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ArneK

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  1. There might be a post about this suggestion already, but 150+ pages are quite a bunch to be read at once so I give my 2 cents anyway. Water and vanishing glass jars: I think it would be better if those empty glass jars remained in the game as they are in A20, but instead of finding them in the world all the time, you could reduce their number significantly. Empty jars could be mostly broken glass instead when looting. And murky water should stack in 10 only like bottled water now is. Heck you could also make empty jars stack in 10 only so you couldn't carry so many of them in your backpack at once (without hurting your carrying ability for other items). That way you could still carry water from rivers and lakes, but significantly make it harder in the early game. You could also make it so that character can't actually craft jars at forge without perking into it or reading (and finding) a proper book. You could reduce the drop rate for murky water from cabinets and other places. Also murky water from toilets could require empty jar to pick it up (although I don't know how that could be implemented well in the game mechanics). Someone mentioned here that there are already containers that vanishes when used (glue and gas for example), but I wouldn't mind them also requiring scrap polymers when crafted at chemistry stations. Glue could turn to scrap polymers when used. Gas cans could turn to empty plastic cans or back into scrap polymers when consumed. Which you would then use again if you wanted to craft glue or gas. And you could remove glue crafting completely from campfires, I would be fine with that. I know that 7dtd is just a game, but I've been enjoying it's immersive side very much and I feel that A21 is reducing the immersion quite a bunch to repair these apparent balance issues.
  2. Only nuisance that I see is that the lighting effect for different biomes can be annoying if it changes inside the town. But that's why I think it's better to check the picture in the map generator screen, to take a screen capture and make the biome changes according to that picture so that biomes changes logically and not inside the town.
  3. Ok I tested it this way: I didn't start any game as in the video he suggested. I just went straight to editing biomes.png. Made big purple circle in the middle where 4 generated biomes were all present. There was nice burnt forest circle with right trees inside. So no problem there. I also added 3 squares of other biomes inside every 4 generated biome section. I can confirm that oak trees were growing inside green pine forest square in snow biome and cacti only grew inside desert square inside snow biome. And cacti didn't grow inside pine forest square. You can see both of these in the screenshots below. So at least if you don't generate "all necessary files" before editing, it will work as I hoped for. Thank you very much for the help guys!
  4. What I noticed in that video was that those cacti appeared on the pine forest biome after the editing and gives me a small concern about editing the biomes.png file. I don't want to mess things too much like making cacti appear on snow or something. edit: misspelled some words as english is not my main language.
  5. Well I did know there was that file biomes.png and that it is even generated quite early (biome stamps or something) in the generating process. I usually check that file before letting the game to finish the map to see if it's any good with the biome stamps. What I didn't know that one could just repaint it with those colors. So you mean if I just pick the file in to a program like Gimp or even Paint and just change the colors to alter the map in the game without completely screwing things? And I only need to check the RBG color values stay same as they are for each biome? If that's the case then this is the most amazing new info which I have missed so far and wished I knew this way way before
  6. First of all I absolutely love the current map generator with all the sliders for different biomes. It is fantastic tool and I once made full snow map that had beautiful winter lakes and snowy mountains (though it still had some pine forest areas generated here an there even with 0 % setting and it was awesome). What I'd like to see in the future is that you could alter the locations for different biomes. For example you could pinpoint the snow biome to be generated in specific direction (like east) and desert biome in the opposite direction (west) or leave it as random. I always try to generate maps where snow and desert biome are not adjacent (for better immersion), but it's very hard to have such map. Or at least I don't know how to without setting the other or both to very small percentage and even then it doesn't work most of the time.
  7. I guess it is "fine" as it is then. You plant seeds you find and get enough food without ever perking into it (which was the problem in the first place as the initial harvest production is TOO HIGH as I said multiple times). If you can sustain your foods in day 200 or even 2000 without perking into it, then I sush myself and consider LotL as a useless perk (excluding multiplayer situations where they might come in handy).
  8. Yeah realism is somewhat subjective thing in this and I get your point. But what bothers me a bit is that even with a stone axe you can get resources like wood, stone, iron, lead, etc. It is slow, but doable and the net gain is always positive. You can even break gun safes with just banging them with a stone axe and repair as needed. The net gain being positive again (excluding stones required in repairs). With farming the negative gains are slightly odd in that perspective. Considering that farming requires time which is very limited in the game. Even then the unperked one might still hinder himself by farming inefficiently (but with small positive gains) and not doing quests and looting with that time. Plus farming requires eating food you craft with the items you harvest and hindering your progress more. So even that 0,5 ratio is actually a bit less when farming, because of time and food spent while doing it. But I also understand that farms produces while you are away and then it kinda makes sense that unperked character is penalized as it requires just one perk point to make it unpenalized. I understand also that this is just a game and they are trying to balance things. I just think that the numbers are not where they should be.
  9. Y Yeah, but in a20 it is that even the one with the perks is encouraged to just plant seeds they find to get ridiculous amount items (10 seeds turn to 60 plants and it's ridiculously huge amount for only fortitude rank 5 and 3 talent points for the perk). I'd really like to see smaller numbers there, as in my example it is only 10 to 40. Maybe the unperked could be +/- zero ratio, but that would require seed return rate to be lower than 75 %. As in my example it would be 50 % to get it even for unperked character. edited: wrong number typo.
