#0.7 Public Beta Test
1 messages · Page 3 of 1
Someone find how to do the thing with "potato" ? I try to finish with it, banished it, echanged it but none one unlock so any clue ?
The string below the Potato's description is an encoded clue. If you decode it you get a hint: ||"windowindesert". You basically have to start the Desert map, get a Potato and look for a building on the right side of the map. Walk to it, a little bunny will appear in one of the windows and you will get an achievement||
Time to in banish potato
that i allready did it a long time ago but i was thinking there is a new game with the potato in beta with the description
Nah, I think it's just a meme description
Hey @here! Once again, thank you very much for all your help and feedback! We're pushing the promised hotfix for the beta branch, if it doesn't download by itself, feel free to either verify your game files or restart the Steam client
Also, sorry for the ping for those, who are here but aren't interesting in the beta tests!
Here are the changes since Beta3:
- 6 item slot limit increased to 8,
- Jukebox! (Available in pause menu or "J" on keyboard),
- Horde scaling adjusted, should fix most difficulty-related issues,
- Team-wide stats added back to Military Training and as Infinite Level-up options (Luck upgrades will come in a future update),
- When selecting a Survivor which gets the Military Training bonus, other Survivors in team will receive the same bonus reduced by 50%.
- Diminishing return scaling improved & some stats now have soft caps,
- Stats with diminishing returns now display as: BONUSES% (ACTUAL%),
- Player's hitbox is now ~15% smaller (easier movement in tight spaces!),
- Recruiting a Survivor from the SOS Signal also gives +20% XP Modifier,
- Skip is now a normal button (no more "hold to skip", watch out!),
- Skipped choices now restores 10% HP and gives at least 150$,
- Team/Survivor stats and item tabs can now be switched by clicking them with mouse button,
- Last played Difficulty Level is now remembered and no longer defaults to the highest unlocked on the loadout selection screen,
- Medic: Medical Drone changes modes much faster & defense evolution has bigger HP regen,
- Medic: Fixed a bug that made Flasks deal much less damage than intended,
- Medic: Resuscitation rank-ups increase the invincibility frames and Valhalla evolution buffed (-50% -> -10% HP), but CD is now a fixed 120s (2m).
- Tank: Rocket Launcher explosions now deal correct (higher) damage, and Weapon Attack Speed scaling was added,
- Pyro: Fireaxe and Infernax Weapon Cooldown scaling fixed/improved.
- W&A buffs: Automatic Turret (explosive evolution), Blowtorch (range), Pump-Action Shotgun (CDR), Experiment #21 (Damage), Shuriken (Damage), Helicopter Strike (Evolutions improved),
- W&A nerfs: Automatic Turret (stats & shorter taunt), Shotgun (stats),
- Slight badge & skill tree node bonuses adjustments,
- Specialization points gain rate reduced by around 1/3,
- Cooldown reduction bonuses from Survivor's skill tree nodes now properly decreases the cooldowns,
- Game should no longer freeze or crash in late Endless runs,
- Broken synergies fixed to work correctly,
- Infinite level-up options are now properly displayed as non-banishable,
- Lockdown/Banish should no longer break when trying to lock/banish an Infinite powerup,
- "Duct Tape" 3-man bonus buffed,
- "Bells & Whistles" now gives triple rarity, instead of double,
- "Congratulations Letter" now guarantees at least 2 rare+ options, instead of 4,
- "Wooden Stick" & "Empty Chest" adjusted to offer a base bonus and scale with 8 item slots,
- Extermination: "Wooden Stick" and "Congratulations Letter" removed (redundant in this mode),
- "Zugzwang Hypergaster XD" no longer increases damage of all types on every level-up,
- Vile Wasteland: Fixed missing Boss type enemy spawns,
- Vile Wasteland: The Worm OM-NOM-NOM's more enemies when it goes above ground,
- Medical Drone no longer flashes its icon on the in-game interface on every attack (there are no disco balls in the game yet),
- Fixes for most other report bugs and other UX improvements.
Dude I'm not halfway through but daaaaaamn these are sooooooo good!
Best dev team euw
What's w&a tho again?
Good changes thanks
is hold to skip going to be an option in the settings?
im pretty sure thats why it was changed in the first place, people complaining
We'll add it if it's required. Let's find out!
We've added it ourselves before, not after complains
oh
We love our players (<3) and we didn't want for them to skip accidentally without receiving any rewards. Now, not only it gives something, but there's an item to benefit from the function, so we're changing it to work on a single press instead, for ease of use
Oh the nerf on leveling specialization is sad tho
Yes, but it was a bit too fast, so we needed to tune it down. Especially as the future content will increase the modifiers further
Yeah, this is great!
Again, what's that meaning?
Weapons and abilities.
One thing that's behind the specialization speed is the fix for its scaling with game mode & difficulty for this - it boosted so much we needed to tune it down a bit 😉
Let's say now we think its more or less balanced
The +20% xp bonus on picking up a survivor - that means that a full team of 3 has +40% xp gain?
Yup
Yooooo….
That’s a brilliant way to incentivize the slight bump in difficulty and makes players once again face the hard decisions of what to level!
I specially like that the other team members get less stats. After them changes I've ran a lot more solos, about with them it's really great that it makes you specialize but the others not that useless
@crystal fog This is very well done and tells me the player that the dev team are good listeners. This is why this game is worth buying. It's like we built it together and it shows!
I’m hoping the stat scaling and diminishing returns also encourages full team support rather than the growing meta to just boost one person.
And fing drop a supporter pack! U guys need more money than the 10€ for these amazing updates!
