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Boidster

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Posts posted by Boidster

  1. I think they absolutely should be attracted to ladders if the ladder is a viable path to their target. Maybe a 2-high ladder (which is part of a complete path to the survivor) is close enough that their tiny little Z brains clump at the base of the wall and WWZ to the ladder, but 3-high is too far and they aren't interested. Or 4-high. Pick the appropriate balance, I dunno what it is. The behavior would fit perfectly with a half-sentient monster who just wants to eat you and knows or senses that it can climb that thing attached to the wall. If...only...it...could...................reach it.

     

    16 hours ago, Gamida said:

    us brainiacs who wonder if they will climb the ladder while standing at the top of a ladder looking shooting down at them.

     

    Vertical kill-corridor FTW. We used that in one of our horde bases. Intentional ladder path to the top of the base (a re-purposed POI IIRC) with a hatch at the top and a surrounding walkway. We just concentrated our fire straight down the ladder and tore them to shreds. When they got too close (due to radiated Z's toughness I think) we slammed the hatch shut and shotgunned the top ladder segment off the wall. It was fun, but probably only viable for 2+ players. Reloads would cause problems in SP.

  2. To add to what Diragor said, if you ever get bored of the vanilla game, the modding community is very active, with 100s of mods and a few complete game overhauls available. 

     

    To your question about "will I have time to build defenses before the 7th day horde", that is to some extent dependent on how long you set your game days. On 60-minute days it will be more of a challenge than on 120-minute days. If you want advice for a beginner on just how to go about surviving the first horde or two, just ask (or search this forum - there are dozens of such threads). I won't spoil it here - maybe you want to learn from Day 1 yourself (which I recommend!). The game only holds your hand for a very short while in the beginning. READ THE JOURNAL.

     

    At 4,300 hours played, 7D2D is my #2 best-value-for-money game ever. And I've bought it at full price twice, once on console and once on PC. I'll buy it a 3rd time if they make me when it comes back to console. It's just that fun even with a few Alpha-game warts.

  3. 1 hour ago, Slingblade2040 said:

    it seems each alpha things are dumbed down and the game itself is made easier and easier

     

    I have no argument against TFP adding whatever dials, knobs, and sliders they want to the advanced options. More the merrier. But I'd like you to consider the possibility that, with each passing alpha, your skill might be increasing. The game is not being "dumbed down", you are being "smarted up". Possibly.

  4. That's weird. When you try to place the bicycle, do you see the bike, but it's colored red? I'm sure you've tried this, but placing the vehicles can be pretty finicky and you may have to move around to find a place where it can be placed (it will turn green). Roads are good. And you can't be next to a trader - their area is protected from any player-placed blocks/items.

     

    If you can't even see the bike when you try to place it, or if it's always red even on a flat road, that sure sounds like a bug.

  5. 12 hours ago, Radford said:

    I thought Boidster was being sarcastic?

     

    I would NEVER! I will have very harsh things to say to the modder who gives me air-bombing capability in the gyro. Very harsh things, indeed! I'm warning all you advanced modders...don't make that mod. Don't make me hurt you with my words.

  6. Are you talking about weapon/armor/tool parts found in loot? I think that a POIs RWG seed is fixed now (busted cars will always be busted, kitchen cabinets will always be the same searchable/not-searchable, etc.), but the order of searching should still matter. So if you always search Cabinet A followed by Trash B followed by Sink C, you'll get identical results. But if you mix it up it ought to be different. I think. You could run my Loot Logger mod temporarily to see what's going on. It's on Nexus.

  7. 12 hours ago, Roland said:

    Boidster says take a look at my awesome spreadsheet I found behind that curtain over there!!!

     

    Boidster says, "somebody asked for knowledge and I happen to be able to provide it!" What they choose to do with it is up to them. I happen to think it's interesting to understand how TFP constructed the loot system. Perhaps others do too. We sure seem to get a lot of questions (and misinformation spread) about it.

     

    8 minutes ago, BFT2020 said:

    Funny thing is, I don't look at my lootstage number when I am looting a POI; I just loot the containers in it.

     

    I play this way as well.

  8. 41 minutes ago, ElCabong said:

    That may not be the case and I should go ahead and loot them anyway.

     

    Bookshelves do have Lootstage-scaled results, so you would increase your chance of getting better books if you waited. But the chance for getting any book is not Lootstage-scaled. The game decides pretty early in the decision tree "Paper or Books?" and that decision is not based on Lootstage.

     

    Once you get "Books", though, you will get into some Lootstage-scaled results, with rare books being more likely as your LS increases. Here's a snippet from from the Loot Logger mod for a bookshelf search. You can see that the "booksAllScaled" group (Spawn Event 8) is using non-scaled probability templates like "high" and "medHigh". But once the "schematicsModsAndGeneralCommon" group gets selected, it switches (Spawn Event 10) to LS-scaled templates like "ProbT1Cap" and "ProbT2Cap".

     

    This was a low-level character, so both ProbT1Cap and ProbT2Cap resulted in 0.0 probability, forcing me to get a Tier-0 result (Needle & Thread schematic).
     

