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Molski

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  1. My sentiment may be similar to yours in regards to having things removed from the game that were enjoyable as is, and other big mechanical changes they've made over time. It may be too early for me to decide whether I dislike or am neutral towards the new Learn by Looting and water overhaul. I also like to keep tabs on what I think the best skills are to level up into, and I basically had sex rex at the top for multiple alphas, so I'm glad they removed that to make other options viable. Although I still think even without sex rex, Strength is the overall best attribute to start in for Pummel Pete (top melee in my opinion even after trying new spear) and Miner 69'er (+30% block damage per point is extreme). Other than that, it's nice to have what seems like a ton of new POIs as I've mostly ran into brand new ones in alpha 21. In summary, I'd say a net positive in terms of amount of content and removal of sex rex, while remaining apathetic at best to the Learn by Looting and water overhaul. Learn by Looting may be a deal breaker for one of my friends that likes to just stay home and do chores rather than missions and looting. I think it helps to lower standards. The lifespan of most games is very short. It's only a matter of time after playing a game for long enough that it begins to start feeling pointless. The vast majority of games that I've played never got nearly as much play time out of me as 7 Days to Die. I'm always on watch to see if the devs have any announcements on the next alpha, and get eager to play when it comes out. And I'll typically run a few playthroughs on each alpha until I'm satisfied, take a break, then wait for the next alpha.
  2. I can't think of anything better than what's in place. I feel like you can't dictate the blood moon frequency based on your progression since in multiplayer you can have players at different stages of progression and blood moons are global to the map. And if blood moons were made to be not global, then it would be weird to safely watch your next door neighbor getting swarmed because only their blood moon got triggered.
  3. Yes. If my blood moon frequency is low enough, I'll use a POI until I have enough time to build a blood moon base from scratch. I've been playing since 2013 or early 2014 so I don't think there's anything that can spoil me. But I'm not really looking for tips or a workaround here, but rather just proposing a new feature. I sometimes play with a group of friends that are not as well acquainted with the game using the default 7 day blood moon frequency. I'm not able to work at my optimal pace so that we can keep together as a group. 7 days is often enough time to prepare for the 1st blood moon as a group, but its way too much time to wait another 7 days for every successive blood moon. For us, it makes the preparation to the first blood moon the most intense and exciting part of the playthrough, and then the super long breaks between the next blood moons less interesting.
  4. I'd imagine that the game calculates its blood moon days through a basic math equation, so not complex at all to implement. The current formula might be something like (C + R) mod F = B, where C = current day R = random integer between 0 and the Blood Moon Range value you chose F = Blood Moon Frequency B = remainder (if 0, then trigger blood moon) To add an offset, just need to add another constant 'O' to the equation (C + R - O) mod F = B O = Blood Moon Offset Edit: Also need another condition to be met to prevent blood moons occurring before the offset: If C <= O, then do not trigger blood moon.
  5. I'm already aware of everything you mentioned. The blood moon "offset" setting that I am proposing is separate from what is available. Quitting and changing the settings is my current solution as I said, but it is a clunky and immersion-killing option. If it's not clear what I'm describing as the offset, here are some examples. Default Blood Moon Frequency = every 7 days Blood Moon Offset = 0 days {7, 14, 21, 28, 35, ...} Default but delayed by 1 day Blood Moon Frequency = every 7 days Blood Moon Offset = 1 day {8, 15, 22, 29, 36, ...} First blood moon on the 7th day, then every day onwards Blood Moon Frequency = every 1 day Blood Moon Offset = 6 days {7, 8, 9, 10, 11, ...} First blood moon on the 7th day, then every 3 days onwards Blood Moon Frequency = every 3 days Blood Moon Offset = 4 days {7, 10, 13, 16, 19, ...}
  6. I'd like to have a game setting for offsetting how many days before blood moons can start occurring. For example, if the offset = 1 day with everything else kept default, then the bloodmoon will occur on day 8, 15, 22, ... The main reason why I think this would be helpful is because I like to have blood moons occur very frequently (sometimes every night). But the first ~week of the game requires a lot of preparation before a blood moon is survivable. So I would use the offset to specify how much time I have to prepare. My preferred setting would be no blood moons until day 3 - 7 depending on the mood, but then a blood moon every night from then onwards. My current workaround for this is to just play with default blood moon settings until day 3 - 7. Then quit game, and change the game settings to make blood moons every night. It works, but I figured I'd offer a suggestion to make a game setting for this.
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