The core idea is to increase the attractiveness of running duo and full teams. We want all gameplay styles to be viable, but we also don't want one style to be much better than the other
Shame on you for dropping the update while I'm not home tho... Now I'm sad
Wish it dropped an hour later haha
Btw I think you should do everyone and not only here, the everyone still only pings everyone in this channel as far as I know and the 33 offline people will miss the here ping as it targets only online people
Everyone is reserved for the full release, which we hope to do next week, if all goes well
But you mean to ping everyone on this server in the announcement channel then right? I mean to ping it here, only the people im this channel will get the ping, no outside. When you ping here only the people that are currently online will get pinged, that's why I think everyone in here so everyone here gets the notification wether they are online or not
That's how here and everyone work afaik, it still stays only in This channel but no ines left out
Hah! You do the same thing I do when pinning a message. I hate that Discord puts a message saying a message has been pinned, it’s so obnoxious!
Unfortunately, I'm pretty much sure everyone would ping all server users no matter if they're here or now. Here pings just the online users. Betas are just for testers, but stable releases are for everyone 
I just tired a ping with everyone in a thread in the server with my friends and I'm sure only I got it, cause if you ping a person directly with name they are added to the members list on the right
How about we introduce a beta user group in the future, so we can ping them? Still, it's hard to do everything right when it's a server about multiple different games, some of which might eventually run separate beta tests 👀
Yes, give us more roles!
I know it works how you describe in message threads. But I don’t know if it does in forum threads. The Holy Everyone is not an @ I truck with.
I sadly couldn't make a forum on that server to test
Any changelog for beta4?
look above
I've pinned it: #1285959697043689545 message
can i ask?
this means 25 armor is 20% dmg reduction?
another thing is i expected the trianings to say in the brackets, how much actually crd they will grant when you take them, is that possible to implement? i dont like them in the bracket in thge team tab, better show is the actual values only with deminished stuff there, but show us how much of the military training we choose will be added post deminishing, you know?
say 20% (15%) in the training itself
that would makje is 1000 times clearer
Yes, it's exactly 20% dmg reduction. We've updated the tooltip for Armor so be sure to check it.
We'll look into the possibility of displaying these on the cards themselves 
Good updates, glad I got the shotgun run in before the nerf!
i mean it has no value to me how much of a stat ive stacked theoretically, i only nee to see what i have now. but for choosing purposes it woul dmake a huge difference to compare a 10% (3,75%) CDR witch ability cr 10% (8.5%). that would be a really important indicator for me
if anything more comfusing this way
ah i see duration is deminishing now too, so better example 10(3.5%) cdr vs 10(7.5%) duration
and did u increase magnet drop chane? jsut got 2 in 4 mins, yeah!
oh and maybe maybe in addion, dont jsut only higlyight the stat youre choosing, but also show the new value. like how much reduction will this 5 armor give me?
I feel like the new way to display those stats is 100x times more confusing now.
Personally, I think that Armour should display one value - number of Armour points acquired. However, when hovering over, I'd expect a tooltip just simply stating "Based on your current Armour, you currently have x% damage reduction" instead of me having to do math. It becomes even more confusing, when you read the tooltip because of the strange wording.
100 Armour = 50%DR sounds simple enough but then it states that "200 Armour blocks 33%". To me it sounds like more Armour is actually giving less Damage Reduction because it only blocks 33% damage instead of 50%
Then there is the way it is displayed: 75 (x0,57). Do I have to multiply 75x0,57 ? Or is this x0,57 actually 57% DMG reduction?
its 57% dmg recieved haha
yeah jsut to have it not how much dmg u revieve but how much the dmg reduction si would be better
also seems like the other survivros get 50% of the training when you take it, id lov eit if they jsut got 50% of all the traings taken int the run. so i can go a while solo and then get a semi useful medic and not have her at 0 when getting
to not force us to get all the survivors asap
oh jesus, now the cool towers area reduction really shows ^^ theyre nefed to the ground i guess haha
like whats that haha
Right, we'll update the tooltip with a less confusing definition. I'm not sure about the number in the parentheses, as it's a DR standard ("bonus amount (real effect)") for other stats, and changing it to something else would still make it confusing for others. Disabling it completely would require everyone to check the tooltip to see the real value, which isn't required for any other stat (UX issue). Eventually, we might add a toggle option to either show all stats or just the simple version of these.
It's a tough decision to optimise so that the majority doesn't find it confusing
make the commubnty vote wich way is better
I'm wondering, is the tech there to have the stats display increases in real time when hovering over the choices for infinite upgrades?
It would be really helpful to know how much of an actual increase we're going to get before choosing - to determine if the diminishing return is not too... diminishing 😅
We're looking into this 
It sounds simple, but the simplest things usually require some really unexpected reworks 😛
Yes, can't promise anything just yet, except that we hear you loud and clear 🫡
Another thing I've noticed is for team-wide upgrades. Things like Pickup Range and XP Modifier are present in Extermination.
I haven't tested 1 hit mode but I assume it probably has Armour in team-wide upgrades for it as well.
Given that certain Items or Abilities are disabled for specific modes, certain non-applicable Infinite Upgrades like the ones I mentioned should be disabled as well.
arrow rain Duration scaling Evo, Pyro axe CDR, Both bows CDR also was fixed?
I heard someone saying medic is useless : just more tha n40min in solo before the new update 🙂
Yes, they should be
Fix is amazing. Ty all Dev team! Just reading notes burn my soul to do many runs!
Thanks for pointing that out, we'll definitely check this in detail
noticing im losing the tank's fury bonuses before the duration is finished
actually, im losing the bonuses after 6-7 seconds
looks like something is reversing the duration length
i think it has something to do with camping set
letme see if i can replicate it later
why are u missing an item then tho?
this screen says 4
2nd patch?
Both reports are valid, we'll improve the Zombiepedia to display the Survivor's level now, as well as fix Jewel of Death not displaing as an unlocked item (67/68)
There was a second, tiny hotfix, which was so tiny that I thought there's no need to even mention it 😅
Ok thanks
yeah, just found out it is jewel of death
Was just surprised that there was a 94mb patch when I started steam 😅
hm, looks like camping set does indeed bug out tank's fury ability
fury bonuses are full duration is moving around
but if standing still with camping set, fury loses bonuses after a couple seconds
Thanks for reporting 🫡
never mind that, it's not camping set
i think it's something with stimpack then
letme double check
just replaced camping set with another item and it's still happening
I'm not sure if this has been mentioned, but I just had the Engineer's ice effect on the 5th upgrade shield; and then I restarted after failing and the ice effect stayed active at level 1 shield on the new game.
