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Dear Community,

 

Hopefully this patch comes a bit sooner than expected. We have worked hard for this and Fred even made a video previewing some of the stuff that's coming in Patch 2.35. We are overall very happy with the end result and definitively aim to keep this going. Please let us know as much further feedback as possible so that we can use that for future patches! Now, before we jump into the patch notes we highly recommend to check out the dev blog video about this patch:

 

Now, Let's jump into the patch notes.

 

Base Building BETA Servers:

As some of you might have heared or seen already is that we have been working on a base building system. This is something we plan on releasing very soon in New Z and at this moment we are mostly going to focus on stress testing and gathering final feedback from players. To allow us to do this we have set up so called "Base Building BETA Servers" where any player can join and build. There is a load-out that includes all the building materials and to spice it up a little players have weapons to kill each other with. Overall these servers are completely pointless as stats don't count.

Note: these BETA servers will be in the premium servers section of Open World.

 

Overall Updates:

GENERAL:

  • The Viking themed menu music has been disabled. The normal original menu music is now back.
  • Removed all further Viking related content from the game. Items and skins remain and players can keep those for ever but content such as the secret spots on the maps have been removed.
  • Added more reputation ranks to the game:
    • For the bad side:
      • -2.250.000 - Maniac
      • -2.500.000 - Arsonist
      • -2.750.000 - Bloodthirsty
      • -3.000.000 - Butcher
      • -3.250.000 - Torturer
      • -3.500.000 - Slaughterer
      • -3.750.000 - Executor
      • -4.000.000 - Exterminator
      • -4.250.000 - Kingslayer
      • -4.500.000 - Warbringer
      • -4.750.000 - Man o' War
      • -5.000.000 - Tyrant
    • For the good side:
      • 1.250.000 - Apostle
      • 1.500.000 - Clergyman
      • 1.750.000 - Cleric
      • 2.000.000 - Zealot
      • 2.250.000 - Templar
      • 2.500.000 - Archpaladin
      • 2.750.000 - Knight Watcher
      • 3.000.000 - Protector
      • 3.250.000 - Emir
      • 3.500.000 - Vizier
      • 3.750.000 - Sheikh
      • 4.000.000 - Lord
      • 4.250.000 - Duke
      • 4.500.000 - Prince Heir
      • 4.750.000 - Emperor
      • 5.000.000 - Inquisitor
  • Fixed a melee animation bug.
  • Fixed a bug causing the bus system cool down not to show on the interact UI some times.
  • Fixed a bug causing medical items to not "consume" sometimes and just disappear.
  • Riot shields and other barricades / building objects now use the correct material settings. This means that when shooting a wooden barricade you will hear wooden impact sounds and when shooting a metal object you will hear metal sounds.

VEHICLES:

  • Player model is now visible again in the Buggy.
  • Player model is now visible again in the Police Dragster.
  • Player model is now visible again in the Sheriff Dragster.

CLAN TERRITORIES:

The clan territory system has gotten a major rework. We have changed and added a lot of features to the system. The following is changed / added:

  • We have buffed the shield clan members get when being inside a claimed area from 10 to 20%. Once again we'd like to make clear that this shield does not apply to head shot damage.
  • Clan contest points (the flags) now have health. This varies between 5.000 and 10.000 health points. The health needs to be taken down by damaging the contest point. Once the health reaches 0 contesting can start. Contest points can regenerate back to their full health over time and will if no contests or damages the point for some time.
  • Clan contest points now have their own perks. Each point is unique and can have a different perk. Perks are also indicated on the minimap. The following perks have been added:
    • Decreased zombie trigger radius.
    • Experience boost.
    • Game dollar boost.
    • Increased effectiveness of healing items.
    • Less revive time if a clan member died inside the clan territory.
    • Decreased damage from zombies.
    • The ability to regenerate health over time.
    • Decreased pick-up timer for items.
    • More health on placed shields and barricades.
    • Advanced movements: high jump and a bit faster movement.
    • Decreased crafting time. (only for Survival)
      Please keep in mind that these perks only apply to clan members of the clan that has the clan point contested.
      Please keep in mind that each clan contest point only has one of the mentioned perks.
  • We have also added a visual indicator for the clan territory in the minimap. You can see the territory of that point when hovering on the point in the in-game minimap. (Also the active perk shows in the minimap as mentioned before.)
  • Added a respawn option for clan members to respawn in the clan territory their clan owns. If you die, and you are in a clan that owns a clan point in the map, you'll have the option to spawn there.
  • Added a system that allows players to teleport / travel between clan contest points. This is only for Open World. If a clan owns two contest points clan members can go to one of them, hold e, and select what other contest point they'd like to travel to. There is a five minute cool down on this.

