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Showing content with the highest reputation on 06/22/2021 in all areas

  1. I just compile my own Prefabs folder = vanilla + CompoPack 47 + the prefabs for The Wasteland. KingGen pulls the list. πŸ‘
    2 points
  2. 20x20 is a quarter of 40x40.
    2 points
  3. Make an option to take a low level quest + bonus to make it a 5 level quest . The bonus will be that at random time there will be a horde attack just like at horde night. Not for that long of course. Random places that you must build fast a survival hold i think would be fun.
    2 points
  4. another great submission from Vithor14! well done, thank you
    2 points
  5. The demolisher has an identitity crisis with doing too many things with little to no drawbacks, and leaves non-exploitation and non-cheese base building almost pointless in its current state. If the zombie has a lot of HP, fast movement speed that cannot be counteracted by spikes, an almost unavoidable AoE that essentially destroys anything under the strongest block(steel) in only one explosion(if there are two demolishers next to each other you can say goodbye to your steel wall). Traps and others are either very cost inefficient or just add fuel to the fire by triggering the explosion, along with turrets of any kind. This leaves little counterplay apart from spraying down the demos with AP rounds with an m60(snipers become less effective later on because more demolishers spawn and the lack of firerate cant keep up), but not everyone wants to just shoot zombies endlessly, especially people in the late game who have probably already had their fair share of mindlessly killing the zombies. One great aspect that lures people into this game is base building, and how to properly set up a defense against the zombies. With the demolisher, almost any complex base defense is punished. If you are like me and enjoy building a complex base with traps and turrets that try to automate some of the killing, then you find yourself severely limited in the late game in terms of base building. In terms of how to fix this, I feel like the problem is not the stats of the zombie, but rather the concept. Its not fun to play against something that destroys your base in a cheap way and limits what you can use against it(ex: turrets will simply trigger it, so you cant build turrets late game unless you want to roll the dice every time it targets a zombie and hope its not a demolisher), Nerfing its AoE simply just makes it bad, making it slow but still having a large amount of damage doesnt solve it, as managing zombies on later hordes is very hard, and it will more than likely reach your defenses in one way or another. The concept of it simply limits end game content to either avoiding the horde(which is a main enticement of the game, so already not good), or just building a temporary base and hoping you can mow him down in time.
    1 point
  6. All I do is to clean the game's Prefab folder to default vanilla first, then copy into it - say, DFalls prefabs, then CP47 prefabs and whatever other prefabs I like, then run the KG "Generate custom prefab list", enter the path and file name as it asks for, and it's done. No hassle at all.
    1 point
  7. Every dollar they make goes to TFP, not to PC. They don't take the money earned from console sales and only allocate it towards the console games or vice versa. TFP is a PC company, plain and simple. They don't do console games. Telltale games purchased the rights to port the Alpha game to the consoles and were responsible for maintaining and updating the game as they saw fit. TFP got the rights back to the console game itself after TTG went bankrupt, but those rights did not include requirements that TFP were now responsible for updating the console version of the game. Just like they didn't have the responsibility of updating the game on the consoles when TTG owned the rights. TFP has stated that their focus is on the PC game, as it has been for years now. Once they finish 7D2D for the PC, they will then look into the "possibility" of selling the rights to any publisher wanting to port the finished game over to consoles - if that is possible to do based on hardware limitations or if any console publisher wants to port the game over. TTG going bankrupt hurt a lot of consumers out there, not just those that purchased 7D2D. However, blaming TFP for another company's bankruptcy and therefor, the stoppage of updates and support that TTG was going in the past is not right.
    1 point
  8. well this is even kinda logic - hear about guy who buried a gold in places when someone opened a shop XD so yeah this is nothing wrong and it it have 0,000000001% to have similiar sitation so better left as it is
    1 point
  9. 40 unexploded pipe bombs. And a contact grenade to cause a chain detonation caused the enZombies to breach the Earth's atmosphere and disappear. Moments after this pikkie came clear skies and zero returns. Yes, it won't take long for server regulars to begin their own experiments.
    1 point
  10. I found possibly an earlier build that led to the automated version. I want to see more and then test with the enZombies who may be good with just a single grenade or pipe bomb , lol
    1 point
  11. Well it can work kinda like way to create high tier food
    1 point
  12. I do the exact same thing. That's why lockpicks wouldn't really change the way I play. Being able to do it would be cool though.
