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Psychodabble

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Posts posted by Psychodabble


  1. Rocket Launcher:
    Cripple 'Em: 20% chance to cripple a leg on a bipedal target
    The Hunter: +100% damage to living beings
    Barrel Extender Mod: Increases damage, range, and aimed accuracy but more unwieldy from the hip
    Muzzle Brake: Diverts the propellant gases to reduce recoil
    Laser Sight: Helps with aiming quickly and increases accuracy from the hip. Press F to activate. Hold F for multiple items
    Scope 2x: Increases visual magnification when aiming
    Laser Sight: Helps with aiming quickly and increases accuracy from the hip. Press F to activate. Hold F for multiple items
    Weapon Flashlight: Press F to activate, Hold F to activate multiple items
    Rad Remover: Disables radiated zombies for 90 seconds
     
    • Like 1

  2. On 11/17/2020 at 11:49 PM, walkingwounded said:

    @theFluThank you for the clarification.  That first example is counter to what I would have expected.

    I see that relays function differently than I thought, they act a little as switches as well as hubs.  Seems there is a passive power flow with plates that I was unaware of.

    Will have to watch the vids soon.

     

    My first interpretation was that relays allowed multiple or shared in/out connections (ie: concentrators or splitters) whereas plates and switches were one in and one out only.  Since my initial intended design will only require one switch I would have been okay, but adding in the extra switches would have been an issue (especially playing solo with no way to activate two or more at once for testing).

     

    @push2dropThanks of the share.  Glad you were able to call it a success and introduce some new rules to keep it interesting.  Question: by bedrock do you mean the first layer of stone under the clay or is there something under the stone I've not yet reached (I've gone about 25 blocks down chasing ore I think).

     

    If the demolishers were configured to self detonate when they get close to the player, or stuck at a wall, they might be more of a problem (sort of a bunker buster zed; or even set to target the structure below/near a player).

    Bedrock is the bottom of the world. AFAIK, it's about 60-70 blocks down.


  3. 1 minute ago, Maharin said:

    That... makes no sense.  Nobody wants to play in a weakened form and the solution is to start all over as a weak newbie?  /boggle

    A new character is unskilled, not weakened. The world around them is built to match that level of skill. The reason why people sat out the A17 death timer was because they didn't want to interact with a world that had scaled to match their skill without having their full strength available.

     

    Those of us who play DEAD IS DEAD don't have that problem and never will. I know it's not the way most people want to play and is fully unsuited for multiplayer, but it does resolve any trouble the devs have in balancing the perfect death penalty.


  4. 17 minutes ago, Liesel Weppen said:

    Death penalty is sepecially in early game irrelevant. The 10% XP loss is compensated by another killed few Zs.

    The XP debuff of death penalty doesn't hinder you on doing anything. You just lost XP. You are not slower, your don't do less damage, your HP is not reduced. It does not cause death loops at all.

     

    Yeah of course. Most people want to start from scratch just because they made a little silly mistake. Permadeath ist the EXTREME of that.

    You complain about death penalty but vote for death is dead mode? Are you @%$#ed or just stupid?

     

    1cfcca90d03dea7b98e98956186d043c.jpg

    First of all, totally inappropriate response. The ad hominem was completely uncalled for. Who @%$# in your cheerios?

     

    Secondly, I never complained about the death penalty. In fact, it is wholly irrelevant to me because I play DEAD IS DEAD.

     

    Finally, I was responding to Roland's post in the academic sense regarding the difficulty in satisfying all the players with any kind of death penalty. If you were paying attention, you'd see that they were discussing the death penalty as a concept, not just as it exists in A19. Roland was talking about combining the A17 debilitation with the A19 XP penalty. I responded regarding that approach's inherent flaw...it's simply impossible to balance.

     

    I'm fully aware that most people would not want to play as I do, regardless of how true it is to the survival genre, therefore my assertion that DEAD IS DEAD is the only solution was quite facetious.