CHARACTERS:

 

Item & Skin Updates:

FIXES:

  • Fixed the Custom Guerilla Fallen Angel skin. Removed the red "dots" from the mesh. This to make it look like it originally looked before the rig update.
  • Fixed the material settings for the Autumn 2018 Skinbox. It was using the incorrect bump and specular map textures.
  • Fixed the material settings for the Fun Edition Skinbox. It was using the incorrect bump and specular map textures. Also improved the diffuse texture.'
  • Fixed the iron sight of the AK-15. The original default iron sight is now properly aligned and the weapon now shoots correctly where you aim.

ADDITIONS:

  • Added a new sub machine gun called: "Thompson MK-2". This weapon is a modernized variant of the original "Thompson" weapon. It's a machine gun and has base stats similar to those of the Honey Badger. It's not silenced and has custom brand new shooting sounds. We will explain in each separate game-mode update where / if the weapon is released in that game-mode. Here is a preview of the icon:
    Or4mfTZ.png

    CHANGES:

    • Changed the name of the Autumn Skinbox to Autumn 2017 Skinbox.
    • Changed the name of the Battle Royale Skinbox to Battle Royale Skinbox XVIII.
    • Changed the name of the Christmas Skinbox to Christmas 2017 Skinbox.
    • Changed the name of the Halloween Skinbox to Halloween 2017 Skinbox.
    • Changed the name of the Valentine Skinbox to Valentine 2018 Skinbox.
    • Changed the name of the Winter Skinbox to Winter 2017 Skinbox.
    • Changed the name of the Boonie Cover to Boonie Hat. We have also fixed the names to boonie hats for all the other ones.
    • Changed the spread of the B92 from 1.8 to 1.5.
    • The Viking Box has been renamed to Viking Box 2019.
    • The Viking Box 2019 is now legacy. Store icon has been updated.

    REWORKS:

    • Reworked the store icon of the Alien Skinbox.
    • Reworked the store icon of the Autumn 2017 Skinbox.
    • Reworked the store icon of the Autumn 2018 Skinbox.
    • Reworked the store icon of the Battle Royale XVIII Skinbox.
    • Reworked the store icon of the Battle Royale XIX Skinbox.
    • Reworked the store icon of the Black Night Skinbox.
    • Reworked the store icon of the Blue Limited Skinbox.
    • Reworked the store icon of the Chrome Skinbox.
    • Reworked the store icon of the Clan Skinbox.
    • Reworked the store icon of the Camo Skinbox.
    • Reworked the store icon of the Christmas 2017 Skinbox.
    • Reworked the store icon of the Christmas 2018 Skinbox.
    • Reworked the store icon of the Destruction Skinbox.
    • Reworked the store icon of the Dragon Skinbox.
    • Reworked the store icon of the Dreadnought Skinbox.
    • Reworked the store icon of the Elite Skinbox.
    • Reworked the store icon of the Epic Skinbox.
    • Reworked the store icon of the Green Limited Skinbox.
    • Reworked the store icon of the Halloween 2017 Skinbox.
    • Reworked the store icon of the Halloween 2018 Skinbox.
    • Reworked the store icon of the Hynx Skinbox.
    • Reworked the store icon of the Yellow Limited Skinbox.
    • Reworked the store icon of the Fun Edition Skinbox.
    • Reworked the store icon of the Mystery Skinbox.
    • Reworked the store icon of the Gold Skinbox.
    • Reworked the store icon of the Infinity Skinbox.
    • Reworked the store icon of the Killer Skinbox.
    • Reworked the store icon of the Jedi Skinbox.
    • Reworked the store icon of the Indigo Limited Skinbox.
    • Reworked the store icon of the Nemesis Limited Skinbox.
    • Reworked the store icon of the Orange Limited Skinbox.
    • Reworked the store icon of the Odyssey Limited Skinbox.
    • Reworked the store icon of the Purple Limited Skinbox.
    • Reworked the store icon of the Prime Limited Skinbox.
    • Reworked the store icon of the Premium Skinbox.
    • Reworked the store icon of the Red Limited Skinbox.
    • Reworked the store icon of the Rage Skinbox.
    • Reworked the store icon of the Ragnis limited Skinbox.
    • Reworked the store icon of the Revolution Skinbox.
    • Reworked the store icon of the Skully Pink Skinbox.
    • Reworked the store icon of the Spray Box.
    • Reworked the store icon of the Survival Case.
    • Reworked the store icon of the Solari Skinbox.
    • Reworked the store icon of the Modern Black Skinbox.
    • Reworked the store icon of the Twitch Skinbox.
    • Reworked the store icon of the Valentine 2018 Skinbox.
    • Reworked the store icon of the Valentine 2019 Skinbox.
    • Reworked the store icon of the Viking Box.
    • Reworked the store icon of the Unit Skinbox.
    • Reworked the store icon of the Vindicator Skinbox.
    • Reworked the store icon of the Winter 2017 Skinbox.
    • Reworked the store icon of the Winter 2018 Skinbox.
    • Reworked the store icon of the World Skinbox.
       