    1 point
  13. 1 point
  14. TBH I know I am weird but... I normally follow the path laid out by the POI designer. Before I have the book, I just knock down doors as shortcuts to get back outside to fill up the chest on the ground or my vehicle. After the book, I take out the doors to get the brass knobs....but I still follow the designated path.
    1 point
  15. Definitely the method used by oaks pets will essentially do it. My zombie Resurrection mod uses the same. Method.
    1 point
  16. If I recall you needed the exoskeleton ( power armor ) for that zone. There are videos for that suit, and you can upgrade it.
    1 point
  17. CreaturePack zombies replicate the TFP zombies in feature almost exactly. Only thing they dont do is make footstep sounds reliably, which is fixed in the NPC version and will be fixed in the A20 version. Snufkin type zombies are TFP vanilla zombies with additional prefabs attached, so should work the same as vanilla zombies they are based on. UMA zombies like the ones in this pack, wont have several newer features added to the TFP zombies, like the vehicle colliders and normal ragdolling. They may also not have the stumble when falling behavior, but in general they function well enough for good gameplay.
    1 point
  18. idk about Snufkin's, but I know that creaturepack zombies collide while these don't. I never noticed Snufkin's because the few times that I've used it I've really only encountered them on horde nights. But I've used creaturepack for many months and have been able to run over everyone just fine. Whatever it is that creaturepack does to make this a non-issue, I suggest looking into that.
    1 point
  19. @faatal With all the programming work and taking the time to answer folks on here... Do you ever have a day off??? Good lord you're a busy dude.
    1 point
  20. I think the robotic turret could use some adjustment, so that you don't need to pick it up and put it in your tool belt just to reload.
    1 point
  21. I too used to shoot them, but now I have great fun chasing rabbits and chickens down with a knife. Poke them once, then follow the squawks/screams until they bleed out. Not as much fun with cougars. If you try to poke them just once, they will text you for weeks and you really can't go back to that particular bar.
    1 point
  22. so far the pois that have been getting a refit, have almost changed in appearance so they seem like new pois too. the level designers are an awesome crew (all of the team deserve a thumbs up)
    1 point
  23. Can confirm how pleasing it is to be fighting several zeds all at once and then send one of these flying off a building with a power hit like β€œNOT TODAY $&!#-r!”
    1 point
  24. They're probably saving it for some big announcements somewhere down the line. Here's hoping that time comes soon though!
    1 point
  25. There is no time difference between breaking a door and lockpicking one (if it were enabled). The difference is in the "look and feel". If a player perked into a perk called "lockpicking chests and doors" that would be an officially sanctioned way to do POIs. And since you can get into the loot room way faster with it people would complain that it is overpowered and make questing too easy and destroys the fun. Similar "use it at your own discretion, but we don't recommend using it in a normal game" exceptions exist for creative menue and debug mode. TFP: "Hey, if you don't wan to destroy your fun, don't go throught the doors!". Players: "Then why did you give me a specific perk for that in the first place?" TFP: "...., ah well, ah, don't know, Blake_ told us to"
    1 point
  26. Undead Legacy 2.4.19 Experimental is out for A19.5! Patch notes: - Added Junk and Scrap Pistols - Updated Korean localization (thanks to Jellyman) - Added 24 new twitch integration commands - Modified existing twitch integration commands - Increased max visible twitch command list from 10 to 14 - Reduced twitch bounty build up from 15% to 5% of actions used - Recipe ingredients with installed mods will show up in yellow - Changed Wood Log burn time to be balanced in relation to Firewood - Changed Gunpowder carry weight - Fixed not being able to repair cardboard box pallets and stacks - Fixed not being able to upgrade metalReinforcedDoorWooden to Metal Door - Fixed Mobility stat on Armor and mods showing up incorrectly - Fixed unused Toxic Resistance stat showing up on armor Full list of changes/patch notes of 2.4 can be found here https://www.patreon.com/posts/51828952 Also I would like to note that it's not long till Experimental build goes Stable
    1 point
  27. Not in any Vanilla quest POIs. If you find one submit a bug report and I will check it out. Edit: quest satchels behind sheet paneling doesn't count....although you can technically loot them through the open seam if you have master lvl mouse control....😁
    1 point
  28. To some of you, Happy Father's Day-- and to others, Thank you so much for not procreating.
    1 point
  29. 1 point
  30. Awesome on the height map submissions. I love making height maps from scratch and I really hope to see some creative designs! Already submitted my first one I made. @KingSlayerGM KingGen is head and shoulders above the rest of map gen tools and I sincerely thank you for the inspiration! KingGen as a platform makes a sandbox true to it's name. Now if we could figure out caves that would be a game changer!