     

    Responding appropriately is much easier when you understand the context of what you're responding to, see?


  5. Death penalty inherently sucks. Nobody wants to play the game in weakened form. Any serious penalty leads to death spiral and penalties that are too mild make death into a useful way to fast travel/clear debuffs.

     

    The only solution is DEAD IS DEAD. It's a survival game...if you die, you lose.


  6. 1 hour ago, Liesel Weppen said:

    That is exploiting the AI. That is what i call a kill corridor. Even if it is not a pure corridor.

    You can just build something like this if you know how the AI works and so "abuse" it.

    Imho it should be random and basically you should be able to defend a simple tower. But that is not possible since the Zs are omniscient and find the perfect path magically.

     

    I built a ramp to my occupied prison POI rececntly but the Zs didn't take that route. I guess because they determined other paths by magically-all-knowledge. I'd estimate, if i reinforce the outer walls, they will take the ramp, because then their AI tells them that it is the easier way. And that is ridiculous.

    This is literally just a box to stand in with traps placed around it strategically. There is no corridor. Zombies are free to approach from any angle.

     

    How would you not exploit the AI? Do you have to build dumb? Are we not allowed to be smarter than the zombies?

     

    • Like 1

  7. 54 minutes ago, Liesel Weppen said:

    Huh?

    I mostly played with two players coop. That somehow fits just fine.

    Doing a solo play currently and hordes are harsh. Of course doable, but not what i expect from good balancing, neither what i know from two-player. I almost spend 3 of 7 days between the hordes in coal, nitrate and lead mines for being able to craft enough ammo for the next BM. Brass in opposite is not really an issue.

    At least if you don't want to exploit them like building a kill corridor. And in between you either have to build a new base from scratch or modify a POI. There are of course POIs that are quickly modifiable, but in my current game, they all have suboptimal position.

    Overally i'd have stopped playing solo again if i'd not be able to cheat like disabling a bloodmoon if i need more time.

     

    Solo play is balanced enough, maybe on the easy side. You just need a better base design. Not sure how you're defining exploit, but something like this allows you to go toe-to-toe with late game hordes and be done repairing by noon the next day.

     

    Note: I've done some upgrades to the base since that photo, but the core concept remains the same. Let me know if you want more detail.


  8. Have you tried playing on a different map yet or always the same one? I'd be willing to bet you can at least play Navezgane even if RWG or pregens are not working.


  9. 5 hours ago, IDNeon said:


    It's still fun, but what I want is MORE FREEDOM to do MORE THINGS.

    Not less, or have it be "easier".

     

    This makes no sense - at least not coming from someone on your settings. The flaw is not in the argument. The argument is good...freedom is good in a sandbox game. More things = more engagement and more fun. The argument is good.

     

    But it doesn't make a bit of sense playing on the most extreme settings the game has to offer without modding. You've CHOSEN the MOST RESTRICTIVE settings and complain about lack of freedom.

     

    Why don't you do horde every other day instead of every day? That gives you DOUBLE THE FREEDOM! Why not step the difficulty one down from insane? I bet you'll suddenly feel way more free to loot high intensity locations like kitchens and toilets.

     

    Better still, play on default settings and THEN judge the freedom of activity in the game. The reality is, we're free as birds, the game just doesn't have that much content yet. If you want to complain about that too, you can, but you're going to get hit over the head with the word ALPHA a lot, so be prepared.

    • Like 1

  10. 9 hours ago, Boidster said:

    To clarify for me, "can't get to" means there is no path at all, not just a path that is blocked by a wall, right? It's the HULK SMASH mode where they're just attacking random blocks (for us it's usually the nearest support pillar to a bridge into our base).

    Yeah, I think so. Need an answer from @Gazz or @faatal or somebody who really knows to be sure though.


  11. 5 hours ago, IDNeon said:

    This is awesome.


    I can change the 5 to a 500 and upgrade one block to make "remap" games when I want to try different skill sets hahah.