Thanks for letting us know. Did this happen in Beta 4 (in the last hour) or earlier?
We've pushed a fix recently that should have fixed (most of) such cases
think i found the issue, if fury ability starts while stimpack is active, fury becomes much shorter than its intended duration - will try to get a recording to make sure im not going crazy
I strongly recommend to put formulas into Zombiepedia instead. For casual gamers reading such in mouse-over tips is overhead.
yep it just happened after I updated. I'll restart and see if it happens again
corrected description
original msg was other way around
so i do not think it must be here
why bro
thats too
So average lvl on 20 min Run on dif 3 now 65-67 (was 57-60)
Explosive build work now. Explosive bow perfomance realy good (same as any other weapons like minigun,AsRifle,Frostbow,Laser,Blaster,Ft etc). But rocket launcher in 20 min run...kinda not doing enouph damage, but now better then before,much more better....idk need long 40m+ run to test it . Probably its need more targets 😅
Thank you to you and all the team for listening, working hard and putting thought into your changes, this is great!
Early game much better now! i do not feel that difficulty make Jump any more, because XP modification on Survivors SoS. It soft now .even on Dif 3. Its feels much better
Tempting to do another reset and play this weekend to report how the new players experience feels.
Btw its any posible way exist to replace save fine or make a copy to replace after tests?
Yeah, Kala had mentioned it before… lemme see if I can find it.
Endless Swamp start D3 still carnage 🤣 spiders + vomiting enemies from beginning and in big party)
Zero usual zombies
I can not. i wana check max lvl cap. its work or i still can get lvl for future
I think that’s fine, honestly. You’re quite good at testing the high level dynamics, so play to your strengths.
Me, I don’t mind dumping progress (only for a good reason, though) and then playing like a newb. 😆
In one hit you can get health, armor, regen, and dodge chance during infinite upgrades. (maybe also regular military training too.)
Im a blind or not Lucky?I do not saw even ONE Health pack 3rd run
ok ok its exist. first on 13min. but still.... looks like its a more rare now
Do you have Luck? 😆
(I’m sure you do because you’re certainly running the xp badge.)
Nope i do not run it.
My setup is
Now when rocket launcher work.... its need love and tweaks. even in endless mod D3 with Full Taunt setup + Explosion 30 tags ... its feels weak.
Rain arrow (duration scaling was fixed) really Good now
Explosive Bow really good.
Fix for them amazing
I’m surprised and happy they balanced medic revive a lot.
Explosive arrows suck (Though in my opinion they've almost always sucked, expect maybe in some patches before arrow penetration was added to the game.)
they deal 75 less damage then Freezing arrows on hit, they take 0.5-0.6 more seconds per shot, and their "higher damage" is delayed (and in a very small area for an explosive effect), and they don't have the CC of freezing arrow. (and also explosive is the least impactful damage type right now.)
The low base damage reduces the effectiveness of Arrow Penetration's AoE and the longer attack cooldown makes it synergize worse with the explosive Arrow pentraion then Freezeing arrow. (Since the more often you hit enemies the more often you can trigger arrow pen explosions, thus Explosive arrow pen is actually better with the faster attacking ice arrow, then the small boost of +4 points in explosive).
Either Explosive arrows need a massive buff (at least give it the same attack cooldown as Freezing arrow) or they need to be replaced. Could go with a fire or serrated / barbed arrow (Serrated / barbed would deal slashing damage.) (Poison arrow is also an option, though medic already has both a freeze and poison side, so doing the same with Huntress would be boring and force the pairing a little too much.)
9k dps last run man explosive Bow
with NO Mtraning in it
i do not think its nearly close to be WEAK now
I’m not sure how the explosion mechanic actually works but I do notice them doing a ton of damage despite the much lower stats compared to other options
Wana i explain setup for exlosion build?
You need many targets in ONE place. solution => taunting mines, Huntress +pyro molotov synergy (Molotov starts Taunt), Ghost Holo, ZDecoy,Pyro TNT
when all enemy in one place, ONE explosion Shot from Rocket launcher or bow Hit ALL of them
Image what do Explosive bow with penetration when in TnT nearly 20 zombies
And also becaus of Barber Penetration, its also Increase explosion damage, cuz kinetick tag debuff 100% apply
I haven't leveled pyro very much, so I can't test this.
Also is this a 3 man offensive team or a 2 man + medic team, and is this for endless or another game mode? (and if for endless how long can it last compared to other builds.)
D3 endless Swamp
i was Tank,Ghost ,Huntress. with realy bad items 40m
because so many taunts in team, enemy busy most of the time.
and most of the time stacked
and top 3 of the damage was ExpBow 9k,Saw 10k,Rain arrow 9k
but one more thing. i Banish ghost weapon to test Bow and Rlauncher
Wouldn't Engineer's taunting turret be more useful for this build then ghost? Has a lower cooldown, deals more damage, and brings the enemies to one place instead of 4 places. (Though does mean way less slashing.)
mb) i take ghost for bleed Tags(for tank saw and Huntress Traps), toxic bebuff for slow,electro 10 debuff (Pulse,Tank EMP bombardment,HOLO) to stun enemy and all of this make more damage,push back from pulse (cuz you know Bow and Rlauncher not so High attack speed).
im pretty sure if i do not banish ghost weapon and take TCuts ...it can be a lot better.Cuzproblem when some elite zombie do not take a taunt and runing at player. And i also have not so High bleed tag s becaus banish Ghost weapon(lower saw dps ,kunai dps,Traps,and overall tag bleed damage)
im pretty sure this setup with good items and all 3 weapon can easy handle 1h
uh...
