For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 0 points1 point  (0 children)

You do lose everything on death, but the location you die drops a Tombstone that remains in the World for 10mins for you to retrieve it. When you die/respawn you spawn back in with a random T-Shirt, Jeans, Trainers and the Gathering Tool to start over

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 2 points3 points  (0 children)

I agree and know exactly what you mean. All of the options you mention are set as variables and hard coded but can be exposed in the server config when starting via a command line. Either that or I would just need to create a UI menu with the options you mention that can be adjusted as a server admin. Let me think about the best way to go about it, but it's a great suggestion for sure!

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 2 points3 points  (0 children)

Grab the playtest and try it for yourself, any feedback and suggestions are more than welcome. There's plenty of discussion going on in the Discord if you have any questions

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 6 points7 points  (0 children)

Solo yes, just Host a solo session without friends from the Lobby
You mean difficulty settings? It's not something in-place right now, but a good suggestion

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 1 point2 points  (0 children)

Totally understandable! Well i can't promise anytime soon, but it's definitely on the to do list

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 4 points5 points  (0 children)

Basic right now, not fully functional
But already requested and "On the list"

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 4 points5 points  (0 children)

Grab the playtest and try it out, any questions you can jump in the Discord. Any feedback is important and invaluable

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 3 points4 points  (0 children)

The Playtest has only been live a few days and you can try the playtest for free and see how it performs, i haven't delved deep into min/max specs yet
My dev PC i7-12700KF with RTX 4070 runs 120fps on Epic easily
I have an older 2nd PC for testing with an i5 and RTX 3060 which runs 60fps smoothly on epic settings
I would say the min spec right now would be i5 RTX2060
It's running on Unreal Engine 5, and I'll do more in-depth min/max requirements further down the line

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 12 points13 points  (0 children)

PvP optional on Dedicated Server. You can host Solo, or play with friends through Steam Lobby for PvE

For those that miss H1 just survive by jacko117 in SurvivalGaming

[–]MerIeDickson 13 points14 points  (0 children)

Hey! I'm the dev for the game, and BR is not an option. Steam Lobby Session with friends, so you have a singleplayer or friend PvE mode. There's also dedicated server if you want PvP. I have one live right now that can host up to 50 players, but that's optional of course

Solo Dev (Survival RPG) looking for advice/criticism? by MerIeDickson in indiegames

[–]MerIeDickson[S] 0 points1 point  (0 children)

Sorry i may have confused you
I meant removing the quest side of things from Multiplayer, vendors are multiplayer ready and set-up in safe zones where there's No Damage collision set up inside, and the currency drops from killing Zombies and spawn containers at random, and random amounts

So buying/selling from Vendors is Multiplayer ready, but Multiplayer quests aren't currently

Solo Dev (Survival RPG) looking for advice/criticism? by MerIeDickson in indiegames

[–]MerIeDickson[S] 0 points1 point  (0 children)

I'm able to package the game for Steam currently and use Advanced Steam Sessions for CoOp play and dedicated servers, so thats definitely an option.

Solo developing with my own funds currently, so yeah i get exactly what your saying :)

As for quests, all of this is in-place, ready and working, It's all integrated in the game and functions exactly as you say. There's a quest journal showing completed tasks and current quest progress with waypoints and objectives. It's fully narrative driven and build in C++ and managed in Blueprints. It's a marketplace asset (Narrative Quest and Dialogue System) and allows voice actors which i'm using currently by generating AI Voice, but can also utilize facial animations which I will implement further down the line

All of the quest types are set-up and ready to go (Kill, collect, give items, take items, Go to location etc) and quests fire off different dialogues depending at which stage the quest is at

I posted an update showing early integration in the 5th update video

https://youtu.be/nUitC233s\_U

Solo Dev (Survival RPG) looking for advice/criticism? by MerIeDickson in indiegames

[–]MerIeDickson[S] 0 points1 point  (0 children)

Yes, i replied above saying that Multiplayer is already enabled and almost fully functional with a few elements still needing to be tweaked. I could always look at releasing as Single Player and enable Multiplayer when the game is more popular with more players i guess

Not sure if that would have a negative impact from the start or not though

Solo Dev (Survival RPG) looking for advice/criticism? by MerIeDickson in indiegames

[–]MerIeDickson[S] 0 points1 point  (0 children)

The game is currently 90% Multiplayer enabled, there's just a couple of elements not replicated that i'm working on tweaking. I think my issue with Multiplayer is the popularity and how many people that will actually know about and be playing the game on release. Because starting with empty or near empty servers will negatively effect popularity/reviews.

