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Crater Creator

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Everything posted by Crater Creator

  1. It’s Godzilla’s attempt to compete with an ancient rival.
  2. You can just assume there’s no cross-pollination among weapon classes like that. An SMG is a pistol in this game, period, and a book that affects ‘automatic weapons’ only affects the assault rifle class, even if the in game text is ambiguous or imprecise. Everything fits neatly in its box, which is how we get weird logic like machetes that aren’t good for chopping wood, but I digress.
  3. All of those responses would’ve passed the Turing test for me. Which makes it scary, as a moderator, how easy it would be to ask the bot to make a normal-sounding forum post about 7DtD, which would allow non-human (read: spam) accounts to fly under the radar.
  4. I agree with basically everything meganoth said, but this point in particular is just wrong. Underground bases are in no way less viable than above ground bases. What TFP did was make both options consistent. Now, zombies can attack the roof of your underground base with exactly the same force with which they can attack the walls of your above ground base. If you actually make an underground base in the current game, you are not suffering some punishment for playing the game ‘wrong,’ and the above ground player is not enjoying some advantage for playing the game ‘right.’ You are both in fact experiencing the same challenges, in terms of zombies attacking and eventually destroying any blocks that stand between you and them. In fact the underground base still has certain advantages, including being easier for the player to hide from non-Blood Moon zombies, low risk of your base collapsing, and many layers of stone between you and the zombies that don’t have to be crafted and placed.
  5. Well that’s illuminating. It’s the inconsistencies that are most puzzling to me. Why should destroying coal, nitrate, or oil shale with an auger do nothing to heat, when the same action raises heat significantly with a hand tool? So apparently unless gas is an issue (unlikely for a miner character), the takeaway is that once you start the auger, don’t stop mining until it goes ‘click.’ But I’m less interested in how to min/max the game than I am in making sure the heat mechanic makes sense. The video doesn’t test crouching, but taking your word for it, that’s another inconsistency. It’s long struck me as a strange mechanic that the position of your legs affects how loud you are when swinging an axe. But whatever the logic is there, I don’t see why it shouldn’t apply equally to hand tools and power tools. In fact we already have a mechanic to allow players to make harder or softer hits. Regular attacks versus power attacks could give the player that tradeoff between mining quietly or mining quickly.
  6. Kudos for getting me to think about a part of zombie physiology I hadn't considered before. My first thought is decidedly yes, they poop. We know they eat, and something must happen to the food (unless these are 100% supernatural zombies that can flout physics at will). Kyonshi proposes there's no digestion, so the food bursts out of their stomach when they exceed the point of being full. However, thinking about all the zombie fiction I've consumed... while a burst-open stomach is certainly possible, zombies with this injury aren't particularly more prevalent than zombies with other kinds of injuries. Meanwhile, in The Walking Dead at least, all of them are portrayed as very dirty and foul smelling. So it's plausible enough that they're soiling themselves, along with all the other gross bodily things they're doing. In Left 4 Dead, one of the things common infected do while they're just milling around is vomit. Of course, both that game and this game have special infected that spit as a deliberate attack. But in the former, any common infected can be seen vomiting as it idles. Perhaps, then, zombies eat, do whatever degree of processing of the food they do (whether that's using the stomach normally like any vertebrate animal, or some more arcane process involving the zombie pathogen), and then regurgitate the undigestible bits, leaving the lower gastrointestinal tract unused. Whether this is more or less disgusting is left as an exercise for the reader.
  7. 'Tis nice... unless you made your roof with half blocks. That was a bummer, a few alphas ago when I took advantage of a radio tower POI.
  8. Welcome to the forum. To cross-post my response from the Steam side for people reading here... This should become moot in the next alpha, when “perks no longer unlock recipes or govern crafting at all” according to the dev diary (over in News & Announcements if you want to check it out while you're here ).
  9. Well that sounds a bit sketchy out of context, or maybe it's just me. 😅 So here's a link for anyone curious what the OP did with the Ben paintings. I believe Laz Man is correct, that some are depictions of Kickstarter backers while others are fictional characters that will have a role in the game's story. The devs and people close to them are represented in the design of some traders, though.