    • Reworked the store icon of the M107.
    • Reworked the store icon of the M107 Alien. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Blood Gulch. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Blueprint. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Chrome. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Pyrite. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Halloween. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Hynx. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Hyper Monster. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Killer Whale. Also updated the recipe store icon.
    • Reworked the store icon of the M107 MLG. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Modern Black. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Red Death. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Samurai. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Solari. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Sub Zero. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Valentine. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Valkyrie. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Winter. Also updated the recipe store icon.
    • Reworked the store icon of the M107 Christmas. Also updated the recipe store icon.
       
    • Reworked the store icon of the Wooden Shield.
       
    • Reworked the store icon of the Bandages.
    • Reworked the store icon of the Bandages DX.
    • Reworked the store icon of the Bandages TV.
    • Reworked the store icon of the Antibiotics.
    • Reworked the store icon of the Painkillers.
    • Reworked the store icon of the Medkit.

     

    Survival Updates:

    GENERAL:

    • Clan territory system rework is live in Survival. (Just a reminder) However, the Survival variant has some features disabled.
    • Vehicle spawns have been enabled again in this game-mode in the Official Servers.
    • Item load-outs are now enabled in Survival. Players can use the load-out feature now just like as in Open World.
    • Added a 20 XP reward for killing players.
    • Players can no longer get infected by zombies when they still have spawn protection.
    • Added a one minute cool down for locker usage. This is only on Official servers and done to prevent the "locker camping" some players do.
    • Increased the "server hop" cool down from 2 to 6 hours to prevent players from ghosting.

    LOOT:

    • The Thompson MK-2 is now released in Survival. This weapon has a relative rare chance but is not too rare. It can be found at any military location and also drops from normal and alien super zombies.

    COLORADO V2 (Survival):

    • Max vehicle spawns are limited to 6 each time means it will only spawn this amount at the same time.
    • Added more Clan-Territories all over the world.

    COLORADO V1 (Survival):

    • Fixed the glitched ambient sound in Campos City near the 5-story.
    • Added more ladders to buildings and the bridge in Campos City.
    • Added more Clan-Territories all over the world.
    • Max vehicle spawns are limited to 5 each time means it will only spawn this amount at the same time.
    • Removed the hills between Rocky Ford and the Safe Zone. Now this area is a bit flatter.
    • Lowered the volume of the global ambient sound.

     

    Open World Updates:

    GENERAL:

    • Clan territory system rework is live in Open World. (Just a reminder)

    LOOT:

    • The Thompson MK-2 is now released in Open World. This weapon has a relative rare chance but is not too rare. It can be found at any military location and also drops from normal and alien super zombies. This weapon is also inside the Epic Tactical Weapon Crate.

    COLORADO V2 (Open World):

    • Added more Clan-Territories all over the world.

    COLORADO V1 (Open World):

    • Added more Clan-Territories all over the world.

     

    Battle Royale Updates:

    GENERAL:

    • The revive system has been added. When players die, if playing in a group, their team members have the option to revive the dead team mate. This revive "hold e" timer is relatively long so can't be done in a quick fight. Players would also have to completely stand still while reviving. Further information is shown in the dev blog #7 video.

