SKR-PSTWO escribió:Sigue el juego en Xbox one X con fps bajo y funcionando regular ??
Hasta que no arreglen eso me propuse negarme a jugar.
entrerigc escribió:Con el botón Y cuando las tienes en el almacén, no en tu inventario. Lo que te hacen falta un número mínimo de tornillos para arreglar las cosas.
Manolin1 escribió:¿Lo compraríais por 20€?
Tengo muchas dudas sobre la jugabilidad de este juego. He leído que es incómodo y tosco el control del personaje y esto me tira para atrás. Se que hay un parche "próximo" que solucionará cosillas, etc. Me gusta el tema zombi, y poco mas os puedo decir.
Gracias por vuestras respuestas.
Manolin1 escribió:¿Lo compraríais por 20€?
Tengo muchas dudas sobre la jugabilidad de este juego. He leído que es incómodo y tosco el control del personaje y esto me tira para atrás. Se que hay un parche "próximo" que solucionará cosillas, etc. Me gusta el tema zombi, y poco mas os puedo decir.
Gracias por vuestras respuestas.
Patch 3.0 Highlights
Feature Improvements
All players in a multiplayer game can now use the “Stuck?” radio command.
Vehicles will now be teleported by the “Stuck?” radio command.
The “Stuck?” radio command now won’t teleport you all the way back to your base.
Players can now use the Workshop facility to repair or salvage equipped weapons, rather than having to drop them into the Supply Locker first.
Salvaged weapons now return their ammo to your Supply Locker instead of destroying it.
Info flyouts for outposts on the map screen now show the outpost number, which corresponds to the outpost number in the base management screen.
Players will now see a banner at the top-center of screen when a community member dies, instead of the brief side notification that previously popped up.
Players will now see a banner at the top-center of screen when a community member threatens to leave or leaves, instead of the brief side notification that previously popped up.
Communities will now automatically claim an appropriate “starter” home site when traveling to a new map.
Several radio commands have been enabled for clients in multiplayer games.
Players can now drop equipped weapons.
Players can now buy 1 individual item from a stack when trading with enclaves.
Players can now navigate conversation options with Left Stick as well as D-pad controller input.
The Supply Locker is now automatically sorted by item type. Additionally, the Ranged Weapons tab has the option to sort by either ammo caliber or weapon type.
When approaching the Storage facility with a rucksack equipped, the interaction text will now display the resource type and the resource yield.
The Mysterious Wandering Trader now appears more reliably.
Adjusted the cadence of the Independence Pack DLC trader to better balance with the Wandering Trader.
The mission that creates the trader who supplies skill books is now called “Skills Trader” (to more clearly communicate its different nature). Also, this mission can now occur during the week (and not just on weekends).
Balance Changes
When you abandon an outpost, you’ll be refunded only 60% of the original influence cost, instead of 100%. This increased investment in an outpost is intended to make it feel like a significant choice by the player, rather than an easily swapped “loot-drop” location that drastically alters the overall experience.
Proximity mines are no longer triggered by players or by friendly NPCs.
Bug Fixes
Gameplay
Players can now improve their Close Combat Specialization skill.
Players trying to descend a ladder will no longer experience confused Up/Down controls when the ladder animation involves a camera flip.
Players can no longer consume (and waste) energy drinks if their character is still under the effect of a prior energy drink.
Grenade launcher rounds no longer occasionally bounce off of fat zombies.
Explosives now set off other nearby explosives, such as land mines. Have fun with that;)
Losing a benefit that reduces the severity of trauma can no longer kill a character (due to retroactive increase of trauma).
Certain rare skills learned from books will now always start at Level 1 as intended.
Skill books can no longer be consumed if they would not grant any benefit.
Fixed an issue with fire occasionally (and invisibly) remaining in effect beyond the appropriate duration.
Recon radio commands now reveal zombies for all players, not just the host.
When calling in favors over the radio, the enclave that owes you the favor will now answer, rather than someone from your own community.
Facility actions can now be truly instantaneous (cost 0 seconds).
Improved the reliability and predictability of the “Stuck?” radio command.
Improved the predictability of your starting position when loading back into a saved community.
UI
When a home site or previously cleared site becomes infested, it now properly shows an infestation icon on the map.
The minimap now zooms in correctly when indoors at an infestation or plague heart.