    1 point
  31. Still needs a little work, but Im pretty satisfied with this one.
    1 point
  32. After 8 years of nothing but zombies and waiting for some kind of bandit add on to the game I can promise you that at this point I can definitively state that zombies are not addon for this game even if they add 18 models of bandits. Sheesh...
    1 point
  33. Hey that's me 😬 Still don't really get the point that different difficulty levels can be better or worse balanced compared to others, but given that I haven't really tried highest levels for a longer period of time, I will just assume you and Forgotten Memes have a point there. So be it, you convinced me, balance has to be balanced better, because difficulties are too difficult...well at least some of 'em. . πŸ€” . . . πŸ€” . ouch my head aches...I will go throw stones at my barn door...and maybe give it a few shells too just to relax.
    1 point
  34. To be fair to Forgotten Memes, that was not his argument. His argument was that higher difficulties pronounce small differences in weapons because those small differences can mean the difference between live or death. Which isn't exactly true IMHO. That small margin between live or death is different for all players and a player can see it best if the difficulty is as high as he can play. A player who gets challenged by default difficulty will not see any small differences on insane because he will die constantly with any weapon. Also and more importantly difficulty settings change balance. A weapon that is balanced at normal difficulty could be stronger on insane, or weaker. To show that with a simple example the stun baton is ideal. In 7D2D the damage of the stun baton will increase by the same percentage as the club, but a very important stat of the stun baton is its stun damage and stun duration and those two do not scale with difficulty. Should they? I don't really know. But you can imagine that there are a lot of effects in the game that would need to scale with difficulty to make the balance the same at all dificulties.
    1 point
  35. There might be enough players who get along well with highest difficulty, so I kindly ask you to not quote yourself as a speaker for "everybody else". I myself am not embarrassed to admit that I mostly play on a mid difficulty level (one above default, sometimes even lower just for casual or trying out stuff). I have tried higher levels, but those were too much for me, didn't have fun, so I reduced to levels which are challenging enough without bugging me too much. It wouldn't come to my mind, when I actively choose the highest difficulty level and see that it's too hard to survive for me, that the game is badly balanced. Difficulty levels per se cannot be imbalanced, they ARE the option to change game balance from easy to hard. It's not that you only have two levels, "insane" and "pony farm", there are many smaller steps. And hardest difficulty level is called insane for a reason. When you actively choose to play insane and even self-impose yourself further by deciding "permadeath", then you can't blame anyone else but yourself when it doesn't work out as expected or you can't make it. There's no shame in lowering difficulty, it's your choice, just try and find a level challenging but not overwhelming for your playstyle. Of course when you perk into machinegunning you can choose a higher difficulty than when perking into melee, that's part of it too. Throwing a stone isn't the same than firing a shotgun...if you dont't believe me ask my barn door πŸ˜„ ...just kidding I don't have a barn 🀭
    1 point
  36. Zoe Salon. Never seem to walk out of there without 4 or 5 acids.
    1 point
  37. Wandering Sleepers? How do you have a Wandering sleeper? Is it sleepwalking?
    1 point
  38. Yes, I don't like this either. It is foreseeable that I will wear the wrong clothes when I go out, not to mention that I will need to do two things.
    1 point
  39. Using the code provided by dancapo(see second thread). I have about 175 seeds so far(and and expect another 60 or so tomorrow), all at 8k size. https://docs.google.com/spreadsheets/d/1B81oC76h1QFWQ4l3hSyO4VJxAuIDjL1FxOqXWenOHB0/edit#gid=1565168305 Note that I do NOT currently have any uploaded images. The best seed by the numbers is ClumsiestAbeles but IMHO, the generated map is less than stellar with very small forest to land area ratio. So far, my personal pick for map is Bad-temperedBench. While it is missing 3 of the top 15 dancapo spoke of the map itself is quite nice with a high ratio of forest to land area a small and completely empty wasteland(ie, no quests except for possibly digs there!!!) a tiny snow biome that shares roughly 1/5 of a town with the Forest. a fairly large burnt biome but with only a smallish town Desert biome does have one small and two medium towns no single mega city though so that might be a downside for some The southern half of the map is disconnected from the Northern half(ie, no roads). MOST of the POI's are located in the Northen part of the map, so pray for a spawn up North... I will update the spreadsheet as more are generated, and provide any updated recommendations as I find ones that might be suitable
    1 point
  40. And I am pretty sure you donΒ΄t know how to be polite to someone that never had english in school and teached herself over the years all by herself. I feel bad for people like you, I really do.