    =============================================================================================================
      Spawn Event 8 (type=SpawnFromList)
      Spawning 1 time from booksAllScaled; total non-force Prob=2.98 (denominator for NProb calc)
      -------------------------------------------------------------------------------------------------------------
      ITEM or GROUP                  |     Templ     | Force | Prob | NProb | CProb | RNG Checks Hit/Miss          
      -------------------------------------------------------------------------------------------------------------
      perkBooks                      |     high      |  No   | 0.75 | 0.25  | 0.25  | 
      farmingCookingRecipesCommon    |    medHigh    |  No   | 0.63 | 0.21  | 0.46  | 
      schematicsWeaponsArmorCommon   |      med      |  No   | 0.50 | 0.17  | 0.63  | 
      schematicsModsAndGeneralCommon |      med      |  No   | 0.50 | 0.17  | 0.80  | #1(0.79); 
      schematicsElectrical           |      low      |  No   | 0.20 | 0.07  | 0.87  | 
      schematicsToolsCommon          |      low      |  No   | 0.20 | 0.07  | 0.93  | 
      schematicsVehiclesCommon       |      low      |  No   | 0.20 | 0.07  | 1.00  | 
        =========================================================================================================
        Spawn Event 9 (type=SpawnFromGroup)
        Spawning 1 time from group 'schematicsModsAndGeneralCommon' - see following log entries for RNG results
          =========================================================================================================
          Spawn Event 10 (type=SpawnFromList)
          Spawning 1 time from schematicsModsAndGeneralCommon; total non-force Prob=1.00 (denominator for NProb calc)
          ---------------------------------------------------------------------------------------------------------
          ITEM or GROUP              |     Templ     | Force | Prob | NProb | CProb | RNG Checks Hit/Miss          
          ---------------------------------------------------------------------------------------------------------
          schematicsModsAndGeneralT0 |               |  No   | 1.00 | 1.00  | 1.00  | #1(0.19); 
          schematicsModsAndGeneralT1 |   ProbT1Cap   |  No   | 0.00 | 0.00  | 0.00  | 
          schematicsModsAndGeneralT2 |   ProbT2Cap   |  No   | 0.00 | 0.00  | 0.00  | 

     

  9. 5 hours ago, Grandpa Minion said:

    Guaranteed those 35000 players from 5 months ago most of them where multiserver players! I mean anyone with common sense would tell you- losing half of your population base is not good.

     

    I do not think those numbers mean what you think they mean. The game got a surge for A20 (December '21) and has since reverted to the mean. ~30K active players is kinda where 7D2D lives most of the time. There is no massive exodus from the game.

     

    image.png.326a08d3425e7e9f4ce409613c8bea5e.png

  10. I got you:

     

    image.png.0b72528d33b9ea7f3f02b5fa15217de2.png

     

    It's crude, but effective. You can still click on the icon's location to bring up the journal.

     

    In file windows.xml, change this:

     

      <button pos="476,-21" name="Journal" sprite="ui_game_symbol_pen" tooltip_key="xuiJournal" style="press, hover, paging.window.icon" />

     

    to this:

     

      <button pos="476,-21" name="Journal" sprite="" tooltip_key="xuiJournal" style="press, hover, paging.window.icon" />

     

    >poof< it's invisible.

  11. 23 hours ago, Northern lights said:

    How would u all feel about a mounted mini gun for the truck box

     

    You mean like a belt-fed M50 mounted on the passenger side where your co-op partner could mow down the Blood Moon Horde as you circle them like a dolphin rounding up mackerel, screaming "YEAH, COME GET SOME YOU UNDEAD FREAKS!!!"?

     

    Sounds pretty horrible.

     

    Edit to add: you know what would also be horrible? Game-killing, really. Letting us drop Molotovs and dynamite from the gyrocopter. I would haaaaaate that.

  12. Heat is applied to a chunk, which is 16x16m, bedrock to sky. Any heat-generating activity you do is added to the chunk and above a threshold, a screamer will be dispatched to the chunk. I think if you enter debug mode (type 'dm' into the console) and then press F3 you can see your chunk's heat value and watch it go up as you fire up forges, break rocks, or fire your AK in the air like you just don't care.

  13. 2 hours ago, meganoth said:

    Are you saying that if you throw a stone when they try to approach your last known location with ApproachSpot, they will investigate the stone but afterwards go back to the same last know location they initially approached? (Or is the second ApproachSpot somewhere else?)

     

    Yup. Each AI entity has a TaskList which is continually checked with this simplified logic:

     

    For each Task in MyTaskList

      Is this the best task for me?

         YES = Keep on keepin' on

         NO = STAAAAHP DOIN' THAT

     

    Once the "best" task is complete, the next-best will become that Z's to-do item. Timeouts and restrictions apply.

  14. 15 hours ago, hiemfire said:
    23 hours ago, Boidster said:

    If the noise a) reaches the zombie and b) is above the hearing threshold of the zombie, it will go investigate the noise (but not necessarily target you!).

     

    When did they change the noise source to be the impact/breaking item location and not the player other than with tossed stones and snowballs?