Sell and Buy prices for stacks have been adjusted to fix discrepancies with individual item pricing.
The Out of Storage notification now properly triggers when you deposit a rucksack that brings that resource level from just below your base’s maximum capacity to above the maximum capacity.
The base management screen’s morale flyout now correctly uses the morale effect’s name instead of the name of the facility providing the effect.
Notifications for certain rare skills learned from books now show the correct maximum skill level.
The UI for your Storage facility now indicates when withdrawing a rucksack is not possible due to insufficient resources.
Fixed an issue with the player’s vehicles not showing up on the map UI after moving to a new map.
Flyout info for sites on map screen should now properly show icons for all expected resources.
When using the mouse on the map screen, the goal info flyout now shows when hovering over a goal in the list, instead of requiring it to be clicked.
Labor and time costs are now shown for facility mod uninstall actions.
The Independence Pack supply drop container now shows a “Busy” indicator when another player is interacting with it.
Players interacting with the radio menu using a mouse can no longer accidentally click buttons that have been hidden by an opened command category
Multiplayer
Host no longer sees client’s vehicle help tips.
Multiplayer clients are no longer forcibly teleported every time the host switches characters.
Multiplayer rewards are now always granted immediately upon return to your saved game
Multiplayer location indicators no longer show through the background of the Community screen.
Adjusted position of multiplayer name indicators so that they do not overlap when multiple players are in a single vehicle.
Fixed an issue causing jerky flashlight movements with bad network updates.
Fixed an issue causing flashlights to get “confused” if a player stayed in aim mode for a long time.
Vehicles
Vehicle icon now properly persists if the last passenger of a vehicle exits out of a non-driver seat.
Fixed an issue with Independence Pack vehicle deliveries occasionally appearing beneath the map (and thus inaccessible.)
Clients can now see when their car is properly parked at the host’s base.
Clients can now see the name of vehicles while surveying.
Audio
Added error sound when attempting to select unavailable radio command.
Key Bindings
Players who have remapped Struggle and Melee actions to different inputs can now use either one to open locked doors.
Miscellaneous
Tweaked visuals and timing of bloater gas cloud to more closely match effects.
Fixed many spots where players could get stuck in the environment.
Fixed many instances of world art floating or clipping incorrectly.
Kenny_666 escribió:Parche 3.0
Dos cosas que han arreglado que me alegran sobremanera:
El comando "atascado" ahora se puede usar desde un coche y lo desatasca!!
Por fin al darle a bajar una escalera la baja y no se queda en un bucle subir bajar!
El resto de cambios y arreglos, es largo, muy largo
Patch 3.0 Highlights
Feature Improvements
All players in a multiplayer game can now use the “Stuck?” radio command.
Vehicles will now be teleported by the “Stuck?” radio command.
The “Stuck?” radio command now won’t teleport you all the way back to your base.
Players can now use the Workshop facility to repair or salvage equipped weapons, rather than having to drop them into the Supply Locker first.
Salvaged weapons now return their ammo to your Supply Locker instead of destroying it.
Info flyouts for outposts on the map screen now show the outpost number, which corresponds to the outpost number in the base management screen.
Players will now see a banner at the top-center of screen when a community member dies, instead of the brief side notification that previously popped up.
Players will now see a banner at the top-center of screen when a community member threatens to leave or leaves, instead of the brief side notification that previously popped up.
Communities will now automatically claim an appropriate “starter” home site when traveling to a new map.
Several radio commands have been enabled for clients in multiplayer games.
Players can now drop equipped weapons.
Players can now buy 1 individual item from a stack when trading with enclaves.
Players can now navigate conversation options with Left Stick as well as D-pad controller input.
The Supply Locker is now automatically sorted by item type. Additionally, the Ranged Weapons tab has the option to sort by either ammo caliber or weapon type.
When approaching the Storage facility with a rucksack equipped, the interaction text will now display the resource type and the resource yield.
The Mysterious Wandering Trader now appears more reliably.
Adjusted the cadence of the Independence Pack DLC trader to better balance with the Wandering Trader.
The mission that creates the trader who supplies skill books is now called “Skills Trader” (to more clearly communicate its different nature). Also, this mission can now occur during the week (and not just on weekends).
