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Haidrgna

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Everything posted by Haidrgna

  1. It has always been OP and will stay that way, especially when leveling is slowed down. Unless they have changed the values, it sets you 50 gamestages ahead for looting every rank, which basically means you average a new quality level (judging from the A17 settings). I have always been doing it the other way around, pioneered the system in A16 and bringing it back again now for 17/18. Basically the tiers of your looting is hardly affected by gamestage/level/perks, but instead the chance a container has nothing or the default loot decreases as gamestages improve. Add in some chances for containers to drop higher counts for low chances, that become more meaningful as the default loot chance is lowering. Basically seasoned players will find MORE loot rather than better loot. Certain containers, such as gun safes, gun boxes etc will not even have tiers based on gamestage at all, instead having just the same chance for tiers. This means a level 1 noob has the same chance to find a rare gun, but the high level dude may find more stuff in those containers so get the increased chance naturally. Still not perfect as to why would a high level dude find more, but there are probably reasons to think of like being able to spot the better gear, searching better. In the real world it would even be that system but then the chance to find nothing increasing over time, but that would make the early game a loot bonanza most likely and end game gimped, only would work for a challenge game mode.
  2. Yeah make it happen This one too please:
  3. If they remove the loop in WanderingHordes and increase the frequency of them (maybe more smaller hordes) then that system could do such things. But for Biomes it would become to much quickly, since players run away from stuff they cannot handle and will just generate more when they do.
  4. Biome spawns do not make packs of direwolves or rads, they make a few zombies and some animals. You are confusing it with Wandering Hordes, which are already gamestaged, although locked in cycle of repeating up to 50 stages.
  5. Hence I said the actual amount of variation should not be that great, such a system would be there to prevent low level people from actually seeing treats over their level all the time. Now it is flat, which means they will always encounter things that could be to strong, then they might only encounter if they are close to a level 200, which can kill it for him, he can run, sneak. MP is always going to have these kind of things, happens on horde nights too, wandering hordes, POI spawns. In this scenario what I would use would have the level 1 guy have about 1/100 chance to meet a wolf and the level 200 would be maybe 1/50, difference would not be to spectacular, but will give the new spawn just that more chance not to run into as much hostile animals all the time. Not to mention on such MP servers animals would quickly go extinct for a few days because of the frequency of players passing the chunks (that is how the current system works).
  6. Maybe it is time to just gamestage the biome spawns so very low level characters can get a smaller chance to encounter wolves. Gamestaging of the Biomes does not need to be as extreme as hordes or sleepers are atm (where almost all zombies are super powered radiated at some point), but they can shift to more dangerous enemies having a bit higher chance, or a chance at all, to appear. You guys might also want to consider having at least one more stage of power of zombies in between normal and feral. Zombies that are tougher like ferals but do not run all the time, just so you can also up the challenge in biomes without constant runners at some stage. Ideally code could handle the actual toughness, feralness and radiatedness of a zombie spawning, then it could always take the average level of players nearby into account and only need one entry per zombie model in the xml where you can configure all these stages of the zombie...
  7. But they do not release on PC, so its free game for the Master Race.
  8. Scaling enemies with player levels works great for ARPGs where it is all about monster slaying and advancing to greater challenges. But tying it completely to the player level never really works. Oblivion and Fallout are obvious examples were certain enemies completely disappear from the world because the player levels up. Areas and zones should have levels of their own and the player level only adding a bit to that at most. It is crazy that a player is getting stronger but enemies get stronger just as much fully negating the advancements the player made. Borderlands is a great example of when all zones start to scale with the player after finishing the story on normal mode. You level up and suddenly your weapon is crap and does not work anymore on the enemies you were killing easily before. It kind of works for that game but 7dtd is a survival game where you become stronger and at some point overcome threats. At some stage certain enemies should no longer pose a danger. But there should be zones or buildings you previously could not do because they were to strong and now can do. But instead currently you can walz into a t5 building on day one and get only low level zombies because it scales to your level.
  9. Having better distant terrain is going to be another game changer, it was already quite decent and I am sure this will knock it out of the park. Did it also solve the weird stuff where it sometimes would stay as overlay where you dug out or where a POI is deep in the terrain? And how does it do water, currently for water it seems limited, deep water gives a lot of holes where there is no distant terrain at all.
  10. Building it is the better term. But MM guessed right.
  11. What is wrong with the visuals of 7 Days to Die ?
  12. The BlockTags enumerator seems to be in the code for a while, is it updated to work with the event system now?
  13. Is it coded to just those blocks or do those blocks have a specific property so the Demolisher destroys any with that tag/class?
  14. Haidrgna

    Gnamod

    Thank you for supporting my work. Blueprints are a Gnamod exclusive feature and will remain that way until the Fun Pimps implement such a feature into the vanilla game. I spend a ton of time to get them right, there is not one block there are over 100 of them, all shaped to match existing block shapes and also a few new ones. You should definitely give the mod a go and if it is to hard turn down the difficulty or increase player benefits. I plan to add more choices in difficulty in the near future to make the mod more accessible to a broader selection of players that may not like the tougher difficulty of Gnamod.
  15. It should deal more damage to wood and workstation blocks tho, letting one pop in your store room might be forgiven, but multiple, should wreck your containers up for letting that happen in my opinion. This was a good horde certainly puts you in place and will make you prepare ahead better next time. It probably is time to not just defend in your main storage base anymore but have a solid tower nearby with more spikes and other traps to take the load of needing to use ammo. I also noticed that the unarmed melee was not suitable at all for horde night, you got punished hard for trying and missing a few punches. The radiated and armor zombies did not even notice getting hit. Any thoughts on giving the strength guy some extra knockdown/ragdoll chance on hit vs the tougher zombies. Like he will not kill em one hit but he can knock them away from him to get a breather.
  16. Haidrgna

