SCUM The Game - Survival

Soldato
Joined
17 Jul 2007
Posts
24,529
Location
Solihull-Florida
qUbsmFECiqo.jpg


The red square is what we have now.... Can't wait to have the full island :
 
Soldato
Joined
22 Jan 2014
Posts
3,808
qUbsmFECiqo.jpg


The red square is what we have now.... Can't wait to have the full island :

Can't see a picture? Or was it something else alluded to earlier in the thread?

Either way, the map is pretty hefty already given the player count of 64. Hopefully the red bit you're referring to isn't just a fraction of what's to come unless they can up the player count significantly!

As an update to the gameplay, I've got about 20 hrs in to it now, playing with a couple of others. I'd strongly recommend doing so as it can get a little tedious solo given the lack of action with other actual players. There are only so many mechs you can dodge and zombies you can cull before it gets a touch repetitive.

The crafting can be a little tedious at times as it's not always immediately clear that perhaps you've not quite enough of one component present (e.g. gunpowder or any other item that has a kind of use counter associated with it - you have a tin with X amount in it, but the recipe does not clearly state you need Y left in the tin to use it). Once you know to check that, it's obvious, but before that, it can be rather baffling given no reason is given for the crafting having not worked.

No impact from eating raw meat or fat as of yet, though perhaps it'll take a longer term toll on the character's health/well-being, I don't know.

The biggest irritants are currently for me: mechs penetrating solid concrete and bodies despawning at death. The strange thing about the body despawning is that it's just the visual existence of it that's no longer present (both in normal view and when tabbed into inventory view). So if you're close to it you can look around where it is and get the manual prompt to pick up your gear bit by bit, but it's not visually there and it's not possible to see it in inventory view. No doubt just a bug, but if you've had this happen, it's worth getting as close as you can to where you think your body should be and having a good 'look' around to see if you get the prompt.
 
Last edited:
Soldato
Joined
22 Jan 2014
Posts
3,808
Blimey! That sure is hefty. If they can up the player count, then great. If they don't, I suspect it'll swing even further to PvE given it's currently pretty PvE (if all environmental risks were actually dangerous, which they aren't just yet). Certainly not a PvP situation if it's going to expand like that with no player count increase too.

Any idea if they're upping player limits in proportion with the map increase?
 
Associate
Joined
21 Nov 2017
Posts
17
I'm just going to wait until it has more features added. The game has huge potential though, I'm excited to see how it is in a month or two.
 
Caporegime
Joined
22 Nov 2005
Posts
45,169
New Patch
Hello prisoners! New SCUM patch is rolling out soon. Here are the new patchnotes for this week!
In case you get a problem of connecting to a server please keep in mind from the moment of patch deployment servers can take up to 60 minutes to updated!
  • Added auto-walk initiated by pressing shift and forward key (shift+W by default..PRAISE THE LORD)
  • Dedicated server will no longer cause lag spikes when players climb onto windows or ladders.
  • Puppets can now damage you while you are in prone and crouch.
  • Added the ability to rebind chat and quick access buttons to options menu
  • Added 2 new chests. Improved wooden chest, improvised metal chest. (For now the only difference is the amount that can be stored in Wooden chest 10x10, Improved wooden chest 15x15, Metal chest 20x20, also the metal chest can't be destroyed)
  • Potential ACOG aim precision fix
  • Possible fix for a server crash when a player leaves the game
  • Added Ammo cal.357
  • Added 2 new prison wallet items
  • Corrected boxing animations punches
  • Increased number of items saved in single player (100 items in 150m radius)
  • Added Atlas LODs and textures for Airport Passenger Building. (Optimized meshes that render on long distances)
  • Fixed collision on a stair case in light house where player could not move.
  • Fixed a server crash when a prisoner dies while registered for an upcoming event and has no controller (probably force logged out)
  • Fixed bug on spawn screen that allowed players to pay respawn fee multiple times by pressing the button in quick succession.
  • Fixed "aquatic life", prisoners can drown now.
  • Fixed a bug where microphone indicator wasn't active when push to talk was disabled
  • Hungry / thirsty messages localization fix
  • B_3_Military_base (moved military crates that were in the ground, rearranged crates on street for better player movement)
  • SVD and AK47 animations update
  • GreenHouse - Item spawner, increased spawning chances
  • Optimized railway bridge LODs
  • Fixed Player start position (Fixed the problem where player spawned too high in the air)
  • Animal Waypoint editing. (Some animals spawned under ground, now they do not)
  • Doubled item auto destruct distance and timer (It checks every 20 minutes if someone is in 100m radius. If not the item is destroyed, and after 60min it gets destroyed no matter of player radius. This does not apply to shelters and boxes and time timer is reset each time the player has an interaction with the item)
  • Fixed items only having uncraft action on state load. (This means that some items in SP after log in were unusable, you only could uncraft them eg: spears)
  • Fixed options-related issues and crashes with German and Russian languages
  • Added Improvised stabproof vest craftable item.
  • Closed collision on tunnel frames big and small (possible bug fix with teleporting player outside)
  • Fixed issue where sentries would sometimes not be able to pass underneath the vaults high above the ground.
  • Nearby items are now saved in single player.
  • Removed collision from industrial lights. (you can't jump on them now)
  • Fixed Collision on bunker rooms with glass (players should see you through glass now)
  • Rearranged some house interiors so player does not get stuck while vaulting.
  • Fix improvised stabproof vest
  • Significantly reduced range for inventory handling and crafting sounds.
  • Fixed hum sound artifacts for wind and crafting.
  • Reduced range of puppet sound.
  • Added search sounds for various items.
  • Increased volume of sentry voice.
Next week we have a luxurious gift planned for the SCUM community as we approach one million copies sold. More on Monday!
6dc9279dba4255e9b3a4a9c090010d05352168da.jpg
389OCCM.jpg
 
Associate
Joined
28 Nov 2016
Posts
460
900000 refunds in that though :p

basically people are hoping it comes good... 20000 players on 1 million sales is a sign that the game is lacking any real longevity right now.
 
Soldato
Joined
22 Jan 2014
Posts
3,808
Pretty glitchy after this latest patch - no grass or low lying shrubbery, and no ability to search for rocks. This went away after around an hour or so and the greenery and rock searches returned.

Feels much smoother, but hard to actually quantify.
 
Caporegime
Joined
22 Nov 2005
Posts
45,169
one of the devs was playing with someone on twitch the other day and said they are tripling the size of the dev team from the 16 they had working on it but said it will take some time to get the new people up to speed.

So don't think we need to worry about the game being abandoned like someone was suggesting would happen once the sales drop off.

seems they got enough funding to expand quite considerably

seems a lot of things are ready, were ready and in game previously or have the models done and just need the code for them to work.

but they are fixing performance issues first, he said something about moving to a newer version of the engine, but not sure what he meant since it's unreal4 ? maybe there are different versions and some cost more money to license?!?!? he said it would give better performance
 
Soldato
Joined
11 Jul 2004
Posts
16,036
Location
Neptune
one of the devs was playing with someone on twitch the other day and said they are tripling the size of the dev team from the 16 they had working on it but said it will take some time to get the new people up to speed.

So don't think we need to worry about the game being abandoned like someone was suggesting would happen once the sales drop off.

seems they got enough funding to expand quite considerably

seems a lot of things are ready, were ready and in game previously or have the models done and just need the code for them to work.

but they are fixing performance issues first, he said something about moving to a newer version of the engine, but not sure what he meant since it's unreal4 ? maybe there are different versions and some cost more money to license?!?!? he said it would give better performance

A lot of promises, but let's see what they actually DO.
 
Back
Top Bottom