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FramFramson

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Everything posted by FramFramson

  1. Curious what happened to the project to make a Trader Thick. Regardless, I know TFP have said nothing will come anytime soon, but we really do need another couple traders. Hitting 3+ of the same trader on large maps is asinine.
  2. Only if they give axe combat some love. Fire Axe has been my go-to melee for more than half a decade, in spite of no perks buffing it (Even the dedicated fireman's axe mod is terrible). It's the perfect balance of range, damage, stamina use, attack speed, and ability to one-shot zeds. Hunting Knife would be better but the range difference is critical - axe allows you to escape with little to no damage taken. Axe wins IMO; nothing else beats it as the holdout melee weapon for non-melee builds (though steel shovel comes close).
  3. Is that large building slated for demolition in the background new as well? I don't recall seeing it before.
  4. BTW, does anyone have a small complementary modlet for this which dramatically increases the vanilla cost of vehicles? Or removes them (or at least removes them and their specific parts from traders, or prohibitively increases the cost there too)? It's easy to just ignore them if you're playing solo, but in multiplayer I'd prefer if vanilla vehicles were more actively prevented or discouraged.
  5. I mean, it's not so much being unable to learn, it's that we have an environment where every 7D modder has to reinvent the wheel, and that is a HELL of a lot of wasted time.
  6. I wasn't aware of there being a shortage of biolab-themed POIs...
  7. I don't really hold this against the devs very much because they do allow us the thing single most important thing a game dev can do these days: Allow us to mod the game. It really is impossible to please all players. Some complaints will be silly or small, and some will be big or legitimate, but may involve a different philosophy about how the game "should" be played. Modding the game allows us to tailor our experiences to what we want more precisely, instead of desperately hoping some random employee will do what we, a random individual customer, wants. Any game that leaves you mostly at the mercy of a corporation has a very high chance of disappointing and frustrating players, often to the point where the game is intolerable. The freedom and agency to fix our own problems seems like "lazy" development, but no, it's one of the the most important things a game's developers can give to players. It also requires work for the game to accommodate it - the true "lazy" option is not putting in code to enable mods in the first place.
  8. I've recently been feeling some dissatisfaction with the current magazine system, but it's hard for me to put my finger on what I don't like exactly. Yes, part of it is that trader rewards will invariably beat out what you can craft, but that can be dealt with by nerfing trader rewards. But another part of it is that both the old and new systems have this oddly guaranteed slow-but-steady incremental progression. There's never any Eureka! or lucky moments when you jump a couple levels in a crafting skill. It makes it feel like you're going to school rather that scrounging in an apocalypse. One idea I had was what if we went back to some iteration of learn by doing but that it only worked at an abysmally slow pace. Meanwhile magazines could still exist but would be rarer and offer several point of that skill at once (and thus more exciting). An added wrinkle could be that magazines could have a randomized range, like they give 3-6 skill points as opposed to a fixed 5 points (in a system where they're rarer) or something. I don't know if that's really the situation I'm looking for, but I do want skill increases to feel more meaningful. Perhaps making do with worse weapons for longer, but also having your upgrades really be upgrades and not just "Oh I can make Q4 now instead of Q3." Some element of finding "broken" but repairable higher-tier weapons which require a lower to repair than to craft is also an interesting possibility for making loot something more interesting than just dozens of identical books.
  9. Could do a diagonal wood fence for the lowest block level (and by extension the rest of the ground level fence would be wood). I think that's possible as there are at least some diagonal wood panels? I do kind of agree diagonal chain link fence blocks would be most optimal. Surely they'd have many uses if added? If not, the single-level wood fence plus some tall lights might do. A field less safe, maybe, but older. Probably would limit it to more rural towns though, as you'd expect a diamond in any decent-size city to be proper chain link. EDIT: As suggested in the other thread you could just do a squared-off fence behind home plate. Maybe still some wood fence, but only for the outfield. Oh and if you do include any little dugout inserts, that's a fun place to hide a couple sleepers.
