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Showing content with the highest reputation on 10/26/2020 in all areas

  1. 3 points
    I would like to offer my perspective on why this is an issue for many of us, myself included. I created my account just to reply to this thread. So, hello all! It has been stated that TFP want moments of direct confrontation in POIs. An understandable design decision. But the current handling of auto-aggro volumes in POIs is bad design. And I will explain why I say this. I currently have over 2000 hrs played, I mod my game to have to have 4x zombies with respawn rate of 4 times a day, and my wandering hordes are 20-30 in size. So I get plenty of direct confrontation in the game. And I have played practically all weapon builds. With that said, when a game, any game, offers stealth options as part of game play, I tend to gravitate toward the stealth/sniper style of play. I just find it very enjoyable. Now, I think we can all agree that games cheat. They know things the player does not, and they make decisions for reasons of game play, optimization, or whatever. When I stealth through a POI, the game knows I am there. But for immersion it pretends to not know I am there. It needs to do this in a way that makes me, the player, believe it is my skill and my character choices that are being rewarded. In the current form of auto-aggro volumes, no matter my level of skill or perks, even if my stealth meter is on 3. The moment I set foot in the volume, the Z's aggro. It does not matter what I do. Venturing through the same POI layout, the first time - "Oh, crap!". The second time - "Really?". The third time - "This is bull, the game is cheating." And I have played enough that I know where pretty much every single auto-aggro is. It is no longer "Oh, crap!", it's just "oh, this one again. No stealth here." A simple change of making auto-aggro volumes not 100% activation can fix this. If they had some percentage chance to trigger, regardless the player's stealth, that adds your direct confrontation moments. But when done well the player does not get the impression the game is cheating. If we didn't know auto-aggro volumes existed, over time, a very astute player may figure out that certain areas of POI's are tricky and dangerous to traverse, but many would just assume bad luck. And there would be a lot more of the "Oh, crap!" moments. edit - also add a delay, entry of the volume can trigger the event (percent chance), but the aggro action does not occur until after some random time has passed. This would make it harder for the player to determine a pattern, which is obvious as it is now, with immediate aggro.
  2. 3 points
    What they should really do is get rid of repair altogether. Then you use parts to just make a new item. Triple the durability of everything to make them last longer before they’re junk and can be scrapped...for parts. Then, mods that increase durability are actually meaningful and finding a tier 3 weapon early on will only be a temporary advantage instead of lasting the entire game.
  3. 2 points
    @Fatal While I find any and all info that all of the developers share with us fans fantastic, the explanations that you provide with few words is unbelievable. With this quoted post alone, you can easily understand where the next couple of alphas are headed and what to possibly expect, without any spoilers, barring any unforeseen events. I can only speak for myself, your posts are extremely informative especially as the AI development is becoming a major component at this stage of the game. Thank you for the time you take for the forums on top of your work.
  4. 2 points
    Certainly is, the original post and download links have been updated this morning.
  5. 2 points
    Ill kill for a electrical overhaul in like A22 A23 A47 sometime after bandits when all the main stuff is finished
  6. 2 points
    This is a lot of changes just to satisfy your need to get a gun in the first week. I think the increased in poi game stage based on the poi expected difficulty from A20 will be good enough to increase the excitement of maybe getting a gun early. But I think the way things are right now is still good enough. Getting a high enough game stage to get guns in loot is fast enough. And if you're in a hurry try your luck at the traders, spec in bartering or just craft the gun yourself. Repair cost is fine and simple the way it is now. Your solution is to allow to find guns in chest and tie the repairs to the parts, why not just use the parts to craft the gun?
  7. 2 points
    Makes me think of an old comedian my dad used to listen to, you should look up Wes Harrison.
  8. 2 points
    If you don't care about the death in the game everything is very easy. Even the strongest horde is then no longer a problem. Just undress and put your complete inventory in a chest, stand on the street and let the horde kill you. Horde done. I actually assumed that players, even if they are not playing dead is dead, don't want to die. I don't play dead is dead but I still don't take death lightly.