     

    Competitive Updates:

    GENERAL:

    • The game-dollar reward players get in the end of a Competitive game is now also based on the amount of kills you got during that game. Just like how it is in the Battle Royale game-mode as well.
    • Competitive characters now have the rank / leaderboards skins enabled. This means if you are for example rank 1 wins on the Competitive leaderboard, you will have the rank 1 skin option in Competitive games.
    • Fixed a bug causing the shooting sound to keep playing when the Competitive match ended.
    • Every player in Competitive now has a full skill tree on default.
    • Fixed a crash related to the Competitive server.

     

     

    Estimated patch size: 150-200 mb.

    Patch ETA: Patch is expected to roll out some where today. We are still testing and fixing some minor stuff.

    Estimated downtime: Downtime will be as little as possible but expect around 30 minutes.

    Pre-patch notes might be changed if we need to fix / add something.

     

    Once again thank you for your great support! Want to support us even more? Make sure to share these patch notes with your friends and followers!

    For any feedback about the game or this patch please let us know at http://playnewz.com/feedback

    To stay updated regarding the patch and server downtime please follow us on our social media:
    Facebook: https://www.facebook.com/Infestation.NewZ/
    Twitter: https://twitter.com/infestationnewz
    Discord: https://discordapp.com/invite/thenewz

     

    Best Regards,

     

    // Fredaikis

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    This looks awesome! glad  that we have a new gun. Also nice that clan territories are being worked on.

    Something that i might miss is the old map of Caliwood in survival, that map was just amazing to play and with friends it was just too much fun.

    Edited by Jxvvy

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    27 minutes ago, AfYnE said:

    The Patch Looks Fuking GOOD <3

    Great Work Guys 🔥

     

    23 minutes ago, Jxvvy said:

    This looks awesome! glad  that we have a new gun. Also nice that clan territories are being worked on.

    Something that i might miss is the old map of Caliwood in survival, that map was just amazing to play and with friends it was just too much fun.

    Thanks for the feedback guys! We are almost done testing! Stay tuned.

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    Servers are back up and patch is out. NA servers are a bit delayed but should be up soon.

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    The new flags is a nice idea but I still think that a total reset of the clan count needs to be reset since zert has a bunch that no longer exist due to server decrease most of the flags they have can not be capped since they do not exist.

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    Hey if you guys get the time can you fix the Mosin–Nagant.  Let me explain what I mean by fix,  first of all you have it where you can only equip a sniper silence to the rifle but when I go to equip a different sniper scope you have it where only a compact scope works why is this. If the rifle is not listed as a ar or smg and uses a sniper silence then it should be labeled as a sniper. Please don't give me it a dmr. I know you have it listed as a dmr but then if your going to run it as a dmr then a normal silence should be used on the rifle and not a sniper silence. You need to decide what it really is an dmr that can only us ar attachments or a dmr that can only use sniper attachemnts. Most people us the Mosin as a sniper rifle so can you please set it like one.

     

    Edited by Coknore
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    20 minutes ago, Bravodog said:

    The new flags is a nice idea but I still think that a total reset of the clan count needs to be reset since zert has a bunch that no longer exist due to server decrease most of the flags they have can not be capped since they do not exist.

    I agree with this you can't have a correct clan count if the area can't be capped

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    16 hours ago, Sven said:

    Servers are back up and patch is out. NA servers are a bit delayed but should be up soon.

    Lots of lockers in the air due removed Rocky Ford Mountain

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    If you are going to move all lockers to GI please fix the bug with lots of lockers near to each other.

    If you go to Rocky Ford post office you can find 20 lockers next to each other. The bug was not fixed. 

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    OK, found some glitches. I understand the beta servers are TEST ONLY, and material damage counts will change. Here is what I found....

    most of the glitches surround the FOUNDATION item. 

    Zombies can walk THROUGH foundations. If you have a zombie on you, and you build foundations, they walk through them.  They cannot hit you, but rather damage the foundation as they swing at you. They should STOP at the foundation.

    There is a Zombie CHARACTER MODEL GLITCH, when a FOUNDATION is set upon them, then KILLED. they stretch & skew like a dancing GUMBY, until NPC model is removed after death. if a PERSON or NPC is in the space, you SHOULD NOT BE ABLE TO BUILD ON THEM.