     

    Sorry, "go investigate the noise" wasn't meant to imply any particular source and "not necessarily target you" is using the specific game definition of "target", which is "Z is aggro'd on you". You're right of course that other than stones and snowballs, all noises of interest in this context (mainly weapons fire) originate from the player and it certainly will appear like the Z is "targeting" you even if it is just moving towards the spot where you are standing.

  15. 11 hours ago, Damian said:

    There were 2 or 3 when I got to downtown of a big city, 10pm hit and  there were several more, I killed them and that was it, no spawning at all.

     

    I might misunderstand, but is this issue about biome spawns? That is, the general spawn rate as you roam around? (The 10PM spawning would just be the "Night" zombie crew checking in for work.) Or are you talking specifically about the Blood Moon horde?

     

    If it's the normal day-to-day biome spawns, then possibly you had a mod which increased that, but it broke or got uninstalled? The typical biome spawns are pretty modest (max of 4 zombies in Pine Forest downtown areas, for example, with respawns about every 8 in-game hours). I typically play my game with 4x the number of spawns more frequent respawns (via a modlet). Sounds like maybe you had something similar. If you're talking about the biome spawns.

  16. 1 hour ago, Deceptive Pastry said:

    I don't remember if it was described as doing a stealth check factoring your current stealth skill, or if that was a mechanic they were talking about wanting to add. I have seen that how well lit you are at the moment you cross the threshold determines if they wake. So you can do silly things like build wood blocks over your head before you walk into a room to lower your light level. Which is really non-sensical. Line of sight should not be removed from an equation that involves checking if you can be seen. It also never seems to be just a couple sleepers waking up in the room, so I don't know if it's just checking the zombie with the best hearing, or if there's just not a huge variance in hearing levels.

    Part of the problem is tying both sound and light level into one "visibility" meter. So you get nonsensical things like zombies "hearing" you through walls and waking up because you're underneath a light. At least it seems that way, if they're just ignoring line of sight. Sounds should only wake and/or draw zombies toward that location, light level should be totally separate and only for line of sight checks.

     

    Agree that is is a little silly. The zombies' hearing does not enter into it, though, only their visual range (which...I mean...they're ASLEEP but whatever). And it's only your illumination vs. their vision that is checked. (To be clear I am only talking about an "Attack" volume - type 2 in the xml - and a crouched player.)

     

    I'm okay with the combined stealth meter, but it is useless (and not used) for the Attack-volume wakey-wakey check. So it's pretty deceptive in that situation. I hope they improve it somehow, but as I understand it they want these Attack-type sleeper volumes to be pretty touchy when a player enters them. This "can I see you and never mind about line of sight" thing is specific to attack-type sleepers. And so they're...touchy. Other sleepers and normal zombies use the normal stealth rules.

     

    1 hour ago, meganoth said:

    Are you talking here about the volume trigger or the continuous detection done by "active" zombies as well?

    If it is only about the volume trigger, thats okay. Once active the zombies will be scanning for noise in their normal routine

     

    Yes, sorry, that is what I meant when I said:

    Quote

    it is only light level ... that determined whether sleepers wake up ... Once they're awake, of course, noise plays a role.

     

    I should have said "whether sleepers wake up when you cross into a volume" perhaps.

  17. 12 minutes ago, theFlu said:

    Do they wake up or not; we've established that the 2s don't (always!)

     

    I get what you're saying. I guess the farthest I'm willing to go is, "we've established that at least some Attack volumes can be traversed with a highly-skilled character." It would not surprise me, though I have not tested and proved it, if some Attack volumes were arranged in a way that makes the fight essentially unavoidable even by a max-skill player. There is a minimum distance to the player below which the zombie will wake up and it's in the range of a few/several meters. The stealth logger modlet shows these ranges; I've just never run it through a more...devious...sleeper volume. Would not surprise me to find a few which while not technically auto-attack, are effectively so.

     

    Ah, found it. It's 3 meters. If you're closer than 3m, the sleeper zombies will detect you.

     

    Quote

     

    float num = Mathf.Lerp(3f, 15f, (float) (((double) this.lightAttackPercent - 0.349999994039536) * 1.53846156597137));

    if ((double) _e.GetDistance((Entity) this.player) > (double) num)
            return false;

    [else return true = "zombie detected you"]

     

     

  18. 26 minutes ago, theFlu said:

    I agree with most of what you wrote, but you claim there are volumes "worse" than the 2's? Can you point me to one? :)

     

    Did I claim that? Let me pull up the code again and refresh my memory. Maybe I misspoke.

     

    Edit to add: okay I see what you are saying. No, there is nothing worse than an Attack sleeper volume (a "2" in XML). At worst, I guess, there are volumes designed in such a way that the special "can I see you" check by the zombies is nearly guaranteed to succeed regardless of skill. I.e. where they fall out of the ceiling onto your head. You can still lose the targeting of course, so even that is not like BMH GPS where they lock on and don't let go.

     

    I was being too accommodating above, I guess. There are no auto-attack volumes, really. Just the sometimes difficult-to-avoid standard Attack volumes (the 2s).

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