  9. 2 points
    Maybe they’ll restore LBD elements for the movie and the first forty minutes can be watching the protagonist grind up his skills before he does anything to advance the plot. That’s sure to garner a few points on the tomatometer!
  10. 1 point
    They mostly come out at night... (V3.2A) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  11. 1 point
    I have been wondering over this question for a little while. If stealth is an intended gameplay mechanic with its own build/perks why are the developers of this game deliberately screwing over the stealth builds in their POI design? I mean in particular those auto-agro rooms where everything is waking up and beelining straight to you by a script and not by any action you are doing yourself? This is, ofcourse, not the only indication of particular dislike towards stealth gameplay by whoever is designing the POI's there are also these breaking floors you have to run over or fall into a trap and there is a pile of rubbish practically in every doorway just because. The way I see it it is basically equivalent to giving zombies in a POI a 25% armor penetration when the game detects a strength based player enteering a POI, because reasons. I mean 90% damage reduction and making heads and limbs explode with shotgun/club and no pretense of any kind of stealth, running everywhere cant be the only RIGHT WAY of playing this game, I suppose? The reason can not be, as far as I can see, that otherwise it would be too trivial to beeline straight for the loot, as devs are doing nothing to prevent it otherwise by putting in almost all POI's the loot on the roof and allowing nerd-poling and/or landing on the roof with a gyro, so you do not need to sneak if all you want to do is to pick up the main loot from a POI skipping all other stuff. Nerd-poling, for example, is trivial to prevent and has been done even in fair few mods like, for example, Ravenhearst. All you need is a small delay for block deployment. Stealth gameplay is already penalized enough, as these are wasted perks during the blood moon (stealth does not work) and when clearing POI's the stealth is much slower at it than just running through the POI with sledge/club/shotgun (plus miner 69 to break any door in half the time) and making everything ded. If stealth is deemed such a problem by the developers why not just remove it? Instead of targeting that skilltree specifically in a roundabout way through their POI design?
  12. 1 point
  13. 1 point
    Hi folks, im currently working on my first prefab and will share some screenshots with u i hope u like it. I started with the prefab-editor on yesterday.... Its inspired by the Gaspowerplant from Sim City 4 PS: sorry for the bad english
  14. 1 point
    Well of course it keeps coming up again.... we all LBD, don't we?
  15. 1 point
    A stronger block that you can both clearly see and shoot through but zombies cannot pass though is naturally incredibly powerful. So I see exactly where he is coming from with not wanting stronger bars and support that view point. In their place we have poles that can be used but zombies can get through them and stacking them to block that also blocks more of your vision. Also poles do nothing to block melee unlike bars that would block it. Now there is a bug currently in the game with horizontal poles and some other small block shapes that can trigger zombies anti stuck code. Which causes zombies to deal 6x damage if they believe that they are stuck with in geometry that can occur if the zombies hit box crosses into the blocks hit box. But this is very rare and very inconsistent even with the same exact pole and zombie as it depends on where exactly the zombie is at, block location/rotation, hit angle, zombie reach, player location/angle, and many other variables to cause the interaction.
  16. 1 point
  17. 1 point
    Same as in single player game. Create Mods folder and drag them in. Some mods will be required to be on the client computer also if they have special icons and such. I think most will tell you if it is so.
  18. 1 point
    What is interesting is that by going one step further than just removing repair kits and not even repairing T0 items that don't require a repair kit, all of a sudden those containers with extra T0 items aren't so useless. It's nice to scrap my old and replace with a found one with more durability and same or better quality. Managing mod slots gets old but if durability was extended more then it wouldn't be quite so often. YMMV, but I find that playing no-repair is worth the inconvenience of re-tooling your mods.