might want to double check if bells and whistles is actually triple the chance
this occurred like 3 times in a 35 min run
Fixed multiple arrow rain is extremely powerful
With compass giving up to 80% duration and quick buck making speed buffs semi reliable it really floods the map with the 10+ arrow rains
item: Congratulation Letter is not working for Military Training, getting mostly commons, maybe 1 or 2 rares
It’s suppose to only guarantee 2 rares now rather than all
But yeah, if you’re having rounds with one/no rare it’s not working
ohh
Patch notes are in the pins, there was a ton of changes
unable to banish military trainings, game see them as infinite upgrades
That’s also intended behavior.
actualy on same level as abilty on any other survival. Molotov,GutTurrets and Electro turrets,Saw,Kunai,
That was only a 30 minute run and I didn’t get the chance to boost ability cooldown much, I’m curious how far it can reasonably go.
started new game, now it allows banish on military trainings, idk what conditions are different
Now, that is a bug. Good catch.
Oh it looks so hot seeing dodge chance, health, armour etc
so wind cutter have problem in leveling upgrades. idk how to spell/pronounce this.
1-3 levels do not give CDR at all. But lvl 3 to lvl 4change base CDR dramasticaly . Can this increasing be lineary divided between 1-4 , insted of be just for 4lvl upgrade.
also...i think also some thing strange was in leveling wind cutter. if some one be play with this weapon. can you notice what exacly numbers in upgrade window and in weapon work.
I feel some thing strange in it in my run
@crystal fog Huge problem still exist. Desert do not spawn bosses even after Fix. i check Normal mode. its no bosses still.
Inferno axe and wind cutter (at least on lvl 4) a fine now in scaling and DPS terms. Like any other weapons. and im only now after fix understande..... windcutter have annoing sound effect. i do not have many CDR cuz it was only normal mode D3 desert.... but any way.....its Cut my ears)
Also this uselles bug still exist 🤣
It's crazy how at .071 it's basically an almost totally fucks-wit-able game.
Got it's problems and issues and room for improvement, but even the smaller patch they just dropped has already helped. Wish I could find the damn patch notes for it.
#1285959697043689545 message
Medic now can defenetly do noticeable damage with antidote flask (almost no damage items .gaslinger but only 2 debuffs in team ). my adjustment to add Explosive tag on pair with toxic/frost only for flask. Cuz medic problem in Fly time of Flask. Explosive tag help in damage a little bit (its 100 base damage. 20tags give only +40) but it help in AoE range. cuz pretty common when medic trow flask at enemy... but enemy already leave place when he was. With explosion AoE from tag problem be solved. Also this change compliment Explosion build when medic be in it on another +4 tags.
Also bug.With Tank taunting mines. and can be with other evolution.
i died with tank what have this Evo. press restart( try again). pick him again as second member in team. i Take lvl 1 mines and they have TAUNT in first level.
Arigato. Those are impressive.
I played endless for around 40 minutes and only got few levels of upgrades for my team, is this normal?
I also switched from mouse to controllerlike near the end, could this be the reason why my training points are so low?
In addition, the stage clear for the 3rd lvl (I haven't cleared it yet) is not completed, it is like if the game completely removed my run with the keyboard and started fresh after I switched to controller.
About levels of upgrade. Infinity traning. If player have all ability and weapons yes. Cuz you need lvl 90. 30-32m its lvl 90 rigth now(before fix in this time player was near lvl75 only)
so explosive bow endless D3 test. Pretty good. Arrow rain pretty DPS and overall perfomance.(duration scailing fine.its do higher dps cuz its synergy with tank + explosive team. but even with this its not OP. Just same DPS as any other survivor have in kit)
Rocket launcher starts make damage only after 25m mark (cuz i try 20m and 25m run.and its be only 3.2k and 3.7k)
and its starts do damage just becaus to many mobs and splash AoE.
Bombardment need a love touch i thinking
cuz even medic do 2 times more with flask,then bombardment do in explosive team. experiment 21...kinda still small damage even in Explosive team even VS so many enemy. probably need BASE VDR reduction and more base AoE to make it deal damage and also be starter ability as medic leader.Probably its need be like execution Engi CDR and Range of explosion 4-5.i try medic leader after fix. Start is Ruff but better then before. Its hard surviving running around style before first SoS. And probably medic drone need also tweaks. To at least shot 2 different enemy at once with 450 base damage in Evo to deal some noticable damage and Not so High but some thing near 3-4k dps in 20m mark.
In perfect world Flask do 6k, Drone do 3-4 k in offence evo,and 21 hord cleaning/starter instrument 6k. its be total 13-16k dps, when average survivalist do 25k dps from weapon +2 ability at same 20m-25m mark. i think its be fair for medic. Cuz rigth now medic deffenetly 3rd in SoS,and have most bunish (weapon,21 banished in most of the cases cuz too low damage.better to banish and spend this 16 levels for infinity upgrades). Rigth now medic choose as team member just becaus Ressurection,Stimpack. Some times even drone bunished how i saw in Videos in you tube. Cuz drone can be replaced with strecher or Book for not endless runs,And for not so long endless 30-40m.
if game offer more from this character,ppl start use main weapon,Offence drone,21.
The infinite level up boost for movement speed being +2 seems a bit too low to say the least. It’s interesting seeing how it scales with the new stats 500 move speed(the cap) is only about a 1.7 modifier iirc. which isn’t an issue, obviously being faster then the enemy is very important but the movement speed level ups giving less percent at the moment than dodge does is a touch excessive and not really worth it when quick buck gives a tremendous amount of movement if that’s what you desire.
The bug about some specialization skill tree stats being listed as doubled when getting a new weapon remains too (it’s not an actual gameplay effecting issue just visual)
The electric turret level 3 “range 4s” visual bug also remains
Doing a lockdown on a Training can change its rarity. I lockdowned a rare and it turned common next time, That is a terrible feeling.