    Foundations are VULNERABLE. If you destroy the foundation, EVERYTHING connected to it, falls with it. all you have to do is shoot out a CORNER foundation and the WHOLE building is open . when destroying a foundation, this is no different than "digging a hole" into their safehouse... if a foundation goes, as long as there is an adjacent wall that shares a foundation edge, nothing should fall above it. It does, and horribly bad. Why attack a door, when all I have to do is shoot the corner foundation out from your building to gain a DOUBLE SIZED entrance?

    Foundations glitch upon placement INTO map objects. SO if you build your INITIAL/FIRST foundation INTO a tree or another object, it WILL fit, but things will not bind to the edges unless more than 2 Foundations are already connected. So in order to build INTO objects, you must first start with a foundation NOT touching the object, in order to build into it properly. And there must be enough space to set the next  foundation INTO the object (it seems as long as 10% of the building object exists outside the object you're building INTO, you can build through the object models. *** I LIKE THIS GLITCH PERSONALLY. I WOULD NOT CHANGE THIS. It forces players to think about the initial step of the build process. if they want to use the terrain or buildings as permanent protection that doesn't damage, the FIRST 2 foundations you lay down MATTER. 

    YOU NEED A ROTATION BINDER. I would recommend using the SCROLL WHEEL to rotate the bound object... if you do not have the room to self rotate, you cannot place walls or stairs. adding in this feature will help. Being able to rotate objects via a bind will help speed up recovery, and will allow for different  damage protection ( when you shoot out the floor, the joists running one direction might save a person falling versus the original position; where they would otherwise fall thru sooner. the difference may seem minute (mi-noot; small) , but in a battle of seconds, one type of fall would result in death where the other only severely hurt.

    I will continue to stress the cr.ap out the building materials.... 

    FYI, you have no HEALTH ITEMS  & no NVG on your test server...so we have bandages, but once those run out, you will die of hunger & dehydration even if only on the PVE side. If you want to test the server, allow ppl to stay alive & let the rooms build to max and see what happens.

    Edited by Thisisjoetv
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    My overall assessment of this patch.

    I like the new Thompson. It's a nifty new weapon.

    I like the idea of base building. I was one of the very first voices asking about getting this aspect added to New Z. However, you have restricted the testing phase to only those that pay for the privilege in that you are only allowing those to be a part of the test that have a premium or above account. Sad. What this does is allow a brand new player to come in, pay the price for a premium account, and immediately be able to give needed input to this brand new aspect of the game. This eliminates a bunch of players that have been loyal to the game for well over a year. Many with 2 years or more of loyalty. Speaking of those loyal players. What have you done to reward those players for sticking around and trying to keep this game viable?

    Next are the map updates. I have noticed that you decided to combine the two bus stops at the Zeta Force Academy. This was a good idea. Thanks.

    Next I have a question. Why the hell do you people insist on continuing to add more trees to the terrain? It's difficult enough trying to traverse the map without having more and more obstacles in our way. If you continue adding more and more trees. Especially since you insist on having the branches of those trees covering a very large area of the ground. This is most troubling in areas where new trees suddenly appeared in a large group rendering visibility to nothing. I still disagree with the fact that some of the trees were placed so as to intrude on solid objects that were already in place. This is most prevalent at Camp Splinter where the branches of a poorly placed tree protrude through the wall and guard tower in the NW corner of the camp. If you keep adding trees with every patch, there will soon be nowhere to place the buildable bases except within an area that already has buildings. I am not normally a proponent of wipes of any type, however, the excessive amount of trees and boulders NEEDS TO BE ADDRESSED. If this involves a wipe, then so be it.

    Have a Nice Day!!! 😎

     

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    39 minutes ago, CampersRUs said:

    My overall assessment of this patch.

    I like the new Thompson. It's a nifty new weapon.

    I like the idea of base building. I was one of the very first voices asking about getting this aspect added to New Z. However, you have restricted the testing phase to only those that pay for the privilege in that you are only allowing those to be a part of the test that have a premium or above account. Sad. What this does is allow a brand new player to come in, pay the price for a premium account, and immediately be able to give needed input to this brand new aspect of the game. This eliminates a bunch of players that have been loyal to the game for well over a year. Many with 2 years or more of loyalty. Speaking of those loyal players. What have you done to reward those players for sticking around and trying to keep this game viable?