  19. 1 point
    Repairing anything at all can be considered an unnecessary hassle. The question is what makes balanced game play? Right now, I feel like maintaining gear is way too easy... there are no difficult choices to make. Repair kits are, in my experience, very easy to find early game and very easy to make late game. Personally, I end up with stacks of more of them than I'd ever need. In my current game, by day 50 I had mostly all Q6 gear making almost all the gear I found since irrelevant.
  20. 1 point
    The benefit, of course, is that you can see and shoot through them. Lower block hit points seems like a fair tradeoff for that ability, and I assumed that tradeoff was why there was no stronger version.
  21. 1 point
    I like the progression system of A19. The more I play, the more I like it. Surely, needs some tweaks, like making the containers in some POI like the shotgun messiah factory or the weapon safes having a bigger chance to have a gun, instead of some primitive bow. And I think that they already working in that. Regarding the repair kits, I also like how they are now. I remember when they were much harder to craft, that was a big hassle. Having to have indivitual repair kits for each kind of weapon sounds super annoying.
  22. 1 point
    That looks Really nice matey.... Great ascetic in deed...
  23. 1 point
    I smoke meth anyways! WHO IS SCREAMING! STOP IT Also i just like to imagine that the candies are edibles. so do that
  24. 1 point
    This would require additional coding because there, es far as I know, there is no such thing as pseudo-container in the game yet.
  25. 1 point
    The man obsessed with twinkies in Zombieland would like to have a word with you 😛
  26. 1 point
    Hey thanks arramus for looking into it. Wife would have killed me if I did any more "mod fildding" tonight (her favorite game currently), spent half the day yesterday trying mods to figure out what would work with DarknessFalls (reminds me of my last skyrim mod playthrough). I'll try out some higher loot numbers on another day. It works fine with no loot.xml for now as an easy work around. Using the army truck right now (seems fine really apart from 1 mesh error, errors that don't result in a crash are ok ).
  27. 1 point
    @Dre I just tested out the Darkness falls mod and it's a menagerie of characters in there. I couldn't help but go into CM and see what's on offer. I can really see the appeal. I always wondered about preassigned loot numbers and if they could be provided on the next available slot basis or if they had some deeper purpose. I'm just looking at the loot container settings in Darkness Falls and it suggests 950 & 951 are taken by ZombieCheerleader demon and ZombieSoldier demon respectively. Looks like a 952 potential conflict as well with zombie utility demon. I was wondering if they could be changed and tagged on the end as 1024 and 1025, etc but there is a message that <!-- the max cap for lootcontainer id is 1023 --> at the very bottom of the loot.xml Deleting may well let them fall back on their parent setting which is at least functional.
  28. 1 point
    Just tested on my own craptop. I know this thing doesn't meet min specs, but I could pull off about 20FPS in a16 with it. I5-4210U @1.7GHz, 8GB RAM, and Intel HD 4400 "GPU" that has a net 112MB dedicated RAM, and shares 2048 of my system RAM. This is not a laptop I use for gaming. (Well I tried loading Plants vs Zombies on it a few weeks ago, and it struggled with just that.) This is mostly for diagnosing It literally took almost 10 minutes to start the client with default settings at a resolution of 1366x768. FPS was 14. Would need to tweak the settings, but I'm at work atm, and shouldn't be playing with this.
  29. 1 point
    Yes, there is a guide to migrating saves in the Sticky FAQ thread. I do it quite often between Windows and Linux.
  30. 1 point
    Yes. The number of times I've seen three 8GB slots is scary. It's part of the reason I like Speccy for diagnosing this kind of stuff. Tells me specifics on hardware configuration.
  31. 1 point
    I know you mean their hardware, but what we also need is that the game fully utilizes all cores of a CPU and not just 2. That would make a lot of things possible that are said to be to hardware intense right now. I get in the CPU Limit with a utilization of 30% on my CPU. I would have the power but the game doesn´t use it. It´s 2020, no one plays on a dual core anymore (well hardly anyone) and a 6 core/12 Threads CPU is considered a budget option these days. Heck, you can get a R7 3700X with 8 cores and 16 Threads for 279€ right now.