Balance Changes
When you abandon an outpost, you’ll be refunded only 60% of the original influence cost, instead of 100%. This increased investment in an outpost is intended to make it feel like a significant choice by the player, rather than an easily swapped “loot-drop” location that drastically alters the overall experience.
Proximity mines are no longer triggered by players or by friendly NPCs.
Bug Fixes
Gameplay
Players can now improve their Close Combat Specialization skill.
Players trying to descend a ladder will no longer experience confused Up/Down controls when the ladder animation involves a camera flip.
Players can no longer consume (and waste) energy drinks if their character is still under the effect of a prior energy drink.
Grenade launcher rounds no longer occasionally bounce off of fat zombies.
Explosives now set off other nearby explosives, such as land mines. Have fun with that;)
Losing a benefit that reduces the severity of trauma can no longer kill a character (due to retroactive increase of trauma).
Certain rare skills learned from books will now always start at Level 1 as intended.
Skill books can no longer be consumed if they would not grant any benefit.
Fixed an issue with fire occasionally (and invisibly) remaining in effect beyond the appropriate duration.
Recon radio commands now reveal zombies for all players, not just the host.
When calling in favors over the radio, the enclave that owes you the favor will now answer, rather than someone from your own community.
Facility actions can now be truly instantaneous (cost 0 seconds).
Improved the reliability and predictability of the “Stuck?” radio command.
Improved the predictability of your starting position when loading back into a saved community.
UI
When a home site or previously cleared site becomes infested, it now properly shows an infestation icon on the map.
The minimap now zooms in correctly when indoors at an infestation or plague heart.
Sell and Buy prices for stacks have been adjusted to fix discrepancies with individual item pricing.
The Out of Storage notification now properly triggers when you deposit a rucksack that brings that resource level from just below your base’s maximum capacity to above the maximum capacity.
The base management screen’s morale flyout now correctly uses the morale effect’s name instead of the name of the facility providing the effect.
Notifications for certain rare skills learned from books now show the correct maximum skill level.
The UI for your Storage facility now indicates when withdrawing a rucksack is not possible due to insufficient resources.
Fixed an issue with the player’s vehicles not showing up on the map UI after moving to a new map.
Flyout info for sites on map screen should now properly show icons for all expected resources.
When using the mouse on the map screen, the goal info flyout now shows when hovering over a goal in the list, instead of requiring it to be clicked.
Labor and time costs are now shown for facility mod uninstall actions.
The Independence Pack supply drop container now shows a “Busy” indicator when another player is interacting with it.
Players interacting with the radio menu using a mouse can no longer accidentally click buttons that have been hidden by an opened command category
Multiplayer
Host no longer sees client’s vehicle help tips.
Multiplayer clients are no longer forcibly teleported every time the host switches characters.
Multiplayer rewards are now always granted immediately upon return to your saved game
Multiplayer location indicators no longer show through the background of the Community screen.
Adjusted position of multiplayer name indicators so that they do not overlap when multiple players are in a single vehicle.
Fixed an issue causing jerky flashlight movements with bad network updates.
Fixed an issue causing flashlights to get “confused” if a player stayed in aim mode for a long time.
Vehicles
Vehicle icon now properly persists if the last passenger of a vehicle exits out of a non-driver seat.
Fixed an issue with Independence Pack vehicle deliveries occasionally appearing beneath the map (and thus inaccessible.)
Clients can now see when their car is properly parked at the host’s base.
Clients can now see the name of vehicles while surveying.
Audio
Added error sound when attempting to select unavailable radio command.
Key Bindings
Players who have remapped Struggle and Melee actions to different inputs can now use either one to open locked doors.
Miscellaneous
Tweaked visuals and timing of bloater gas cloud to more closely match effects.
Fixed many spots where players could get stuck in the environment.
Fixed many instances of world art floating or clipping incorrectly.
Algarro14 escribió:@Manolin1 porque no plot pruebas con el game pass? Buscas algún código de 1 mes y así ya ves si merece la pena o no, o levo metes un mes duro y luego ya no volver a jugar jaja
.
Manolin1 escribió:Algarro14 escribió:@Manolin1 porque no plot pruebas con el game pass? Buscas algún código de 1 mes y así ya ves si merece la pena o no, o levo metes un mes duro y luego ya no volver a jugar jaja
Pues a lo mejor hago lo que dices, o no, no lo se, es que me da hasta pereza![]()
Me encuentro raro, tengo los ojos rojizos y estoy sudando; esta pasada noche me mordió una zombi.