I think they fixed the stimpack armor stacking, but now sometimes at least if you pause at the wrong time it won’t be giving the armor at all.
Surprised thousand cuts did so much damage(literally a 3rd of my team damage and only 5 million less then the entirety of huntress despite me focusing her far more) in a 37 minute run, maybe it was the bleed
With defensive medical drone/revive not using it at all, stimpack stacking being fixed, and offensive medical drone/e21 being quite mediocre, in a single hotfix medic has gone from one of the best characters to stack cooldown on to the worst by a massive gap, she only really cares about having enough for infinite stimpack and the 50% military leftovers are more than enough for that.
Not saying that’s a bad thing at all, I agree with her nerfs/fixes, and she’s still an extremely useful character to have in a team imo(2 min revive is still a revive) especially now that the stimpack weapon cooldown/attack speed buff works.
@grave bronze when I was struggling to sleep last night, I thought to myself how I’d send you a medic rant fully explaining my feelings on her but by the time I woke up they already got to her 😆
Turrets should not spawn outside of the playable area.
Definitely 
ive seen a bunny there but no achhievement
Same I tried to get the achievement and didn’t really understand how even after seeing it and waiting for a bit.
||you can see the head always but when you get the potato u need to stand infront of the window a few secs||
also infite hp reg with medic and tank got fixed? then i remove the synergy for now haha
thres too many military trainings now again, with the addition of the old ones back i think we shoud be able to ban some of them, i rerolled all 7 times and didnt get a single weapon one
before ok, not only weapon stuff, but i think if you could ban one type, so either team, weapon or ability would be great
why is weapon attack speed deminising more than the usual?
also 4 times in the sos swat and engi, what are the odds ^^
attack speed is uncapped and gets only additive bonuses, so it has diminishing returns by its nature.
In your case something boosts your actual weapon attack speed by 23%. make a screenshot of your chosen items and skills, so devs can track down the source. If you are still in this run, ofc.
with killing spree on it is deminishiong
and not upminishing
for the 5gh time the same now, only after using a reroll they changed, i think theres some kind of bug
Something's wrong with Empty Chest. I should be getting +40% but none of the characters got it. Instead the tooltip displays the +10% twice and below the actual bonus says only +1%.
Is it me or Swamp Endless D3 is more harder than before ? I try with anyone at max but can't do it, the Z spawn at a insane rate it seems to me.
i really dig the change to "other survivors now get 50% of the bonus" to military training
i spent 30 minutes in difficulty 1 endless city and only got 5/6 points per character...really not looking forward to the grind to level characters
i'm still not a fan of the power nerf (rip 20 hp/s, my banishes and lockdowns)
yeah the slower leveling also demotivates me too and i only play 1 or 2 rounds before quiting the game
Come on it was reduced becaus it was way to fast for Survivalist, and way to slow in general meta and was increased.
If you wana level up faster, try another difficulty. As i say before, normal 20m run d3 give near 90 000 money
and Normal mode give MORE money near endless in same time
cuz its just much easy
Try normal 20m run
Your Green Hells highlights are offset one to the right. Your point is still valid, but the highlights make it look like Green Hells default mode has lower xp multiplier than Vile Wasteland.
its was just mistake from Dev. its 3.25 actualy,not 1.25
would be better with getting rid of the diff modifyers and jsut make all the same so you can play chiled and for fun and arenot forced to do th higher stuff if you dont want to
and shi for leveling the weaker survivors thats u need to level to become good but u need them good so u can get the run done
and since u need to pick their abilities often so they gain points you cant jsut max one survivro and jsut take them with oyu witout dropping heavy in efficiency
in addition, those changes to implement the team buffs again also kinda sucks, since u cant banish anything and have a even leser chance to get the stuff you want. lik ethe helldivers trap where they nerfed everything instead of letting us players have the most fun, its a pve game, there doenst need to be perfect balance like in pvp. let the tryhard players have fun with higher level gameplay and let other casuals have fun in the lower segment. like that dude that said he can play 3h a week, he'll take months to get somewhere
Whoa, dude. Pretty sure they added the universal bonuses back into the pool by player request. It’s not right to twist that around into some implication of malicious intent.
If the change is bad, just say that and say why. But at least remember where it came from - the goal of giving players what they want.
yep, but for that to be great they really need to make them banishable again. at least a limited amount or one type of the 3
im jsut sad that my fav game got a bit frustrating to play
Yeah, understandable. I don’t think they did that on purpose, though. I’m wary about the reduced survivor xp, myself. (But I think it’ll be largely counter balanced by gaining xp for picking their abilities, since I never banish.)
That’s not true… I’ll banish an evo if its bad for the current build and my rules would otherwise require me to pick it.
but to list another bug, when i have the slwo due to the camping item and im in a slow field by the spiders, somtimes i randomly get a huge movementspeed boost
pulse laso dont shows its coodown on the left side
This is VERY valuable information
Dude.
Are the highlights wrong or is the text wrong?
The text creates a smooth progression, where each zone is 0.5x better than the last, and each mode is then proportional across all zones. (Well, not proportional. But each zone progresses the same as the others. Base / -0.25x from base / +0.5x from base / +0.5x from base / +1x from base.)
3.25x feels very ... out of place.
also is that my feeling or does horde speed also ncrease projectile speed, casue they get really hard to dodge
3.25 is the 1.25 from endless green hell plus the 3 times from diff, works. endless are +/- 0.25
That would be true, but Oversky was specifically saying to play normal difficulty. And default mode.
its not better. you just wana all at once. Easy run + High reward. Its all around a world do not work that way. Put more work to have a better reward. Also if it be Easy run and high reward , game become burring. No challenge at all.
