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ElDudorino

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Everything posted by ElDudorino

  1. I've found drinking from a lake to be very difficult. I have to move around a lot to find the 'sweet spot' where the prompt to drink from it will appear. Just now I spent about 3 minutes trying to drink from my local lake now that I have my fancy water filter helmet but I couldn't get it to work. I moved around a bunch while standing, crouched, on the edge of the water, in the water, pointing up, pointing down, holding an item, holding nothing, wearing my helmet, wearing nothing- just couldn't get it to trigger. I might be wearing out my E key. I also punched the water a few times just in case, but no luck. I should always be able to drink water from the ponds just by pointing at them and hitting E, right? Shurenai on the Steam forums helped me out. Turns out I have to stand still for 2 seconds before the prompt to drink will appear, and I'm too twitchy to have thought of that.
  2. Of course, gotta look good when you're chopping up zombies and scrounging around in garbage bins.
  3. You might be surprised by how much "stealth" you can pull off in the heaviest armor with no skill investment. Zombies in PoIs don't wake up from noise for the most part, so you can sprint up to a closet and smash it open from maximum melee range (just outside the trigger for the jump scare attempt) and the zombie will just stand there waiting for you to crouch and get that stealth bonus. The main place you'll get into trouble is with outdoor zombies in the wasteland downtown at night. They'll hear you and then you've got a mini-horde on your hands. I just choose not to engage with the wasteland until I'm ready for war.
  4. The speed penalty from heavy armor is less punishing than the numbers lead you to believe. In a straight foot race yes padded armor wins but once you have vehicles, how many foot races are you getting caught up in? In your base and in PoIs you probably aren't sprinting much and outside you're on a vehicle, so really the hit to your speed doesn't affect much. As for combat, I don't know about the rest of you but I'm not sprinting there either. I'm lining em up and knocking em down. Plus there's the book perk as mentioned.
  5. At 20% per point I probably still wouldn't take it but it would certainly be a more likely choice than it is currently, since I can already max slots with just pocket mods and as mentioned, it's not really a wasted slot when most armor mods are not needed. If it was 3 points to max at a 100% bonus I would probably take it after I have the essentials out of the way. (Not sure how skills will work in a21 though since they're being reworked and you don't need to spec into sexual tyrannosaurus on every character, etc.)
  6. It's mostly been an early-game concern for me so I feel like it's independent of how many arrow types you have in your inventory? I admit I am slightly second-guessing myself now, though. At any rate I don't have to enter the ammo type menu in these cases, as it automatically loads in an arrow instead of drawing the string when I hold down the mouse button.
  7. Of course there's no arrow "loaded" when you pick up a bow. The point however is that 1) There would be no lost time grabbing an arrow with your main hand while grabbing the bow with your off-hand the way you do in literally every other game with bows and 2) The game is inconsistent because you *do* grab the bow "loaded" if it had been loaded when you switched it. Because the behavior of the bow is inconsistent and it's not even obvious whether it's "armed" when you equip it, you end up in a weird situation where you can try to fire and your character just... doesn't. I wouldn't mind nearly as much if your character would grab the arrow and start drawing the string from a single mouse press but if I'm expecting to fire and instead my dude doesn't do it because of this weird non-reason it's really frustrating.
  8. Did you read the other posts about it? That's not how bows work so it makes no sense and there's no other game that works like that so it's completely unintuitive. Whether or not it's a "bug" is irrelevant. I figured I wouldn't be the only person so bothered by it but I guess I was wrong. I've never noticed this but I have many times had the issue that head shots on downed zombies register as body shots because the hitbox for the chest 'blocks' the hitbox for the head. This is only a problem at low angles but is common to be bothersome.
  9. In real life, bows aren't "loaded" when you aren't holding them. But when you ready a bow, you're going to grab an arrow with your other hand. Therefore switching weapons after firing is irrelevant to the process. There's no advantage in 7DtD to running around with the bow with no arrow. And because it's so counter-intuitive to switch to a bow, try to fire, and have my character not fire because the bow wasn't "loaded," I had numerous times where my bow should have fired and didn't. It's actually the main reason I completely stopped using bows. I hate trying to fire and having my character not fire due to some weird gamey non-reason that's not in any other game. Is it not? He was going on about how arrows pass through zombies. Admittedly I stopped reading his posts carefully after the first because they were a little painful but arrows passing through zombies without hitting literally is a part of the game.
  10. Thank you theFlu, I can't believe all these bow users are unaware of the bug that arrows pass through zombies. It is a real thing affecting both arrows and thrown spears. However, I believe it's only at point-blank range, which makes sense. Common theory is that the projectile is generated in front of the player a bit and so its hitbox upon generation is already behind the hitbox of the zombie. Yes, this is a real thing in the game and it has nothing to do with spread or player skill. Aside from that, am I the only person who's profoundly bothered by the fact that bows have to be "reloaded" if you switch weapons after firing? Example: I fire my bow and immediately switch to my club, then switch to the bow afterwards. The bow then must be "reloaded" before I can use it. If the bow is deployed with an arrow ready to fire some of the time, it should happen all of the time. It doesn't have a magazine to reload; your dude is grabbing an arrow from the quiver.