Ahhhhhhjjj
Necesito mas comentarios de ánimo!
![adios [bye]](/images/smilies/nuevos2/adio.gif)
; lo estoy jugando
; y ando mirando por ahí cómo hacer para no cagarla tempranamente.
. Todo el tiempo estás presionado para que la peña esté "contenta", parece un puto sim de zombis
, ja ja.
y ni me acordaba que lo tenia,haber si le vuelvo a dar al juego esta semana Manolin1 escribió:Ufff, cómo lo diría para no molestar a nadie, ya se; no me gustan los juegos que constantemente te presionan para que hagas lo que el puñetero te "obliga" por que sí, porque su desarrollo es de esa manera. Este juego es de esos, no tienes libre albedrío total. Todo el tiempo estás presionado para que la peña esté "contenta", parece un puto sim de zombis
, ja ja.
Y nada más, bueno sí, hoy a vender..............lo.
PD: No es mal juego, solo que no es de mi gusto.
no te informaste sobre el juego antes?
TCR escribió:@Jomasanmu hay que ir con cuidado sí y bien armado. Yo procuro acercarme con el coche pitando para que se entretengan con unos cuantos amigos zombie e intento atropellarlos.
Luego ya bajo y los lleno de plomo.
Otra opción es intentar ir más con cuidado, desde lejos pero tienen buena puntería y soy más de ir a lo rambo.
En cualquier caso siempre con cautela.
y recuperar las mochilas de mis aliados muertos salme7 escribió:Hola gente, e empezado a jugar esta semana a este juego y tengo varias dudas. Como diablos sw recluta a la gente? No hay manera, hago musiones a otros enclaves pero nada, siguen siendo independentes xD.
Y otra cosa, busco a gente que este jugando para jugar operativo. Alguien se apunta? Tengo esta semana de vacaciones y quiero darle algo de caña ^_^.
salme7 escribió:Hola gente, e empezado a jugar esta semana a este juego y tengo varias dudas. Como diablos sw recluta a la gente? No hay manera, hago musiones a otros enclaves pero nada, siguen siendo independentes xD.
Y otra cosa, busco a gente que este jugando para jugar operativo. Alguien se apunta? Tengo esta semana de vacaciones y quiero darle algo de caña ^_^.
Jomasanmu escribió:SKR-PSTWO escribió:Sigue el juego en Xbox one X con fps bajo y funcionando regular ??
Hasta que no arreglen eso me propuse negarme a jugar.
Yo juego en X y creo que lo veo mejor que antes
salme7 escribió:Y para curar problemas digestivos de un personaje? Lleva horas así y no se le quita.
Folguee escribió:iban a meter un mapa nuevo a algo así se vio en la gamescom no?
eloskuro escribió:Folguee escribió:iban a meter un mapa nuevo a algo así se vio en la gamescom no?
12 de septiembre
https://www.youtube.com/watch?v=UgkO0O0lVhc
Jomasanmu escribió:Otro mapa?
No he acabado ni el primero.
ZeuX escribió:Jomasanmu escribió:Otro mapa?
No he acabado ni el primero.
No es un mapa, es un modo de juego. Muy parecido al modo horda del Gears of War.
refrescante escribió:ZeuX escribió:Jomasanmu escribió:Otro mapa?
No he acabado ni el primero.
No es un mapa, es un modo de juego. Muy parecido al modo horda del Gears of War.
Dos dudas:
1ª. ¿Este modo de juego es sólo online o también offline?
2ª. ¿ES para todas las versiones o sólo para los que tiene la "ultimate"?
Gracias
livekraft escribió:Actualización de 7,20GBs, parece que soluciona detalles de la expansión Daybreak.
Jomasanmu escribió:livekraft escribió:Actualización de 7,20GBs, parece que soluciona detalles de la expansión Daybreak.
Que gustito da ir a jugar a un juego y encontrar una pequeña actualización de 7 gigas...Y yo que nunca jugue a pc por estas mierdas
Conision escribió:yo ahora lo estoy jugando en One X con el Pass y no sé cómo iría antes pero ahora pega rascadas buenas de fps, vengo de Pc y la verdad que no lo notaba apenas y aquí estoy flipando