Difficulty already was changed. Normal mode MUCH easy then Endless. Even this first 20 min really different now.Try it. and you feel difference.Almost any one can do normal run D2 and D3
For leveling survival you need not so much. You need upgrade last weapon ONE from 2 and Core AoE ability. Level 35. One badge + 15 lvl. Almost any character can be lvl 50 realy fast. Thats minimal requarement.
Survivals exp farms REALLY fast. my survivors start was lvl 20 and lvl 10. one run give near 7-8 point to me in END when i was almost maxed ( 160+)
also at these you shoudl be able to also choose your survivor that gets the buff now or make it that the others too get half the amount. this is really annoying in a team of 3 still and makes max 2 survivros or forces more to solo, if you dont really get a benefit of more survivros cause all stats are crap
Oh snap! They did implement the baked-in survivor! Nice!
But you forgot some thing. Your TEAM actualy take DOUBLE stats now.
if we have 3 surviors. Main choose take 20 crit damage rare, 2nd+10 Crit damage, 3rd +10 crit damage. its mean 20 crit damage=> 40 Crit damage to team
You know its realy insane stats come to team. So no. Rigth now its actualy about TEAM. Before it was about more Solo and Duo.
wel if i do the default run i get so few trainings anyways plus i mostly get shit ones cause there are so many, so still feels underwhealming
i wanna feel strong anf powerful, not having more but unsatisfying opütions
I totally agree that the infinite bonuses should also give half to the other team members, like MT. Have you confirmed that it doesn't? This could be just a display bug.
its give after Esterday path
yep it doenst add to the others

only the one thats listed there
You've both confirmed the exact opposite.
all were at 132 ability strength, i chose 5% swat, hes at 137 now the other 2 at 132 still
only the military training gets half to the rest, not the infinites
Oh its my mistake.i do not read
its also realy cool
To ppl do not use ONE ability on Solo survivalist
and create a build in team
If player was about choose one survivalist or Banish most of ability to make Current ability or weapon Broken. Nope this door was closed
ok run is going decent, i started swat for only turrets and banished the rest, then took ghost to level an maxed all, then picked medic, banished eversthing after 1 point in revive. desert 3 default
Well, I'm happy they added the team bonuses into MT and infinite, and I'm very glad they've made the infinite bonuses survivor-specific. I like that a lot. (Did they do that for MT also? I can only hope.) I wouldn't use banishes on my MT pool, so don't have much stake in how it turns out, but I do think allowing banishes on MT stats could be bad for gameplay longevity overall.
You got 12 survivor points on Ghost and even got 5 on SWAT after banishing abilities. That seems like good gains?
(Unless those numbers are still bugged.)
the fun part was lowkey gone tho and bit stressful in the begin to get it going. donno, might take a few days break to come back with new enthousiasm
So one run 12 point for survivor AFTER NERF. Where its LOW and HARD to get?
well, annoying. i wanna do endless city and get my stuff maxed, and not run default whil eoptimizing banishing on leveling
So run ednless City d3 endless and take a fun
This is fair. I mean, now we're just getting into the subjective experience of fun, and none of us can be "right" except about our own experience.
What problem? Just play what you wanna IF you wanna Fun.If you wanna grind faster, then go and grind in optimazed setup. You can not get All at once. World do not work this way.
I think it's worth making your voice heard to the devs, just remember that what you see as a nerf and unfun might just be really fun for someone else. Not like Helldivers... that was a fiasco.
These devs really do seem to be trying to make it the most fun for the most people.
since endless is harder and grants alot less, first agian it takes way longer and second you cant really pick to level, need more points in my main dps and probably also always take medic to stay alove longer, ergo not many levelup left for a 3rd to level while being harder cause he cant privide much
Cuz endless is Challenge mode for FUN from difficulty
I see Endless as more ... bragging rights. It's not for leveling. It's for boasting how long you went.
Endless not about farm, but still you can get reward from it. little smaller but any way
thats why make it easier to also level in the low difficulties and then players who want the challenge can play higher if they want to, not fiorced, and low time ppl can still have fun and level at the same time, wich would be the most fun for everone
the menhtod on jsut gaining the max points for one survivor in 3 default is stil countless hours jsut famring, rip the ppl wth family
Normal mode Easyer Just because to even usual player can lvl fast.
IF we make Endlees get more to player, usual player be FORCED to do Harder mode, were they losing.
no im talking bout all levleing is more the same with only little more at higher, so they can evne level in diff 1 city default
But then the players who value getting rewarded for performing more challenging tasks will feel cheated.
you could also adjsut he leveling that chars take less in the eraly levels and keep the higher levels same
Game design is hard, man. You've got all these players who all have fun in different ways all thinking everyone else has fun the same way as they do.
man one run give you 7-8 points for each survivalins in bad sperarion (in end when you need more EXP to lvl up). 20 same runs give you 140 -160 lvl 3 survivals. its 6,5 hours.
that means after 13 hours player have 6 survivors from 7 at lvl 140-160. when 173 is Cap
Adjusting the leveling curve is definitely a suggestion the devs could consider if they're getting lots of feedback that late grind is too much grind.
and 12 hours in game is Too much for you?
but like the hd2 shitstorm with sony made me quit alltho iwasnt affected havung the few bad feelings even tho the most of the update was great is jsut sad, ill have a little break
You're kind of an elite gamer, Oversky. Your numbers, uhh... may not apply to others.
Try D3 normal run in City. its a lot easy now
jsut staiong whats bothering and arguing bout if it really does doent make it better, time for something else again
I really do need to find time to play again. I haven't even played this update yet! 😭
lookin forward to the final 0.7 patchnotes next wek then at the ping
You're fine, man. I only jumped on ya because I felt it was unfair to say the devs are trying to make the game less fun when it's pretty clear they are trying to do the opposite. To me, at least. If you need a break, go for it. Nothing I or Oversky say will change how you feel playing the game. You just take care of you.
ok ok lets its be 4 points per run. 2 times less. its any way 30h in game to get almost all character nearly to max. its no so much
Game Realy cool and becoming better and better. I realy wana spend at least same total time what i already put in game
I still really want to reset, but I also want to play Extermination in the new update. (It was my favorite game mode pre-0.7.) Maybe I'll turn off Steam cloud sync to reset, so I can go back later if I want.