    1 point
  41. Yeah, honestly the Demolisher has become a demoralizing 'damned if you do, damned if you don't' entity. I understand the reasoning, but the implementation is not working. I propose a subtle change to it's behavior. Remove the explode on death. Make it only explode when it can't path to a player. I should not lose a section of my base, because I succeeded in killing it before it kills me.
    1 point
  42. You CAN adapt to a lot. If it's fun is an entirely different story. I for one spend horde nights in temp bases or just floor level with an M60 and mow it all down. It feels so pointless to build a beautiful, strong base and end up not only with the mentioned destroyed steel blocks, but with a crater landscape of swiss cheese at my front door - all the while doing what I do at ground level as well, hold an M60 and shoot. The base serves little purpose these days. It costs a lot of energy and basically doesn't really add much. Frankly speaking, the demolisher doesn't add to the game, it just makes you go for a sepcific playstyle. And I don't want to have to resort to cheese bases or dart trap armies only. To me, the variety of playstyles possible makes 7D2D what it is. And the demo doesn't add here, it takes away.
    1 point
  43. The point for me is, that bases are built now to handle demolishers and the demolishers alone. Thats what people are afraid of. Nobody other than pure beginners really care about the other zombies and thats sad. All you do from day one is focusing on building a defense that is focused on that one zombie. This for me is a negative thing, since the only purpose of the demolisher seems to be to make life harder for the veteran crowds, who else would be bored to death by now since they play for a long time and know how to handle the rest of the zombies. The creativity of basebuilding was taken away because of people playing this game for so long, that they need more and more challenges. Like junkies waiting for the next kick. This is what I see for too long now going on in the forums and it hurts the game in my opinion very greatly.
    1 point
  44. Cool! We'll be here giving the devs helpful feedback for the development. Cheers! (Just for the record, I have my files modded too. Even so, I still give feedback on what I think the game could do better.)
    1 point
  45. No, it's really not. We've been doing it for 7 years straight, and guess what, the devs have found it very useful, trust me. This game has undergone many design, gameplay and balance changes, not just based on the devs experience, but also on players experience. We had a very heated argument recently in the Dev diary where Madmole mentioned that all the feedback they receive, specifically from new players, is very important for them, because at this point it's hard for them to judge their game as a new player would judge it. So yes, feedback is very important, even if it's an alpha game.
    1 point
  46. Dude, the fact that it's an alpha is 100% irrelevant. Feedback is always needed, early access or not.
    1 point
  47. While I may not be fighting the zombie horde directly, strategizing and innovating in order to create a unique base design that works is a way of dealing with the horde. If i farm enough parts and resources to make enough traps/turrets and have enough power to sustain it, is that not a fair exchange for trading me using a gun? I am sacrificing a larger yield of resources and parts in order to make the base function, and ontop of that creating a good base design to combat it. While you can argue that I am not actively fighting them with guns(although I use a crossbow to help the traps/turrets), I am "actively' fighting them when it is not bloodmoon by preparing the defenses, which take substantially more resources than just making ammunition and explosives. I sincerely hope the developers do not consider the only way to fight the horde as spraying into the zombies with firearms, as it would leave the game with a very shallow complexity.
    1 point
  48. In my opinion the Funpimps did a great job with the visual overhaul of the game. But they obviously try to force you as a player into a certain weapon based offensiv direction and therefor the game is loosing a lot of what it once where. I mean why do you even be able to skill ninja style when at the end it comes all down to weapons after all? Why should I try to skill pummel pete when my mining axe is at the same level more powerful or I have to rely on firearms to be able to clear a building in the end? Why should I skill into cooking when it comes down to rely on the trader and vending machines to not get food poisening. Simple stuff like that. The game its called a survival game. The player should deside how he wants to handle the zombies. If he likes to be passive or underground then let him be. Thats what this game was liked for.
    1 point
  49. I must agree, sadly. I feel like it's a cheap way to keep the challenge "alive" during late game. I personally find it a bit frustrating to put so much effort into building a base, with traps and turrets that have costed me so many hours of farming resources and skill points, only for one enemy to destroy it all in the blink of an eye. Everything, aside from dart traps and electricity, has a huge (or even certain) chance of triggering his explosion, so you're heavily limited when it comes to defense of the base, but not in a fun way. I think it's terrible design, personally, but I also think it's possibly temporary until bandits and other threats are added that may prolongue late game without resorting to cheap "let's take away everything the player has to make it difficult" tactics.
    1 point
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