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That is exactly the reason why items are programmed to disappear!
There are 8 normal bunkers that you can enter at any time.
There are 17 abandon bunkers that on vanilla setting will require some game play coding to get in.
On vanilla settings only 2 of those 17 ab bunkers are active. You can loot a key card to gain entrance to others.
We have asked for in single player to be able to leave items out.
As for bunkers, I received another card in a drop. I'm in, but realize I probably shouldn't be. It's spooky and what is that deep growly thing behind the wall. I'll have to go back and find out. Thanks for the reply.
But you know, I have to add in regards to items left out. Other games, and I do hate referring to other games and devs, but, Valheim for instance. I'm the type to put a roof on a box and call it done. No eye for architecture or decorating style at all. But I've seen some incredible builds with clutter all over inside and out. Multi player builds that, if lag is the threat, then it would stop the game cold. But it doesn't slow it at all. Just saying, it apparently can be done.
Some bases have been so large that as other players have driven by, the game has literally crashed for them.
Every single item in the game has an id and as you travel through a area that server has to tell your computer that the item is laying out on the ground, in a chest, in a wardrobe, in a storage shelf, in a wheel barrow, in a motor bike, in a ris, in any vehicle. Etc...
Plus each building part.
So that's how many items 100's, 1000's maybe!!!!
All that information take a huge toll on the server to send that much data to your computer.
For every player in the game. At every location they are at!
That is why official servers have a 100 element base cap, a puppet cap and a player cap.
Also that is why official servers have base building restrictions. Prefab housing along with player buildings in a small area can crash players computers.
We used to be able to have wardrobes and storage shelving in prefabs but for now they reduced it to only chests...Why desynch, lag and crashes.
Right now there is ***one program*** it is the same for multiplayer and single player. Very little is different between the two.
The devs have said that later on more work can be done on the single player QOL but atm only one main code is being written and applied to both.
This game is in Early Access, it's core code is still being written, tested, released to players for testing and then reworked.
Valheim is a finished released game that has been out nearly 4 years. It has had 4 years to be refined, tweaked, adjusted.
Scum is in Early Access and still in I believe a Alpha config because basic code is still being written.
It is not fair to compare Scum with any fully released game!
It is not fair to compare any EA game with any finished product.
What this game does have which I find interesting is the quite involved mechanics for health and nutrition. It adds a touch of realism.
Now. Care to comment on those cargo drops that never dropped? A couple more since I first posted this. And I'll add that I'm playing 3 characters (saves?). Two have experienced the drop, no drop.
They will hang up in the sky at their spawn point and just never fall to the ground.
There are settings that control how often the cargo drops will appear, how long they will hang at the spawn spot, how fast they will drop and how long they remain till they explode.
By changing the time for the drop delay sometimes it corrects the bug!
====================================
To change the timer, to hopefully fix the bug.
Hit escape and select server settings.
Go to World
Subcategory Cargo drops
You'll see Cargo Drop Fall Duration. Just make that a smaller number then apply and you might have to restart your game.
There also can be a random bug in the lockers in them. Where you successfully lock pick them but it will still say locked. Sometimes another unlock will work.
In multiplayer you can lock pick all 6 lockers and if any said they are still locked a quick relog will then have opened them.