  11. Clubs are better, no contest. Faster, similar damage, and still have knockdown, stagger, and slight AoE. I've done sledge playthroughs and its AoE doesn't make up for its lack of speed against groups of zombies. The club both controls them more efficiently AND kills them faster, while also giving you infinite stamina. Plus the club has several really good mods that are exclusive to it while the sledge has none. The sledge admittedly has more satisfying hits, and I hate the design of the steel club, but the club is just vastly more effective. But anyway, my next playthrough will be on a21 and will be spears for sure. Unless a21 doesn't come out by like the end of summer, in which case I'll probably just start a new game of Darkness Falls (and maybe still do spears).
  12. Yeah, getting wet when I'm inside my house makes me a little crazy. Even though it doesn't affect anything, I see that icon and I'm like "How dare you?"
  13. In the limited time we have left before AI destroys us all, we might as well enjoy it. Have you guys seen the images people are making with Stable Diffusion? It can create people who look 100% real, and original art that wins contests against real artists. You can't just say "Create award-winning art", though. You have to feed it a bunch of terms and phrases to use, then feed it a bunch to NOT use. One of the things users have to tell it is not to create people with too many limbs, or limbs that are fused together 😐
  14. Good points. Also if you didn't have to harvest grass, we wouldn't have the situation where whenever you dig in the ground your shovel keeps harvesting grass and requiring an extra swing to hit dirt.
  15. Zombie loot bags are super rare outside of horde night, so I would never think of them as a source of ammo other than to replenish during/after a blood moon. But since every PoI has a loot room I can still count on oodles of ammo everywhere I go.
  16. Right, it is by block type. You can see which blocks allow spawns in blocks.xml. I had experimented with making all blocks capable of spawning zombies because I wanted wandering zombies in my PoIs but unfortunately the game is designed to only spawn zombies on the highest-elevation block at a given set of coordinates, so instead of spawning in PoIs they just spawn on the ROOFS of the PoIs. Bummer 😕
  17. I mean, why would you even use mouse movement in DOOM? The game was made for the keyboard and there was no vertical aiming. I think I might have learned mouse aiming from Magic Carpet, but didn't make use of it in traditional FPS games until Unreal came out. I didn't get into Quake 2 like a lot of people did so I was late to the party on vertical aiming.
  18. Crack a Book is still loaded with books on day 1 in a20. Paper too, sure, but I'm not going to say no to 8 free recipe books. But yeah I saw a post from Roland about how bookstores are even more useful in a21 than in a20. So it's still going to be the most useful early-game PoI as it is now.
  19. Oh yeah, I don't think the fellow in question will come around, but I was starting to wonder if some stuff had radically changed with a21 while I wasn't looking. I mean, to be fair, I haven't been looking for months, so anything is possible.
  20. So some alarmist on the Steam forums is freaking out over the new crafting system and he says you won't be able to get Q4/5/6 items in loot, as quest rewards, or from trader stock. I tried searching this thread but didn't see any indication of that. I had seen long ago that a dev was considering the possibility of making Q6 craftable but I never saw confirmation it would be for sure. So, apologies for not catching up on the last 100+ pages, but will Quality 4/5/6 be lootable, buyable, and obtainable as quest rewards? And has Q6 crafting been confirmed or will I still have to mod that in?
  21. Back in the day we didn't usually have complicated choices to make for our characters, though. You had your character class and your free spells for magic-users and that was basically it. Nowadays some games have millions of ways you can build and even if you spend time 'theorycrafting' you can get stuck if certain mechanics don't work as expected. 7DtD doesn't really punish 'bad' builds so respec is an unnecessary luxury here but I couldn't have finished my first playthrough of the Pathfinder game referenced above if not for respeccing.
  22. Sure, I know about multiclassing in D&D. But if we look at for example Pathfinder: Wrath of the Righteous, which is a reasonably pure D&D (Pathfinder) experience, you can respec at almost any time and it lets you re-pick everything about your character (race, stats, class, feats, alignment, appearance, whatever). As I recall, you could do the same thing in Divinity: Original Sin. It's definitely not unusual to see a respec feature in RPGs from the past few generations. But sure, I can't really think of any 80s/90s games with it.
  23. Respeccing is a reasonably common thing to see in games but it's usually not as exploitable as it is in 7DtD. Like, if I change from a fire wizard to an axe berserker in some RPG or I drop some useless skills to swap in useful ones I'm not really exploiting anything other than that maybe one class is stronger early on then falls off later or whatever. In 7DtD speccing heavily into vehicles is meant to have the opportunity cost that you give up combat effectiveness, but if you just build everything and then swap in some combat skills then you get to have your cake and eat it too. At least the Fergettin' elixir is pretty pricey, though someone already specced into Intelligence can somewhat circumvent that too due to Better Barter. Anyway, this 'issue' should be addressed by a21's release since recipes will no longer be something you can magically learn by killing zombies.
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