    Next are the map updates. I have noticed that you decided to combine the two bus stops at the Zeta Force Academy. This was a good idea. Thanks.

    Next I have a question. Why the hell do you people insist on continuing to add more trees to the terrain? It's difficult enough trying to traverse the map without having more and more obstacles in our way. If you continue adding more and more trees. Especially since you insist on having the branches of those trees covering a very large area of the ground. This is most troubling in areas where new trees suddenly appeared in a large group rendering visibility to nothing. I still disagree with the fact that some of the trees were placed so as to intrude on solid objects that were already in place. This is most prevalent at Camp Splinter where the branches of a poorly placed tree protrude through the wall and guard tower in the NW corner of the camp. If you keep adding trees with every patch, there will soon be nowhere to place the buildable bases except within an area that already has buildings. I am not normally a proponent of wipes of any type, however, the excessive amount of trees and boulders NEEDS TO BE ADDRESSED. If this involves a wipe, then so be it.

    Have a Nice Day!!! 😎

     

    I disagree with your statement I think it's fine the way it is and just right amount. Otherwise the game feel barren and if you plan on playing on pvp servers you can use them for cover and such. Also most games have there paying players test beta content before free to play for many reasons one being PR, two entices players to spend money for beta content you gotta realize this game cost a lot to run, three paying players are more willing to invest in feedback of the game and provide more accurate info. Lastly many paying users are feeling there not getting there money's worth so there addressing that.

    Edited by Tyrelis
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    On 6/21/2019 at 12:56 AM, Coknore said:

    Hey if you guys get the time can you fix the Mosin–Nagant.  Let me explain what I mean by fix,  first of all you have it where you can only equip a sniper silence to the rifle but when I go to equip a different sniper scope you have it where only a compact scope works why is this. If the rifle is not listed as a ar or smg and uses a sniper silence then it should be labeled as a sniper. Please don't give me it a dmr. I know you have it listed as a dmr but then if your going to run it as a dmr then a normal silence should be used on the rifle and not a sniper silence. You need to decide what it really is an dmr that can only us ar attachments or a dmr that can only use sniper attachemnts. Most people us the Mosin as a sniper rifle so can you please set it like one.

     

    I am going to look into this! ;)

    On 6/21/2019 at 12:37 AM, Bravodog said:

    The new flags is a nice idea but I still think that a total reset of the clan count needs to be reset since zert has a bunch that no longer exist due to server decrease most of the flags they have can not be capped since they do not exist.

    Hey, so you mean that there is clans owning points that don't exist anymore? 😮

    On 6/21/2019 at 8:26 AM, Thisisjoetv said:

    OK, found some glitches. I understand the beta servers are TEST ONLY, and material damage counts will change. Here is what I found....

    most of the glitches surround the FOUNDATION item. 

    Zombies can walk THROUGH foundations. If you have a zombie on you, and you build foundations, they walk through them.  They cannot hit you, but rather damage the foundation as they swing at you. They should STOP at the foundation.

    There is a Zombie CHARACTER MODEL GLITCH, when a FOUNDATION is set upon them, then KILLED. they stretch & skew like a dancing GUMBY, until NPC model is removed after death. if a PERSON or NPC is in the space, you SHOULD NOT BE ABLE TO BUILD ON THEM.

    Foundations are VULNERABLE. If you destroy the foundation, EVERYTHING connected to it, falls with it. all you have to do is shoot out a CORNER foundation and the WHOLE building is open . when destroying a foundation, this is no different than "digging a hole" into their safehouse... if a foundation goes, as long as there is an adjacent wall that shares a foundation edge, nothing should fall above it. It does, and horribly bad. Why attack a door, when all I have to do is shoot the corner foundation out from your building to gain a DOUBLE SIZED entrance?

