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FramFramson

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Posts posted by FramFramson

  1. 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).

  2. 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.

  3. 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.

  4. On 5/8/2024 at 11:58 AM, bdubyah said:

    I gave this system a run in my mod for A21, but will likely move away from it moving forward. My main issue is I just don't like how magazines rule all the loot. Every type of container you loot seems to have a magazine shoehorned into it.

     

    That said, a lot of peoples' issues with the system seem to stem from them thinking they should be able to unlock everything all the time with every character they use. This has always been the case, and was an issue for them even back in A17 I think it was. Back then you literally couldn't get enough points to unlock everything, and people went nuts over it. And of course TFP caved and changed it. But I think it's okay, even expected, that you can't learn every single thing each time. That's something I also deal with in my mod as I limit the amount of attribute points you get. People hate that. Haha. I don't see this as an issue, but it's obvious a lot of people do.

     

    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.

  5. 4 hours ago, Laz Man said:

    So a few folks were talking about a baseball field POI idea in the Dev diary recently.  Feel free to share your ideas and/or creations in here.  I look forward to see what you guys can make. 

     

    When I mentioned the need for a diagonal fence, I was thinking of the following concept. 😎  

    20210106_112557.jpg

     

    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.

     

  6. 6 minutes ago, Riamus said:

    A car factory, maybe?

     

    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.

  7. 15 hours ago, Jost Amman said:

    Could you tell someone to rename that "Lumberjack Beanie"?

    I think it would be more fitting judging by the image.

     

    If you're an aussie, maybe. If you're Canadian. that would be a lumberjack toque.

    8 hours ago, Adam the Waster said:

    YO when will we get that working stiff factory 🤣 

     

    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.

  8. 14 hours ago, Izayo said:

    I'll only select the best from my previous pack and replace the s**tty one with the new gun I just finished. (the fictional guns will be gone mostly)

    maybe 2 more weeks or 1 month from now because the 5.56 is still no touch.  I want to at least finish 2-3 gun for the 5.56 group before the first release.

     

    I do update my progression in my youtube channel and Mod community discord.

     

    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.

  9. 25 minutes ago, faatal said:

    More changes for RWG coming in 1.0:

     

    RWG highway generation uses a new algorithm.
    RWG highway generation allows double connections between towns.
    Added RWG big cities can have two gateways per side.
    Added RWG big cities generate a highway bypass ring.

    This is a 10k, many towns with 30% wasteland. Generated in 1 minute, 12 seconds. Has 4 of the new big cities.

    image.thumb.png.5782493558fd85c0b423ca02aa9ec850.png

     

    Holy crap this is a huge upgrade! Way better than I expected for city and road generation!

  10. 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.

  11. 2 hours ago, User said:

    New trailer is neat, but no way cities have zombie density like that lmao, even if they were manually spawned in, the game would chug, among other things make it a tad inaccurate. Also man, I wish we had a different sawed off model. But that's just me.

     

    New zombie cop spit particles! Very nice to see. But they look super wide ranging, hopefully they match their hitbox. I hope they don't spit everywhere, currently the pools don't do damage, and having non damaging spit particles everywhere can be confusing

     

    Not sure what the frames mean, are they now reverting back to the old frames?

     

    The traders all having that one animation kind of makes me chuckle a bit, espescially given their detailed models. They also just kinda keep their mouths open at all times, without any kind of lip syncing, which is a bit funny, espescially in a trailer.

     

    I saw logs? A log cabin?? That is rad.

     

    Where's the part where any zombie (even the lightweights) gets hit in the face with a heavy weapon, stumbles forward somehow despite being hit square in the head (natural response would probably be to get knocked backward), and hits you mid animation? 💀 Probably one of my only major complaints with the combat, alongside the jank of how crippling limbs work

     

    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).

  12. 16 minutes ago, khzmusik said:

     

    I don't think it's misleading for the most part.

     

    The only thing I saw that was not in the game was the nuclear explosion at the beginning. Unless that's actually in 1.0 now...

     

    Well, and the wood frames instead of the frame shapes, unless that's making a return.

     

    Technically you can have frames instead of the blocks, but you have to pick them as a shape.

  13. 30 minutes ago, Vaeliorin said:

    I've also got Better Barter 5.  But A22 changed it so Daring Adventurer increases your Trader Stage, Better Barter just gets you better buying/selling prices.

     

    Working on getting Jen up (unlocked level 4 quests.)

     

    It's not really a big deal, I have plenty of water.  I've got 10 buckets whenever I want more (I've scrapped every other bucket I've found) so it's not really an issue.  Just wondering if maybe something I was/wasn't doing was effecting my ability to find Water Filters

     

    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.

  14. 6 hours ago, Vaeliorin said:

    Just curious, but I've unlocked T6 quests with Hugh, have 4 points in Daring Adventurer, and I still haven't seen any water filters for sale.  Are they locked behind something more than that, or have I just been very unlucky?

     

    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.

    On 4/27/2024 at 10:49 AM, Teacyn said:

    Appreciate this mod a lot. Pairs very nicely with the Murkey Dew modlet from a different creator.

     

    Only note is that buckets are way too common. I'm drowning in them. They give a pretty sizeable chunk of iron when scrapped, so this makes iron much easier to get in earlygame. I might suggest restricting them to only spawning in sinks and on Janitor carts?

     

    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.

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