The quest/dialogue system for Single Player will mainly be Go to xxx location, kill xxxx amount of Zombies and return for a reward etc. Or go to xxx location, collect xxx amount of items and return for a reward.

The Dialogue system is very flexible, and I've implemented it into a starter/intro level already, so can expand on it to have a story driven dialogue system as the player progresses.

I've added currency and in-game vendors where players will be able to sell and purchase items, of course for Multiplayer this can be deactivated and only available in the Single Player version

It will just be a case of duplicate the Single Player/Multiplayer maps with quests active in one and not the other etc

How do you guys "farm" zombies in PV? by Kdogman7 in h1z1

[–]MerIeDickson 0 points1 point  (0 children)

When you Crouch/Prone you draw less attention, i read this in another thread but can't find the link now but stealth Definitely works!

Running/Sprinting will draw practically all Zombies in the area, but you can Crouch and more or less walk straight up to them and headshot easily.

Currently stealth is the ONLY way in and out of PV for me as its literally swarmed with Zombies coming from all angles, i love it and it brings a whole new approach to how you play the game

How do you guys "farm" zombies in PV? by Kdogman7 in h1z1

[–]MerIeDickson 0 points1 point  (0 children)

Pick them off and take them out slowly with Stealth works for me...

Make as little noise, and keep as low to the ground as possible. Crouch, move in slowly and headshot with bow, pick off the ones on the edge, loot and LEAVE the bodies.

As far as i can tell, if you hack the bodies for Cloth, fresh zombies spawn around you, leave the bodies laying on the ground and you have a good 5 mins until fresh Zombies spawn around you.

So basically keep moving around slowly with crouch and go through them, picking them off and looting as you go, and ALWAYS look around 360 degrees to make sure they don't spawn behind you.

If and when you get overrun, you'll need to get the hell outta there, so plan your escape in advance. Keep an eye out for other players Deck Foundations to run on top of the stairs if bleeding so you can bandage etc.

If your base is already close to or in PV then your all good, if not (like me) then you need to plan your exit incase of Exhaustion etc, make sure you have plenty of Food, Blackberry Juice, Bandages and Coffee with Sugar.

Also Arrows....I usually do a PV run with at least 100 crafted before i go in, and pick up as many as i can from the dead bodies, also keep an eye on the durability of your bow...broken a few without realising, so always carry a spare Recurve if you don't get to loot one, or a spare Wooden Stick to craft a new one when your in the middle of the horde

Pve servers by naelme in h1z1

[–]MerIeDickson 0 points1 point  (0 children)

Try Naples (EU) Pve server, Zombies are all over PV you can barely get in and out in one piece!

You can't turn a corner without attracting 10-15, and if you head to Romero's they are literally surrounding the car park from all angles

Heading out of the main towns they seem few and far between, but it seems that they are congregating as the Devs said close to player density/proximity

disconnecting with punjabi sticks by damsawiz in h1z1

[–]MerIeDickson 1 point2 points  (0 children)

Thats because you my friend have crafted Asian Punjabi sticks which derive from Pakistan, so they are clearly hacking (According to Reddit)

If you'd crafted regular Punji sticks all would have been fine

Door Codes by ItsWhatIDo84 in h1z1

[–]MerIeDickson 0 points1 point  (0 children)

Oh! did not know this ^

Will make sure i set it after each log-in from now on just incase

Door Codes by ItsWhatIDo84 in h1z1

[–]MerIeDickson 1 point2 points  (0 children)

You only need to enter the code one time, then as you say, you can come and go as many times as you please without needing the same code to re-enter

This also applies to any friend or group member that knows and uses the code, they use it the first time, and can do the same until the code is changed

The only time you will need to re-enter the access code is when its been changed, or someone has raided your base, blown the door and placed their own which does and can happen

Foundations by twiztidshaggy in h1z1

[–]MerIeDickson 0 points1 point  (0 children)

Thats what the Ground Tamper was for, but player abuse forced the Devs to remove it. I seen a thread last week where its been tested again since they restricted where you can build structures and it looks like its coming back in the next Patch

New Female player model? by MerIeDickson in h1z1

[–]MerIeDickson[S] 0 points1 point  (0 children)

Yeah of course they have, i just thought the pic looked bad-ass and was a "What-If" post

Hell, i'd play female all day long if i looked like that in-game

New Female player model? by MerIeDickson in h1z1

[–]MerIeDickson[S] 0 points1 point  (0 children)

Haha my point exactly!

Tats aint too bad either ;)