    Foundations glitch upon placement INTO map objects. SO if you build your INITIAL/FIRST foundation INTO a tree or another object, it WILL fit, but things will not bind to the edges unless more than 2 Foundations are already connected. So in order to build INTO objects, you must first start with a foundation NOT touching the object, in order to build into it properly. And there must be enough space to set the next  foundation INTO the object (it seems as long as 10% of the building object exists outside the object you're building INTO, you can build through the object models. *** I LIKE THIS GLITCH PERSONALLY. I WOULD NOT CHANGE THIS. It forces players to think about the initial step of the build process. if they want to use the terrain or buildings as permanent protection that doesn't damage, the FIRST 2 foundations you lay down MATTER. 

    YOU NEED A ROTATION BINDER. I would recommend using the SCROLL WHEEL to rotate the bound object... if you do not have the room to self rotate, you cannot place walls or stairs. adding in this feature will help. Being able to rotate objects via a bind will help speed up recovery, and will allow for different  damage protection ( when you shoot out the floor, the joists running one direction might save a person falling versus the original position; where they would otherwise fall thru sooner. the difference may seem minute (mi-noot; small) , but in a battle of seconds, one type of fall would result in death where the other only severely hurt.

    I will continue to stress the cr.ap out the building materials.... 

    FYI, you have no HEALTH ITEMS  & no NVG on your test server...so we have bandages, but once those run out, you will die of hunger & dehydration even if only on the PVE side. If you want to test the server, allow ppl to stay alive & let the rooms build to max and see what happens.

    Thanks for the feedback on the building system! We are definitively going to use this in further development! Thanks!

    On 6/22/2019 at 10:19 PM, CampersRUs said:

    My overall assessment of this patch.

    I like the new Thompson. It's a nifty new weapon.

    I like the idea of base building. I was one of the very first voices asking about getting this aspect added to New Z. However, you have restricted the testing phase to only those that pay for the privilege in that you are only allowing those to be a part of the test that have a premium or above account. Sad. What this does is allow a brand new player to come in, pay the price for a premium account, and immediately be able to give needed input to this brand new aspect of the game. This eliminates a bunch of players that have been loyal to the game for well over a year. Many with 2 years or more of loyalty. Speaking of those loyal players. What have you done to reward those players for sticking around and trying to keep this game viable?

    Next are the map updates. I have noticed that you decided to combine the two bus stops at the Zeta Force Academy. This was a good idea. Thanks.

    Next I have a question. Why the hell do you people insist on continuing to add more trees to the terrain? It's difficult enough trying to traverse the map without having more and more obstacles in our way. If you continue adding more and more trees. Especially since you insist on having the branches of those trees covering a very large area of the ground. This is most troubling in areas where new trees suddenly appeared in a large group rendering visibility to nothing. I still disagree with the fact that some of the trees were placed so as to intrude on solid objects that were already in place. This is most prevalent at Camp Splinter where the branches of a poorly placed tree protrude through the wall and guard tower in the NW corner of the camp. If you keep adding trees with every patch, there will soon be nowhere to place the buildable bases except within an area that already has buildings. I am not normally a proponent of wipes of any type, however, the excessive amount of trees and boulders NEEDS TO BE ADDRESSED. If this involves a wipe, then so be it.

    Have a Nice Day!!! 😎

     

    Great to hear that you like the new Thompson variant ;)

    It's just for testing and yes you can look at it like that but you can also look at it from the other perspective: premium players and above now also get a little extra benefit. I personally don't see anything wrong with having the beta testing like this for now. These kind of things can happen in a free to play game. When the full system gets released it's going to be accessible by anyone. That's the most important.

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    On 6/21/2019 at 12:56 AM, Coknore said:

    Hey if you guys get the time can you fix the Mosin–Nagant.  Let me explain what I mean by fix,  first of all you have it where you can only equip a sniper silence to the rifle but when I go to equip a different sniper scope you have it where only a compact scope works why is this. If the rifle is not listed as a ar or smg and uses a sniper silence then it should be labeled as a sniper. Please don't give me it a dmr. I know you have it listed as a dmr but then if your going to run it as a dmr then a normal silence should be used on the rifle and not a sniper silence. You need to decide what it really is an dmr that can only us ar attachments or a dmr that can only use sniper attachemnts. Most people us the Mosin as a sniper rifle so can you please set it like one.

     

    You do know that AR Scopes work on this sniper right? I can't remember exactly why but I am sure it has a good reason.

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    15 minutes ago, Keymbo said:

    Sven, do the Cliffside Sever on Survival stay forever? I really love them!

    Not sure

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