  32. 1 point
    In fact, this was part of the game at one point. I don't remember if they changed it in A16 or A17 but before that it could cost up to 5 repair kits to repair an high quality item. My favorite weapon for the early game is the stone sledgehammer anyway. It is so much more fun to smash zombies in the face than to shoot them. My solution is quite simple. I throw the parts in a chest and when the chest is full I sell most of them. I do not waste my time thinking about it. I prefer to plan and build the next horde base.
  33. 1 point
    Using parts for repair would be extremely annoying. I would have to carry 3 or 4 different types of parts to repair my equipment in the field. During the horde I use 3 different types of firearms. At least 2 of them I have to repair several times during the horde.
  34. 1 point
    Don’t worry, next alpha Madmole said they were replacing that system. Instead you will a good spanking until your bottom is cherry red and a stern talking to by an in game Madmole
  35. 1 point
    The way it works right now is not good game design. People purposefully delay opening chests and shipping crates because they know if they open them at like level 20 or under they're only going to get a stone axe and a blunderbuss. Its the biggest complaint that most people have with A19. Every time I watch someone on youtube try A19 they always comment on how every loot chest just contains stone tier tools/weapons. Its not complicated at all to change this. Its just a change in loot chance percentages with different rates depending on the type of container. And while they are at it, if they could make certain container types like weapons bags and guns safes spawn less often but make them contain a higher chance of better loot, that would be even better. I want above stone tier weapons/tools to still be rare in the early game and limited in their usability by making them expensive to maintain. Yes thank you. Its not a hard change to implement, modders could probably do it easily, but this the kind of change that belongs in the main game. How often do you get excited to find tool or weapon parts when looting?
  36. 1 point
    Thanks n2n1 I will test it when I have some free time, great job you've done.
  37. 1 point
    Agreed. Alienware is just an overpriced HP laptop. You can often find an HP direct equivalent for about a third of the price, and any other brand equivalent for almost half. Since HP purchased Alienware, it has been absolute trash. Even their full desktop builds have extraordinarily underwhelming internals. Like PSU's that barely put out enough juice to start up the machine, much less support actual gaming. I've had good luck with Acer systems, though I'll mostly likely be sticking to Asus in the future.
  38. 1 point
    I would stay away from Alienware and tbh you'll do a lot better with a laptop that has a Ryzen in it; they run stronger while using less electric (i.e. less heat) than Intel and cost less.
  39. 1 point
    forget my above post i added the updated loot xml from 1 of the previous pages and it seems to be working fine now. thnx btw.
  40. 1 point
    My son and I made a POI that works really well with the buggy and dirt bike. We've had a blast playing with it. It has several alternating paths when hooked up to electricity to the motion sensors which run the drawbridges and vault doors, which are used to trigger blocks/alternate paths for a short time. It forces you to use different legs of the track. We recently just added new POI lighting for night racing as well. TIG_RaceTrack1.zip
  41. 1 point
    yeah, it's time to open the a20 thread:
  42. 1 point
    Please tell me the names of the mods that must be installed to make the game playable. I’d really be interested to know which ones are doing the work that TFP should be doing and making the game the way it is intended to be. Pretend I’m a new player that just downloaded the game because I must have missed the thread where everyone is helping new players by telling them to be sure to install these critical mods. So what are your picks because the devs @%$#ed up and the game can’t run as intended without ______________, _____________, and ______________? Wait, let me guess one of them: Sorcery! Right...?
  43. 1 point
    We are on day 150 and have did 99.9% of the play through just in the forest. The only reason we've had to leave is to travel less than 50 blocks in to the desert to get sand and oil shale. With being able to get sand from stone and gas from breaking down vehicles I would say it would be easy enough just to live in the forest. I would love for other reasons to go in to the different biomes. There is currently no reason to go to the snow, wasteland, or burnt areas of the map and that sucks.