    Gnamod

    Not really, though you could swap out the POIs for something else each time you start a game. The size of the segments is rather limited. I guess post generation something could be done to the world, but defeats the purpose of RWG
  17. Haidrgna

    Gnamod

    So an update on progress here as well. I have been working hard for a while now on Gnamod Core 0.5. This version took longer since I am overhauling a number of core systems at once that rely upon each-other (like changing the foundation of a building while leaving it standing so to speak). These core systems are: Resources/Harvesting, Loot Distribution, Construction, Recipes and World Generation. This is a hint of what I have been working on, Blueprint Construction being the major change. Basically it does away with frames or blocks the player carries and places, instead placing a ghostly blueprint block that you upgrade. This video explains a bit more how it works and most importantly shows how it plays out. This is still being integrated in the mod. The shape menu of A18 will make this feature even better. But the other bit is the resource overhaul, adding more metals (Tin, Copper, Zinc, Bronze) into the mix as well as more minerals and ores. No more simple grab a stone and be done, you will need to take the right kind of stone for the job, such as Flint to make stone tools. I activated Bridges in the Random World Generator and created my own version of the prefab. Bridges still do not always spawn correctly, but most of the time they will now. Lot of water was added to the world. I incorporated Tin's work on the RWG mixer for A17 and tweaked it some to give more water. The city layouts are different and so are the biomes. There are currently no snow or deserts in the worlds, they may get different worlds with a different climate/atmosphere. So far I have been working on green biomes only, but there may be patches of desert/snow and wasteland added in some stage. Mostly will depend on if I can alter terrain textures in A18 to add some variations. This version is available on the Mod Launcher under Gnamod Core (Dev) only at the moment, I plan to update the Stable version within 2 weeks, or a bit later depending on when A18 Exp drops. This is playable, but still being worked on (Still a lot of placeholder icons and missing stuff.
  18. Yeah always when posting in the Dev thread
  19. Exploding frog zombies are super fun, modded them myself and I definitely recommend the Fun Pimps to add them to the game.
  20. Haidrgna

    Gnamod

    Thanks, I have been following your streams for a bit, its nice to see someone play the mod for real. - - - Updated - - - Not that I am aware off, mod is not that popular under server owners yet and Horde Mode is probably played on private servers more.
  21. Haidrgna

    Gnamod

    I am not sure what you are asking for? A specific modlet that you want added to the mod or you want to install it together with Gnamod? Gnamod comes with its own custom UI, you can try loading a different modlet with it, but they should probably load after (so give the folder a name that comes alphabetically after the Gnamod folders). No guarantees it will work, I do not really support adding other modlets on top of Gnamod. If something fits well and the author allows it, a modlet or it's functionality may be included, but otherwise it's meant to be played as is. If a modlet does not work with Gnamod you can check with the modlet author to see if they are willing to make a version that works with Gnamod, otherwise you may have to do the work yourself to make it compatible. But as far as I know the Mod Launcher should be able to load modlets on a Gnamod install (but it probably does not rename it if needed for load order).
  22. Unlikely, you have a better shot at offering it in the prefab section or modding section and talk with people there how to get your work to other players.
  23. Haidrgna

    Gnamod

    Yeah Khaine implemented it successfully on Darkness Falls so he would be the best bet to get more info on. But yeah using a script is a good idea, lot of zombie skins to replace and blocks as well. Also if you do find a solution, maybe some other people can benefit from it as well.
  24. Haidrgna

    Gnamod

    I have no experience with running my (or any) mod on Linux. I did just learn there is a bug with how paths are processed in Unity in the game. It basically gets the wrong path to the custom assets of the mod. I got it confirmed from Alloc that it is fixed for A18. Not sure there is an easy work around, except changing all the #@modfolder calls to @file:Mods\ and then the rest of the path might work (Khaine is using it for DF and works for macOS that has the same issue). You can try that if you are willing to experiment with the xml files, but may be a lot of paths you have to replace to get the mod running. Not sure if is just a UI thing, could also try and not load the UI part of the mod, but I think it will then fail on the Unity Assets. With A18 this close and not having access to Linux or the experience to test it, I am not going to invest time (Also considering the other method of getting the path is not supported and will likely break in future versions of the game). I am sorry this is not working for you.
  25. Haidrgna

    Gnamod

    Probably a good idea to (if you have not already) join the discord (link in first post) so can discuss it there in more detail. But in order to work with them they will need to use one of the road segments that come with the mod or a variation on it (but then the side information will also need to be adjusted). Though the easiest way is to let me handle it and just build something decrepit, ruined or broken. I need buildings in between totally collapsed and mostly intact, maybe even the variations of the same building. If you never build a prefab before, probably a good idea to learn how the ingame editor works, I can help you with questions on it and there are some tutorials I think on YouTube if that works for you. But the measurements of any building should be in increments of 16, so 16x16 would be the smallest, probably not going to go bigger than 512x512 (which would be a massive build). I managed to fit the Higashi on a 64x64, and most of the road segments I made are also that size.
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