  10. With my example: Planted/Unperked/Rank 1/Rank 3/# per seed 1 / 1 / 2 / 4 / 2 Let's say we alter the return rate for seeds to 75 %: LotL tier / Planted / Harvested / # of seeds / # of new seeds / Items gained / Ratio Unperked / 10 / 10 / 7,5 / 2,5 / 5 / 0,5 (is now positive!) Rank 1 / 10 / 20 / 7,5 / 2,5 / 15 / 1,5 Rank 3 / 10 / 40 / 7,5 / 2,5 / 35 / 3,5 Which is just the same what we have now, except as unperked it wouldn't be punishing to farm. Now the ratios are perfect (imo) and you wouldn't get huge amount of items just by planting seeds you find. There. The sweet spot.
  11. My second post was more towards realism (to make farming AND cooking more realistic) as currently for example a single blueberry pie requires only 5 blueberries. If you multiple that by 10, as in my example, it is now 50 blueberries for one pie, which is more close to what is in real life. And 6 corns from one crop is slightly too much as it is now (I believe 4 can be done irl). But my OP was more of stating that farming is really punishing in a20: When unperked (LotL) you get only one item from the wild and two from your own farm. So if you plant 10 seeds on your farm you get 20 items + 5 seeds on average. Turn those into seeds and it's only 9 seeds on average, which is less than you started with. My example was to make it even, because in a20 you are really really discouraged to make seeds as you get 20 items instead of 10 as in my example for less seeds (9 vs 10). With LotL rank 1 you get 40 items + 5 seeds on average, which is then 15 items in addition to replanting. In my example it only 10 items per seed, which was actually lower than it is currently. With LotL rank 3 it's 3,5 (a20) vs 3 items gained per seed in my example. Come to think of it, I'm not sure it's that good idea to make farming ratios even lower than it is in a20. I'd like to see getting seeds more easily from plants and harvesting smaller numbers per plant. Maybe by increasing the return rate for seeds we could find the sweet spot.
  12. Or even better: Make it individual for each plant type keeping the same new ratio. Let's say we take the quadruple option from my previous post as it is more similar to what we have now (3 items gained per seed vs 3,5 it is currently). Comparing numbers (items picked up) when planted those seeds (let's ignore the wild ones for now): Item: Unperked / Rank 1 / Rank 3 / Required items per seed Every type now AFAIK: 2 / 4 / 6 / 5 After changes: Corn: 1 / 2 / 4 / 2 Mushroom: 1 / 2 / 4 / 2 Potato: 5 / 10 / 20 / 10 (last one is a bit weird though) Aloe vera: 4 / 8 / 16 / 8 (maybe same weird thing here, I dunno) Blueberry: 10 / 20 / 40 / 20 (most of those seeds won't grow into bushes I guess, so it's quite okay as it's now 100 % sprout rate) etc. Then adjust the cooking/crafting ingredients to match these new numbers. Well "baked potato" for example could be in plural as in "baked potatoes" with the same nutrition values as it is now. Or alternatively a "baked potato" would require only one fifth of the cooking time (which is currently 10 seconds, unperked) and nutrition values would be divided also by five. I guess you get the gist of it. And one more thing: If A21 is more or less a complete overhaul of the perk/skill system, then you could change LotL perk tree into farming books or something. edit: Also increase max stack value accordingly to avoid inventory issues with this individual harvesting thing.
  13. I think that it is ridiculous that it takes 5 items to craft one seed. That’s way too many. Nobody is that bad at doing it. What you developers could do is this: - Make crafting seeds to cost only 2 items per seed. - Make wild AND planted to drop only 1 item per harvest (unperked), but planted ones have 50% chance to return the seed as it is now. - ”Living off the Land” perk would increase yield to twice and thrice (rank 1 and 3 respectively, other bonuses of the perk stays the same). - Fortitude requirements for ”Living of the Land” perk stays as it is in a20. So we would have per 10 harvested item: Unperked (wild) – 10 items or 5 seeds, which is net loss if replanted. Unperked (planted) – 10 items and 5 seeds on average, which is zero gain/lost if replanted. This is fine for non-farmer builds as seeds are not so rare in loot and non-farmer should be just planting new ones instead of crafting seeds. Starting your farmer career requires only one point in LotL. LotL rank one (wild) – 20 items, which turn to 10 seeds to start your own farm. This means same amount of new plants as harvested, and thus zero net gain (at this point). LotL rank one (planted) – 20 items and 5 seeds on average, which is 10 items in addition to replanting those 10 (as 5 new seeds are needed and it means 10 used items). The net gain is 1 item per seed. As it should be, because farms are usually huge, I might add. This is not too much, because of the time invested is still days. And not counting all the micromanagement required in farming. With 1 irl hour per game day setting, it’s quite punishing if you have a big farm or even multiple farms. LotL rank three (wild) – 30 items, which turn to 10 seeds AND 10 items are still remaining. The net gain is somewhat 1 item per seed, but it turns to even more eventually. LotL rank three (planted) – 30 items and 5 seeds on average, which is whooping 20 items in addition to replanting those 10. The net gain is 2 items per seed, which is ok. If you want to make the rank three even more appealing, you could make it quadruple instead, and then the net gain would be 3 items per seed. Currently it's on average 3,5 items gained per seed (for 10 harvests). And if this turns to be unbalanced, then adjust the numbers.
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