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QUICK UPDATE #2

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JB_

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Hello all,

AHHH!!!!!! :) Okay so 24 hours in the bank! 100's of issues reported! We're working on a new patch with a possible lobby fix among other things. We'll run internal tests on patch tonight and roll it out in the morning EST at some point. Thanks much for the continued support! You can see what will be fixed in the patch on our Changelog or just below.

 
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@JB Ive done tons of testing on the loot. So Ive figured out if the loot is bugged in a area or not by checking on a furnace near by if you open a furnace at a new area before sleeping and re logging you'll notice that when you open its inventory that its just blank you cant add any wood or anything but if you sleep in a near by bed and re log you can interact and when you can interact with it then loot will most definitely be in the nearby containers around where you slept. when the white text at the bottom right is up is when i can find loot. Hope this helps.
 

sudo

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^^ This ^^

If zombie behavior and interaction are a focus of this release then it would behoove the devs to give us something to assist in the matter. So far it seems like the majority of people just try to avoid them all together.
 

Jukelicous

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I concur with these gents above. A simple weapon would help explore and find more bugs if we had a way to defend ourselves. The zeds are strong, rightfully so, but with the low amount of loot, we need something to bolster our personal safety against them whilst we find more supplies and travel about.
 

Corvinusx

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Hello all,

AHHH!!!!!! :) Okay so 24 hours in the bank! 100's of issues reported! We're working on a new patch with a possible lobby fix among other things. We'll run internal tests on patch tonight and roll it out in the morning EST at some point. Thanks much for the continued support! You can see what will be fixed in the patch on our Changelog or just below.

You guys are doing great. I have played and like the game. And will be here for the long haul.
 
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Bearnch

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A couple of things that I've noticed since playing around:
1. Yes, we do probably need weapons to me more common so we can actually survive long enough to test things :p

2. What I assume is that the day/night cycle has been sped up dramatically so we can test the game in both times without having to wait a long time? Will the cycles remain this fast until we've gotten the basics sorted?

3. Now this is probably my main issue at the moment; the map. Yes, there are 400+ structures that will be able to be fortified but how many of those structure assets are actually valid housing? From what I've seen we have small clusters of buildings and then a LOT of empty space in between towns that doesn't have a lot of trees or anything, just flat ground with grass.

But back to the structure assets, the ones in particular are the small brick (I think) houses that are one story and have around three rooms in that seem to make up the majority of buildings in towns. These are small enough as it is but with the added debris and rubbish props inside the living space is even further reduced, What I'm saying is that there's no incentive to live in one of these cluttered, small structures when there are the much more viable two storied, country farmhouse type buildings that have lots of room for traps, fortifications and general living.
 

Jukelicous

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loot is busted, it's in patch notes we'll fix it!
That's great. I messaged you on Discord concerning the Bed/Loot/Relogging trigger situation, we have done some testing on it and it seems that it is indeed some sort of trigger? Because it does spawn/appear when we relog, with a 90% success rate thus far. Keep up the good work.
 
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JB_

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A couple of things that I've noticed since playing around:
1. Yes, we do probably need weapons to me more common so we can actually survive long enough to test things :p

2. What I assume is that the day/night cycle has been sped up dramatically so we can test the game in both times without having to wait a long time? Will the cycles remain this fast until we've gotten the basics sorted?

3. Now this is probably my main issue at the moment; the map. Yes, there are 400+ structures that will be able to be fortified but how many of those structure assets are actually valid housing? From what I've seen we have small clusters of buildings and then a LOT of empty space in between towns that doesn't have a lot of trees or anything, just flat ground with grass.

But back to the structure assets, the ones in particular are the small brick (I think) houses that are one story and have around three rooms in that seem to make up the majority of buildings in towns. These are small enough as it is but with the added debris and rubbish props inside the living space is even further reduced, What I'm saying is that there's no incentive to live in one of these cluttered, small structures when there are the much more viable two storied, country farmhouse type buildings that have lots of room for traps, fortifications and general living.
1. Yeah once things are stable we'll also get pve and zed free servers spun up. This will allow for testing of no-getting killed all the time features
2 - Yeah lots of in between needs filling in design is by no means finished.
3- We've talked about a maintenance system for house cleanup which will probably need doing. Houses all need work, the majority of the structures will be updated. We've developed our own prefab system for STN. Every single object you see in game can easily be improved.

Thank you for the creative criticism a load of this will only make the project better!
 

Dr. J

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It would be nice to have an axe as a starting weapon. I just want to test the tree chopping mechanic!
But if you could use it against zombies as well, even better.
The best I've managed so far was two days with one zombie killed.
But the game is still a work in progress. I see my mission to help that progress along but reporting bugs I find.
 
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