have got that by just adding a horde spawn when the puppet screamed.
The horde should spawn at a distance and come to the source---it was alerted---it was called.
That would give a player the chance to silence the screamer and then decide flight or fight!
I love the opening doors or jumping through the windows aspect!
I don't love seeing a suicide spawn or any puppet spawn next to me or another player in the police station, inside the qounsit that was just cleared or 3 feet behind.
The suicide spawn inside houses, the police station, qounsits, on top of the tall yellow light poles at the airport, on top of the hangers at the airport, on top of the qounsits everywhere, UNDER THE GROUND EVEN-and then they pop up in your face cause you can't see them.
I feel like I am at a arcade watching my great nephews and great nieces play whack a mole.
Oops one popped up here, oh look one popped up there...unrealistic 100%
X100
+1000
I played the Days Gone game, the hordes are really well done
Either you avoid them or you face them (adrenaline rush guaranteed)
Go to Youtube to watch gameplay videos of players facing the hordes
This is the system that should have been implemented on SCUM and not this rotten system of spawning in front of the player and in police stations
Plus in Days Gone you have wild animals that have mutated
The bear for example is particularly monstrous with the barbed wire on its body as well as the piece of wood that crosses its back
On SCUM the animals look like Barbie's farm
Where are the animals that have mutated??
The game is supposed to take place on an island where there were terrible scientific experiments.
In fact, the whole environment of SCUM is too clean, too polished in general, it's a TV game at 1:30 p.m. for a retired audience and stay-at-home mothers, not a TV game at 11 p.m. for an informed audience lol
No acid rain, no tornadoes, sudden temperature changes, different dangers that appear regularly and force players to understand that they are in hell and to react according to the situation
All this controlled by the production of the TV show
It's like those merchants who are too clean in the safe zones, it's just laughable
Why not put a system of parallel markets with NPC clans in these safe zones where to obtain everything the player needs by carrying out quests
Always keeping the possibility of paying with banknotes and gold
By adding simple panning for gold in rivers this would be a plus
With a reputation system with different NPC clans that allow you or not to do business with them
It's up to you to find the right balance in order to make friends with everyone or otherwise be forced to betray other players (or NPC) from time to time to modify your reputation
The life of a prisoner in survival mode in an apocalyptic environment like in the film New York 1999 but with the addition of zombies and other genetic mutations
Happy New Year's Eve tomorrow everyone
So you liked the old one?!?!?
You mean sleeping zombies that I could kill with a kinfe?
Or the one trapped inside buildings that we can oneshot?
No, it was boring and annoying.
And the wandering ones were just slow moving targets.
To me horde system is something promising.
Honestly not to me. For me was boring.
Totally removing them would be a better idea.
And btw before this was much easier to guess the presence of another player.
Now it's a lot harder, except for the spawning of the horde.
And another thing that I suggested some time ago about sounds.
The more silent the place is, the more scary is, the more immersive is.
You can do that. But the point is.
In a survival game fighting everything that moves sound bad to me.
In a survival game you should avoid any unneccessary fight.
Like a horde spawn. No meaning to me staying there and waste ammo or arrows.
Just run. Hide. wait. Come back.
The HS is dynamic and world feels active.
The old one was boring.
This is part of the development and the tweaking of mechanics.
A "bug" do not make the whole system bad.
It just need tweakings.
I have also tested and now perfected it to match the old puppet experience of few in towns, but have no enabled hordes so when i do finally work my way to get a gun and fire it ,there is a 60% chance a horde will trigger. But the horde i ahve set to just 3 puppets for most MTZ's.
EncounterHordeGroupBaseAmountModifier - this is how many per wave are spawned.
EncounterHordeBaseCharacterAmountModifier - this is the total of the horde, with he above setting splitting it into waves.
Setting the top one to 1.0 and bottom one to 0.5 will produce 1 wave with about 2-3 puppets for a MTZ (town).
Adjusting the NoiseCooldown also helps (1.0 being about 30 seconds delay for sound triggering hordes).
EncounterActivationChanceMultiplier:
--this helps create % chance of spawning horde when firing gun. I have set mine to 0.60 for a 60% chance. I tested firing a gun and only on the 6th time it triggered them.
I have personally adjusted this to create scalable difficulty once i have a weapon. I have set the normal encounter manager puppet cooldowns at 3.0 to allow time to clear towns/buildings. This for me is a good balance.
Whilst different from old system, once you get to hang of the settings you can adjust to your playstyle and match the old experience if necessary.
I must admit thoug the names of the encounter settings need changing. The 'EncounterHordeGroupBaseAmountModifier' should be 'EncounterHorderRespawnWaveAmountModifier or something.
with a knife? i doubt...unless there was a "takedown" mechanic which i'm not aware of...
or if you talk about 1 vs 1 with a pupet...well, that's what you do currently anyway to not make noise...so what the..? -,-
traping them in a building was something what allowed a new player to... well...survive
was easy, agree, but isn't any game suposed to be easy in the beginning??
i agree now with them being able to bash open doors...but NOT with the window jumping mechanic. Doors is just enough..because they require some time to bash it
boring and annoying...once you learn them and probably play too much... :) take a break..
but you must think from a new player perspective too :) Is all this fun for someone new, who doesn't know anything?? Don't think so...
heck ! not even for me and i'm not exacly new...i just hate the idea of having absolutely everything against you from the very start !
wandering ones..that's exactly how it should be ! You always had a chance to not spot them due to bushes and whatever...AND have the chance to get rid of them before they ruin your day in the same time !
what was wrong with that, excuse me ???
the horde itself is not a bad idea, again
just the execution is execrable for now...
What are you even talking about? acid rain and mutated creatures? go play Stalker or Fallout
Interesting info for server admins, Normal Encounter Manager Puppet CoolDown is I guess what my post is about. Sadly, I'm only playing on Official Multiplayer server.