  10. Had another idea for one of those T0 filler/vacant lot POIs that could go in both cities and small towns and most districts other than industrial: A baseball diamond.
  11. An assembly plant is indeed the first thought which comes to mind. You could also do a component plant, in which case you wouldn't need some sort of half-built or empty shell car model for the assembly lines.
  12. If you're an aussie, maybe. If you're Canadian. that would be a lumberjack toque. Or some sort of vehicle-themed T5 (IIRC, there's no T5 Pass n' Gas, but a T5 gas station plaza doesn't exactly feel like the right way to go with this) They did make a refinery. But that's a T3.
  13. Also, you probably want to see what the new player animations will do to your mod and how much work that will be to deal with. No point in releasing something now if you have to do a huge animation update in 4 weeks.
  14. Holy crap this is a huge upgrade! Way better than I expected for city and road generation!
  15. @Laz Man , can I ask how many new T5 POIs we're getting (so far, or roughly)? Just wondering since so much of the late game for now is still tied to T5s, so additional T5s represents an extension of endgame play.
  16. One thing I've noticed is that for one, everything regarding custom maps is very Discord-oriented (which makes finding discussions and keeping references straight a nightmare), with the occasional spray of youtube tutorials, which invariably are mostly-outdated. Over and over threads on here or questions on Reddit or the various Discords asking for help finding something or trying to address a problem because documentation is inconsistent, incomplete, outdated, difficult to find, or plain non-existent. Got a Terragon question? Off you go to the Terragon Discord. Maptoolz? Their Discord. And so on. Is there nothing like a unified repository of documentation anywhere? I mean, updated tutorials or feature descriptions, rather than a shotgun blast of videos which are mostly left to age poorly? Not being able to track anything I research is a nightmare, and you see it in the results too. I don't think it's just a problem I face either - when was the last time you even saw custom maps being uploaded? Even before, there were only a few creators doing this, now no one uploads custom maps to mod sites anymore at all. The hurdle right now for assembling custom maps seems like an enormous barrier to map creators compared to other games with custom mapping. Granted 7D2D has a lot more going on than many other games with custom mapping, but not so much more as to be impossible. We've come a long way in terms of tools which can manipulate the terrain, even if it does require multiple programs and a lot of fussing (editing cities, not so much - too much city editing appears to still be purely manual, which is a chronic problem, but that's another thread), but it seems like so few people know about all the tools or how to use them. Is there really no common reference resource out there for map creation which can actually be edited and kept up to date? Then again, even the game's own vanilla wiki is a disaster several alphas behind. I've had friends come in as new players and often there's nowhere to direct them to read up on game features without even getting into modding. Maybe I'm expecting too much.
  17. The log blocks are another currently-existing block. You can see them in POIs like the log cabin lodges, and they can be found in the normal block menu (I forget where exactly).
  18. Technically you can have frames instead of the blocks, but you have to pick them as a shape.
  19. Another +1 vote for making the demoman a military zombie. Fleshes out the army models giving us more than one soldier and fits him mechanically way better than the current weird swat team biker model anyway.
  20. Yeah, not sure in that case. It could be something funny going on (possibly another mod interaction), but they're rare enough that it could just be really bad luck.
  21. Might be unlucky, but the perk which unlocks better quality goods from traders is Better barter; Daring Adventurer unlocks better quest rewards. I generally see the occasional filter at Better Barter 3. Yeah, with a few extra points in looting or a big multiplayer it can get excessive. Some people like it because they want buckets like they used to want jars - in large quantities, some don't. Might put together an alternate version with lower spawn rates. That said, you can also just edit the lines in the .xml yourself. Just open the loot.xml and delete the lines for dumpsters or wherever else you feel they don't fit. I actually seem to get the majority of my found buckets from sinks though, so you may or may not want to alter the odds for that.
  22. I find that nowadays if the loot crate drops in really deep water, the map marker just vanishes. Not really worth drowning for an airdrop these days anyway.
  23. They might be described as gamerfluid. 😆
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