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ZykovEddy

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Everything posted by ZykovEddy

  1. Hello! May I ask, who made this military base/laboratory bunker POI in The Wasteland mod? Also, the mod is amazing. I'm having lots of fun playing it. Had a problem with this POI though, and wanna give my feedback to the creator.
  2. 1.Good thinking! 2.There are no zombies IRL either. It's a game. Games have specific rules. In this case, the player is tricked into believing that if vitamins are used, then eating uncooked food will not result in food poisoning. Especially if the player used that mechanic extensively in vanilla, and in DF, the description of vitamins seems very similar to that, if not unchanged. Just change the description. Or find another way to warn the player. Beginner traps aren't fun or good game design, and this one can be easily avoided. 3.I didn't shoot the button. The alarm went off when demo was out of my sight, I didn't even see the explosion. I wasn't even shooting at anybody at that moment. I didn't use any kind of turret or trap either.
  3. Hello. I've been playing Darkness Falls a lot lately, and I have three suggestions/criticisms: 1.Doctor Anna's POI is very OP to find early. It almost breaks the game. Anna's place has futuristic desks that player can search, and they basically contain almost end-game stage loot, even when searching them at level 0. The player is very likely to find laser tool there, which makes a lot of tools early game obsolete. This, in my opinion, is an oversight, and it could easily be fixed by locking Anna's bunker by a door that requires an access card to open. That way at least the player has to work to obtain the card before entering the POI, which ain't easy early game. 2.Vitamins not preventing food poisoning make no sense and is essentialy a beginner's trap. When starting my second playthrough in DF, I noticed that hunger is a very huge problem. Since the player can easily die of hunger, I decided to go for my classic strategy from vanilla. I took the vitamins, since it said in the description that it prevents 100% diseases, and food poisoning is obviously a disease. It also states that it prevents dysentery - isn't that food poisoning...? Well, anyway, I got food poisoning from basic food items almost right away, and my food bar dropped to zero. I almost died. I've seen multiple youtubers falling for this trap in the beginning of their playthrough, including GNaS. In my opinion, this is an oversight from the developer and not fault of the beginner players. If a game mechanic requires trial and error for the players to learn how it works, it's a terrible game mechanic. It can be fixed two ways. Either make vitamins actually prevent food poisoning, like in vanilla, or put a warning for the players that vitamins do not prevent food poisoning. Maybe write that in their description. That way at least the player will know right away. 3.Demo's explosion blast is way OP. I've noticed that demo's explosion was made much more devastating in this mod compared to vanilla. Fair enough, more challenge is good. Although it was very annoying dying early on from the blast on blood moons, having little time to react, I was hoping that the problem will go away once I get a better set of armor and protect my base with stronger blocks. I was wrong. It didn't help a bit. Last blood moon I was wearing all steel armor (with a few mods that increase explosion resistance) and was protected with steel blocks on all sides, but it didn't change a thing. A demo was standing near the blocks on the other side and the alarm went off (which in itself was weird, because I didn't shoot the button and there were no turrets or traps to make it go off, wtf?), and I had very little time to react. I ran away, and from the distance of 4-5 blocks, the blast still killed me in one hit. This makes zero sense. I should also mention that I was playing on nomad difficulty. In my opinion, this makes blood moons a game of chance. Let me tell you, it's very annoying, having lived 30 days and not dying once, and dying to a demo explosion while wearing good armor and being protected by steel blocks from all sides. And also not being the one who set off the damn button. I had tons of fun dealing with blood moon hoardes up to this point. Now I'm not so sure. I hate the game of luck. This is simply cruel, and not challenging at all. Is there a game file which I can edit to tone down the amount of damage by demo's explosion? I wanna make the game fair at least. Many thanks in advance.
  4. Yep, I generated the map without the desert. Not a fan of this biome, and also thought I'd make game more challenging by not being able to mine oil shale for gas. And indeed, Eve did't spawn on my map. Would be nice to know in advance that DF story needs desert biome... Any way to spawn Eve and reactivate the quest? I've put a ton of effort into my game already, would be heartbreaking to see it go to waste. I really wanted to complete the story.
  5. Wait, this mod is not suitable for random generation maps? o.o
  6. Hello! I think I have a problem. I completed the last job for Razor, and he gave me the quest to find Eve. But right after I accepted the quest, the game told me that I failed the mission. Eve is nowhere to be found on the compass. Why did that happen and what am I supposed to do now?
  7. May I ask, why is this house, and other fanmade POIs of similar quality, are included in the mod? You can see from the screenshots, it almost looks like a child's first attempt at level design, almost like it was made in a day or two in creative mode. Gameplay wise no better. It does look like something that doesn't belong in a well regarded, professional mod like DF. Is it for nostalgic purposes, or maybe I'm wrong and this house is concidered good quality nowadays? It just looks so jarring compared to other, very well made POIs that are included.
  8. So, the house I mentioned in my post is from one of previous alphas? If so, I must admit, I didn't know that. I recognised a couple of POIs as the ones from the previous versions because I've watched a lot of let's plays, but never seen that particilar house before. If that is an official POI from one of the older alphas, I must admit, the developers have become so much better at level designers in the last years. The difference beetween this house and the new POIs from A20 and A21 are night and day.
  9. I'll try that! Thank you very much!
  10. Hello everyone! I have a question/criticism, regarding the POIs that come with this mod. Is there a way to disable new POIs from spawning and only have vanilla ones instead? Or better yet, is there a way to filter new POIs by size, author, date of creation, etc. To somehow prevent low quality ones from spawning in the world. I'll explain why I'm asking this. Just like Compopack, this mod adds new POIs to the world, and I've noticed that a lot of them are the ones that also exist in Compopack. And just like in Compopack, there's a problem that a lot of these "new" POIs are simply of very poor qiality. Don't get me wrong, some of them are build extrimely well and add much needed variety to the game (mostly the single ones that spawn outside of the cities). But a lot of them simply bring the whole expirience down, because of terrible layout, bad balance, lack of progression, nonsensical enemy placement, etc. Here's a great example of such POI. This house right here. Also in compoback, and similiraly terrible there. Here's some examples of awful build quality inside: Also, this house has no progression. All of the doors are locked, there's no keys, the loot placement makes no sense, enemies wake up at the same time... It's a chore to play and a pain to look at. It plays and looks absolutely terrible compared to the vanilla POIs, especially new ones from A20 and A21. And there's a ton of POIs like this in the mod. That's my personal opinion of course. I guess some folks enjoy these POIs, that's why the author of the mod decided to include them in the game. I understand that, but personally, I feel like this mod (and compopack), could be much, much better, if the author decided to filter out the bad POIs. Some of them are also obviously out of date, as the new textures and models look wrong inside them. The worst part is that the space that these POI are occupying in the world could be used by POI that at least had some effort and talent put into it. Instead, it's a complete waste of space. So, is there a way to filter out these bad POIs from the world generation? Or, at least, remove new POIs from spawning and leave only vanilla and the new ones that are critical to the gameplay and plot of the mod? It's my first time playing, and I'm absolutely amazed by a lot of the changes that the mod brings to the table. I love a lot of the stuff that Darkness Falls brings to the world of 7 Days to Die, but a lot of the new POIs simply spoil the experience for me. Many thanks in advance!
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