Just finished my Endless run lasting 45:49. Big Thank You to the devs who continue to listen,take in and implement player feedback. The beta testing has been a blast so far. I'll try and max out the skill tree before the test is over. Keep doing what You love and loving what You do. I'll look forward to testing more content in the future as well.
Is it possible, to max out all skilltrees? Class and General trees ? What is max lvl at the moment ?
They can be maxed, max level for characters is 173 atm, can’t remember exact survivor level but it’s 20 or so less than 400
They only allow you to get enough points to get everything so no saving points for future updates unfortunately
so, two weeks later, all the new stuff is discovered, the chars are leveled to where need them and poof - nothing meaningful is left to do. the new achievements unlocked without me paying attention on them, maxing skills and chars that I do not use is nothing that I enjoy. running diff 3 for the challenge itself is neither a lasting enjoyment for me. what I'm trying to say:
the game lacks some long-term goal(s) once you've got all items available and your favourite crew skilled up. but maybe it is me, who expects too much from a genre, which is build around and focused on repetition.
btw did you actually ever think about taking this game as an already well-oparating base for a twin stick shooter fork or a hack&slash fork? I mean, add a couple of dozens of big maps to the game and some quest lines and you have another game finished in a comparably silly low amount of time.
Hey guys, please help me with this, if I will play beta, and I will reach, let's say lvl 200 on tank, when patch 0.7 will be on live servere, I will lose progression? All the money, upgrades etc? Or not
Every beta has carried the progression over when it went live so far, this time should be no different
the answer i got from a dev is that your beta progress will carry over when it goes live
what is the purpose of the tank toxic bomb evolution? i cant see the benefit at all to go for this :x
#1285959697043689545 message
I like the Glass of Milk a lot, to the point I consider it too powerful, but it drops very rarely
I could take it with half the stats and twice the drop rate
Do items have unique drop rates? I assumed not?
are you looking for it in endless?
because i also thought it was rare until I realised it wasn't in endless
lol, you may be right
last couple of days I only played Endless, and got zero drops
thanks
Hey! Military Training options (non-Infinite) are supposed to be banishable. If they're not, it's a bug, and we'll fix that 🫡
All items have equal drop rates 
Hi! As mentioned, your progression should be fine 
Do you expect to add more skill tree/specialization branches in 0.8? I’ve already capped everything there currently. (I know that update probably won’t be for another 6 months or something and it’s fine if not, just curious)
We'll be able to add and tweak the nodes if need arises, and plan to introduce more of them in the future (not sure if in 0.8). More synergies between Survivors, especially when new ones come, are an obvious addition.
"Prestige" nodes for each survivor, available only after reaching max level that allow to continuously gain exp for miniscule upgrades for a given survivor? 🤐 🤞
We do want to introduce a prestige system to the game, but we'll see about the execution and the rewards
Tooltip for the Wooden Stick displays correct value at the bottom, but there is a weird label saying +20% in the middle
I think thats deliberate, as in you get a flat 20% always, plus the bonus 10% from item slots.
Other items do the same, like the crab thing, increases crit damage and underneath adds crit chance
So I think you should be getting 80% total, 60% plus 20%
Oh, as in that +20% XP should be a bonus so that the item doesn't go to waste when I fill in my remaining slots?
If that's the case, then it's not working because I have base 125% XP Modifier, and on the screenshot I have 185%, so I actually only got +60%
Yes. This is an additional bonus that's always active. I've already changed it to show <AMOUNT> <STAT> instead of <STAT> <AMOUNT> to reduce confusion
I believe it's bugged similarly to Empty Chest, we've fixed that internally
Cool, I was always reluctant to take these items that gave bonuses based on empty item slots
Don't be, they're strong 🔥
I've played quite a few hours on this game. Probably too many, but I can't stop. It's fun. I'd like to provide some constructive feedback, because I want to see this game get even better than it is.
- Character balancing needs to happen. Please do not nerf any characters from their current standing- instead, raise the levels of the other characters so they can compete. It's hard to start any run with Medic, because the weapon progression for Medic is weak. The first tier weapon, the Pistol, is better than the Syringe (in its current iteration). Pre-beta, the syringe pistol would infect a monster, monster dies in a chemical explosion, in turn infecting the nearby zombies. This doesn't happen in the beta, and is a detrimental nerf to a character that is already underpowered.
The syringe pistol feels like a horrible upgrade to choose unless you've already picked up at least one other survivor for the team, and even then, the second survivor can't instantly pull the weight of the whole team because they won't get upgraded for a while. Once you get to the 3rd tier weapon, the flasks are laughable. The range at which the Medic throws the flasks feels about the same range as the Pyro's melee fireaxe attack. The damage and status effects from the flasks is too low to be useful.
Pyro feels strong~ish at the start, but the long cooldown between axe swings makes him a hard choice to start with.
Engineer seems okay at the moment, same as the Huntress. Just okay.
The Ghost is probably the 3rd strongest character in the game, but the lack of working/useful synergies hurts his strength.
- Damage tags (and the associated status effects for enemies) feel irrelevant. That is to say, the status effects are a nice idea, they're just severely underpowered right now. If I toxify/electrify/burn an enemy, they take tick damage, but that damage number is so low and slow, that it's simply faster to just shoot another bullet into the zombie and kill them myself. For this reason, I avoid any chest items that grant damage tag bonuses or have status effect bonuses. I like this idea of being able to afflict a zombie with a status effect, and let it slowly kill them as I run away from the horde, but the status effects only seem to piss the horde off instead of killing them.