  44. 1 point
    If the "Portable" requirement isn't about gaming, I'd take a look at the cost of buying a gaming desktop + a basic laptop. I wouldn't be surprised you could get both for roughly the same price of a gaming laptop alone, depending where you aim on the performance scale.
  45. 1 point
    I guess I did not dive that deep into how it was done!
  46. 1 point
    Can confirm. Having a Lenovo T490 (i7-8565U) for business and if i start compiling something, it starts with 4,2Ghz on all cores but drops to ~2,4Ghz within 3 minutes, remainig at barely 50% of the initial performance. And while it does that, i wouldn't call it "silent"... A dedicated powerfull gpu as another heatsource nearby, will not make it better. And even if userbenchmark says my desktop ryzen 2700x is only 27% faster, in practice, my 2700x is at least tripple as fast as the mobile cpu.
  47. 1 point
    As said before: If you can, go desktop. I gamed on laptops for a long time. Going back to desktop was the best decision ever. It´s cheaper for the same performance or the performance is better for the same price. Also upgrades are possible in the future. Saves you a ton in the long run.
  48. 1 point
    I think you and @Vampirenostra have made a great point about heat-related throttling. I think that is a system concern, not so much a CPU concern, but it is a fair point since the mobile CPUs are, by definition, going to be in laptops which are less efficient at heat dissipation. I retract my [citation needed]. I guess I would say, though, that with reasonable consideration of the OPs requirements and expectations, a laptop doesn't need to equate to a "huge" hit on performance. There is a premium to pay, of course, for the portability. Dollar-for-dollar, a custom-built will always outperform a laptop, unless like AlphaOmega up there you find some amazing deal that will make all of us envious.
  49. 1 point
    That's pretty cool. Reading through it looks like they set a buff that persists through death that makes you immune to all of the buffs you get on death and heals you for 9999 if you get injured. Then sets the death penalties to zero (xp deficit), then bleeds you for 9999 (killing you). So you die, spawn on bedroll, but have no death effects.
  50. 1 point
    It may not have been designed as a build, but it was designed as an option since the "detection" system. Otherwise, I dont see why they would've created the Hidden Strike and From the Shadows perks (which, btw, clearly state on their descriptions that they are "stealthy"). And even if not being designed to be a "thing", players made it a thing because the option was there. It happened organically. Madmole can say "there's no such thing" as much as he wants, yet, here it is. I dont think anyone claimed the game was supposed to be a stealth game like you stated with "just because someone out there wants to play Thief instead of 7 Days to Die.."), but like you said yourself: if TFP wants to give us choices on how to play the game, making a stealth path should be a thing validated by the devs - instead of dismissing it- because they were the ones that allowed it to be possible in the first place. Not only by those 2 skills, but also with books like "Use no stamina while sneak sprinting", "Sneak past motion detection devices", "Craft military stealth boots", "Sneak landing make less sound and sneak jump height is not reduced".. hells, basically the entire nightstalker set of books is aimed at a stealth build and by adding the noise increase system in the equipment as well. Now, will all that being said, I'll say that I'm perfectly fine with the trash in front of doors, trap floors, the zombies in the closet that you have to shoot the door, then shoot the zombie (so much immersion breaking.. urgh...) and even some aggro rooms (the ones with a spawn factor makes no sense whatsoever). The price of being stealth is taking your time to find the way to kill your target effectively without drawing attention. And that includes avoiding trashpiles, clearing doorways, finding the perfect angle to shoot, etc. As long as they dont nerf the perks because, like the OP stated: they are already rendered useless for a fair amount of situations (like Blood moons). But the build path should DEFINITELY be acknowledged as a viable build/possible option and NOT just some "challenge or roleplay purpose". Specially considering that, once again, the devs were the ones that brought all its elements into the game.
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