    My take on upgrade XP is it is OP early game but balances out middle game.

    Just do giveselfxp in the console...much less effort.

    • Like 1

  12. 20 minutes ago, JCrook1028 said:

    xp for upgrading could be adjusted down a bit imo and be just fine. It really is a bit OP in my world right now. I'm at D59 lvl 118 and doing a massive build and getting 2-3 levels a day just from upgrading rebar. It could use a 20% of so nerf. ymmv ofc.

    And that's exactly why the game isn't balanced around edge cases...how many players engage in giant builds that would allow 2-3 levels per day?

    • Like 2

  13. 1 hour ago, davdes said:

    My friend and I are late in the game, gear is kind of maxed out and we've got tons of ressources ahead. He's leveling now faster as he's only building stuff and I've got hard time to catch him up in levels since I'm only doing missions and killings. So what's the point now? Should I stop and only build stuff to catch him up since missions and killing gain slower experience than only building.

     

    In a varied leveling-styles given map, I still believe building-exp should be nerfed a bit compared to killing zombies.

    Why do you have to catch up to him? If you're playing together, one player being higher level than the other shouldn't matter a bit.

     

    If it's such a big deal for you, why don't you just switch off? He builds for 3 days while you go questing, then you build for 3 days while he goes questing...or, I dunno, maybe spend a few days building together then a few days questing together...

     

    There are a lot of solutions to your "problem" (not really a problem) instead of coming in here asking for nerfs.

    2 minutes ago, Tahaan said:

     

    Because being a lower GS means you have had fewer skill points to spend.  You're not as efficient at killing zeds when you do want to go run a POI together.  You're at a lower GS so you keep getting lower quality loot.  Being at the same GS not in and of itself a goal, but it affects stuff that you encounter and experience in the game.

     

     

    Seems trivial. If you're in late game decked out in high tier, high quality gear a few skill points here or there is NOT going to make a difference in your killing efficiency. In fact, I would seriously question how you spent your points if you're that far in the game and don't both have your relevant combat skills maxed out.

     

    The GS loot tiers are extremely broad...you're not going to see a significant loot variance unless we're talking about a really huge gap in levels and EVEN IN THAT CASE, if you're level 150 and he's 250, you'll still be able to find the best stuff in the game even if not at exactly the same rate as your friend. ALSO...if you're doing all the looting, what does it matter the alleged quality of his loot that he's not getting while he's leveling super fast by building?

     

    I'm sorry to be so brusque, but your problem is really just not a problem.

    • Like 1

  14. 56 minutes ago, RestInPieces said:

    In a sense, it's the underground safety discussion all over again. If choices carry no weight, neither does the thing we call "freedom". 

     

    In the case of repair, imo, there are just so many design shenanigans and lack of structure (including its connection to the other game systems, or ...again, lack thereof), to even make it worth discussing about thoroughly, especially when most of the posts do not go any deeper than "it would suck losing my weapon etc".

     

    First of all it seems utterly, mind-blowingly absurd to me that a sandbox game, the gameloop of which depends on crafting and looting, doesn't have an item sink. And won't even bother elaborating as to why, have done so many times in the past and I would like to believe that this, at least, is self-explanatory.

     

    Secondly, the problem with repair in the first place, is that all it is, is "busywork". No matter your loot settings, in a world that "everything is, more or less, anywhere", it just requires a fixed amount of grind of overabundant resources, to get A and B put them in an automatic crafting station, wait, then combine them with C and move them to another automatic station crafting station, wait, so you can combine them with... etc etc. Unsurprisingly, this is seen as busywork, simply because that's all it is, after isolating what the player actually does in all of this, and wanting more of it would be preposterous. 