- Character synergies are great! I know the Medic/Ghost synergy (+1 hp restored for every enemy ghost kills) doesn't work and has already been reported, but the ideas are there. I love it, and I really hope to see that every character will have a synergy with every other playable character. This will allow someone to choose any team composition and still dominate the field. Right now, my go-to team for clearing difficult content is SWAT/Tank/Pyro. I love this feature, and I can't wait to see its full implementation in future updates.
Thank you for taking the time to read this, and thank you for making a great game to play!
i was not in game after day of last patch.But im test a lot thing.I hope you notice about still no Boss spawn in Desert Normal mode.
Pyro.... start with TnT in first lvl and After max Molotov to spray.Actuly he have realy good start. And Axe swings pretty easy to decrease 0,75 to every swing, Specialy with NPNG.
Ghost have actualy pretty insane synergy. i notice some.
-Bumerang shurikens + Engi and High electric tag depends of CDR on ghost can actualy BLOCK nearly 180 degree in average from any treath.
-Same about pulse with push back. Its literaly insane protection ability in base,but with Engi its can alone clean halve screen usual zombie and stun others Just becaus its electrick tag.
-Ghost,Kunai + Medic toxic stimpack. Insane damage from ability and weapon +insane crown control. Toxic tag in general not about damage dealing, its about SLOW down all screen.becaus Kunai cower all screen, this became a ultimate crown control for all screen Synergy.And do not forget this combo also HEALS + 1 HP for every kill.
-Pyro + Ghost is ultimate Bleed tag synergy. Just from bleed because so high tag numbers, This tag do insane damage and even more increase Ghost ability damage. And becaus NPNG ghost have so High CDR for melle weapon .
-Ghost + Swat. Grenades and Ricoshe starts making REALY heavy damage becaus tags.
-Ghost + Tank. Saw blades make carnage + mines shapnel. Saw + push back Pulse increase saw blade to do almost double damage.
So about tags again.
Electic tag ultimake screen killing machine when you have high number in tag,cuz its increase chance to chain lightning.
Toxic Ultimate crown control tag
Burn starts feels weak only after 40m in run,but still make a really high damage.
Devs already make a realy Huge work. Almost any possible compositions a great and have synergy between them.Some times not so Brigth .
Sad part about syringe. Agree with this. im already offer to add tags to Medic weapon and increase damage. in my opinion syringe must work like current Flask in all terms, and 3rd lvl of weapon must have at least 1.5 Flask damage and x2 AoE range.
and last fix make all teams viable. Cuz now its 8 items.and now player can have 2 to each tag of damage and +2 another items. Before with 6 items was really hard to dicide what types of damage need Items and player sacrifice part of kit.
PPl usualy underastimate Items with +2tag and special effect and +4 tag with longer duration.
with both items to tags ,they became a lot more stronger. specialy with duration.
Thanks for your analysis. I will have to try pushing for damage tag bonuses to see the differences. At lower levels, the effects are negligible so I assumed they wouldn't scale up to be useful at any level.
im usualy play D3. try please at least level up fully Engi abilities, take a laser as weapon and ADD +2 tag item
My current "survivor level" on the main screen is 289. Most of my characters are close to being fully maxed out on all skill levels (missing max level on badges).
And the Pulsar upgrade with the pushback .. was completely useless when I chose that one, so I have been picking the fire damage upgrade instead. I didn't think it had to be buffed with the electric damage tag to work.
i maxed fully now. and was almost(362) before last fix. Push back realy shines when you have a good CDR on ghost. im in start have 34% so...My assessment of its strength is approximately equal in strength to the Resurection of a medic. Cuz its Stun zombies +push back and increase surviveability in High lvl or endless to the space. Cuz enemy even can not close distance to player
Tag increase damage of every ability or weapon what have it. and any thing with tag can proc tag effect.
if ability or weapon have 2-3 tags, its get damage from BOTH tags.
This means as example :Huntress with maxed Explosive bow take damage increasing from Kinetick and Explosion
.
Pulse have not so High damage in base. BUT its have really SHORT cooldown in general, and actualy do high damage cuz cover halve screen and prock chain lighning damage from tag(what damage really high actually if you have engi in team and leveling engi ability). Try to notice what damage of Chain lightning prock. And +2 electric tag item make this insane.
I'm trying it right now, started with Engi and Ghost was my first teammate. Will see how it goes. Thanks for the advice!
@crystal fog when the 0.7 will lunch on live servers? Can't wait for it
you can run it rigth now)
Just change game version on steam properties to the Public Beta
all progress will be saved
Sorry if it's already been reported and I don't really have much info on how it happened but "no pain no gain: commando" for Pyro stopped giving positive effects mid-run. Endless, first map on difficulty 1. As you can see, I don't have weapon cooldown reduction and my electric damage (or any elemental damage for that matter) should be higher
On extermination mode lockdown is not available for military training, so bells & whistles should be set as unavailable item for this mode.
@crystal fog why if i swap from live to beta, i miss some of my achiv
this thing affect my item pool 🙂 insted of 50+ i have 34 items now
Some achievements got changed so if you don’t meet the new conditions you lost the items until then
Could you let us know which ones?
About Item pool; this is normal, we've switched the amount of bans around
ahh that answers my question about milk on endless. BTW I figured but good to see it listed.
I've been in the dark, we still don't have power since the hurricane wrecked us. I've been playing Offline mode on my Steamdeck. Just curious. If I have, say Tank and level 50 and then I pick up Ghost, does he inherit stat upgrades previously picked up or start from scratch?
Per-Survivor Military Training boosts won't be inherited, but you'll still get team-wide MT boosts, as well as those from items and badges. Sorry to hear about the hurricane. Hope things get back to normal soon.
General tree: Ability Damage has two upgrades with three levels each, and each level gives +2% damage. Weapon Damage has two upgrades with five levels each, and each level again gives +2% damage. General upgrades can only give +12% ability damage but give +20% weapon damage and Ability Damage is the only upgrade that has three levels rather than five. Is this intentional?