  10. What Riamus said. The progression requires items that are orders of magnitude more or less expensive than other items. You need high end items like solar panels and gyrocopters to be ten thousand times more expensive than dirt, or else you flatten the progression curve. So everything could be scaled down, but only if you introduce cents/fractions of a Duke, because you need that precision for cheap items, which can be bought in bulk. So effectively, you'd just be moving the decimal point over on everything. Almost all units in this game, in absolute terms, don't matter. I can pour 1 unit of gas into my motorcycle and think of it as a liter, or 1000 units and think of them as milliliters. The UI might work better with one than the other, but the difference is superficial. The intent is to inflate the numbers just the right amount so they can be subdivided by skill modifiers and whatnot without losing too much precision.
  11. Unfortunately I have not. But I have been working on updating an earlier, standalone A19 prefab I released to work in A20. Hopefully that will be painless, and I can apply the same procedure to update CC_Left4Dead. While that's probably not the answer you were hoping for, knowing that there's still interest in these prefabs helps motivate me to make the time to update them.
  12. This thread is old, and the OP's issue is resolved. Thread closed for necroposting. If anyone takes issue with a post, regardless of who posted it, we ask that you click the ... in the upper right corner and select report. That's what it's there for. Then it is sent to all moderators to review if it complies with the rules.
  13. Your memory is correct. I remember, because I was the one who sent in a bug report that they shouldn't call them BRUTE rubbish bins.
  14. In fairness, the Rule 1: Cardio skill shows the devs are happy to give a nod to fans of that particular movie… in ways less likely to get trademark lawyers interested.
  15. I wonder if I could make the turret sound like the 4x4 accelerating every time it scans back and forth… 🤔
  16. It’s expected that the POI will reset when you activate the quest marker (on site) to begin the quest. The inherent problem is that the game can’t know when your base is a base, and when it’s just some incidental modifications you made to a POI, like laying down a couple of frames. That’s why it relies on the player to manually place the land claim or bedroll, to declare the space that should be protected from resetting. Hopefully this isn’t too much of a tangent… On the subject of POI resets, a change I favor is to activate the quest automatically once you step onto the property, with no manually triggered quest marker. There would instead be a hard to miss screen effect/notification as you approach the boundary line (which shouldn’t be too annoying, as it would only apply to the active quest POI that’s already highlighted on the map and compass). Most notably, this would curtail the opportunity to ‘double dip’, where you do the whole quest once unofficially without hitting the marker, and then immediately do it again by triggering the quest to reset the POI. That throws off the balance, because unlike a player that quests without using this gimmick, you have the zombie & loot locations fresh in your mind, and you get to skip travel time and a loot respawn timer. People naturally grow fond of things they find that give them an advantage, so someone reading this will think, “If you don’t like double dipping, just don’t do it.” But just because it makes sense for a player to leverage an advantage the game provides, it doesn’t mean that that advantage is intentional or balanced.
  17. Also, if you have building blocks equipped in your inventory, you can aim at a block in the world and, using the radial menu, copy shape (or rotation). This generally works to duplicate a complex shape you see used in a POI.
  18. ElCabong beat me to it. Every time, I question if she's matter-of-factly proclaiming, "Meds. Drugs. Boobs. I've got it all." Her self-awareness is refreshing.
  19. Thanks, and also confirmed by forum staff. For what it's worth, when I actually looked into it and tried Google's authenticator app, I found my concerns were addressed. I did not need a Google account. The only data required were my forum account name and a code. I used a manual alphanumeric code provided by this website, so that the app wouldn't need camera access to scan a QR code. We also had an instance of someone that didn't have a smart phone, who was able to run it on desktop via a smart phone emulator. My last concern was that this would be a wet blanket for forum traffic if all users had to start using it, so I'm thankful to learn it's not required. P.S. The change was made for security reasons, and not for spambots specifically.
  20. It's been required for the staff this summer. Since you bring it up, I've asked the powers that be to confirm that this feature is meant to be on for regular users.
  21. As I have come to better understand the modding policy, I feel I should establish these terms of use. Moving forward, if anyone would like to include some or all of CC_Left4Dead as part of a compilation or other modding project to be released to the community, I am requesting that they seek my permission first. I like to know where my work is being used. For the avoidance of doubt, I have previously given Stallionsden permission to use CC_Left4Dead in Compopack.
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