     

    How many times have you asked yourselves, for example, "should I use this cloth for bandages or repair kits", or "should I use this water for glue or keep stock for drinking". Personally none, using harder than default settings, 20-30m days and more often than not, ~20% loot. And my playtime amounts to less than 500h since 2013. For me the game is nearly devoid of such kinds of questions, which are usually expected to be the crux of the gameplay in a survival/x/x game. And the game still somehow manages to become exhausting from the aforementioned process (described in the paragraph above)! Of course to be fair, throughout the alphas, a lot of things have improved in this regard, especially since A17 - not to say that others haven't degraded as well. 

     

    On top of this, the UI/interface exacerbates this busywork. For example, @Solomon's A solution looks way better if we had a modern crafting system where you can supply them with extra-stacking inventory of the corresponding materials they use, similarly to how the forge already works, or if they were able to draw from other inventories. Then again, recipes don't have to be complex or have a load of stuff, as long as the materials in them carry some kind of importance. And when it comes to inventory management, I've played games with way more restricting carry loads and stacks but much less annoying inventory management.

     

    But anyway, it is above our paygrade to bother finding solutions - especially when TFP don't see a problem in this. Best thing I can hope for personally, is to revisit the game when it goes gold and stable and decide whether it will be worth to start working on a mod for it.  

    I think this is a little overly dramatic. Repair is not in a great place now, but it's fine. If the Pimps don't touch it before release, it'll be just another system that functions adequately and has a ton of unrealized potential.

     

    If they do want to improve it, something like liesel weapon's suggestion is a clear improvement with no real downside...no additional "busywork", just some choices about how you maintain your gear. Even if the Pimps are not interested in a system like that, I'm sure some modder or another will be, so it will be addressed - either officially or unofficially - and failing that it will just be...OK.


  15. 1 hour ago, Solomon said:

    LBD could have been fixed, in fact it could have been fixed in a way what still allows you somekind of leveling when you spamcraft.

     

    Heres the idea:

     

    We first get a combat tab for any combat related thing after that we get a building tab for every building/crafting related. Perks for extras still exist for everything what doesnt make sense to be put up in that two.

     

    Spamcrafting will only raise your crafting skills in that specific item and in nothing else. If you craft 200 stone axes that means you will be able to make high grade stone axes personalized for your liking but thats it. It wont ever increase your crafting skill in hammers, clubs, guns, whatever else, only stone axes.

     

    For example lets take the intellect tab:

     

    7-days-to-die-better-attributes-intellec

     

    Electrocutioner perk now does 2 things: It passively adds to your combat proefficiency with Stun Batons and to your crafting ability for them while also unlocking extra effects what cant be learned like longer stun, faster charge and soo on.

     

    Turret Syndrome as the above adds to the combat and crafting ability you gain from using the said items. It governs also various extra effects.

     

    Better barter, adventurer, charisma, physician all stay as perks.

     

    Advanced engineering, grease and science passively add to many crafting abilities while unlock certain items. 

     

     

    In short the goal would be a hybrid system where LBD governs what, how much and in what quality a player can craft, how good they are with their weapons while the perk system governs special "upgrades" to various aspects of the game.

     

    The horse is SO dead, bro.

     

    No matter how good the idea is, they don't want it. There's just no point in even discussing stuff like this outside of the modding forum. I'm a fan of LBD, by the way.

    • Like 2

  16. It's meant to be balanced since the game is not only about killing zombies.

     

    If you find aimless upgrading to be fun and rewarding gameplay, do it. It's not an exploit...just a painfully boring way to play, IMO.

     

    Also a warning: if you level up purely through building and don't upgrade your gear your gamestage will outpace your combat ability and you'll find it difficult to go back to adventuring.

    • Like 2

  17. 12 minutes ago, Snip3s said:

    To answer your question about several times a day, every 4 to 5 minutes apart, and using iron tools to do what im trying to do with my base is irritating because it takes longer then that and when my stamina is reduced it becomes imcredibly tedious

     

    I don't want to tell you how to play, but I can say that trying to accomplish what you are trying to accomplish in the way you are going about it makes things very difficult. If you're willing to adapt your playstyle and adjust your goals and timetable, I think you might be more successful and have more fun.

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