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Boidster

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Posts posted by Boidster

  1. 2 hours ago, ElCabong said:

    the map I used where I couldn't find the traitor was North Quinive mountains.

    For what it is worth, the map "name" you see is dynamically generated and next to meaningless. It is possible - though I expect extremely unlikely - for two seeds to end up with the same map name even though they have different RWG layouts. Only the seed + map size really matter as far as RWG goes.

     

    My first RWG map had a trader in the expected location. I renamed my 7D2D game install folder and my save game folder before switching to "Latest Experimental" in Steam, causing it to download the entire game fresh. This ensures all mods are well and truly gone, something which "verify game files" doesn't do.

     

    Of course reinstalling Windows is also a way to ensure the game is installed fresh. 🙂

  2. We're about to try a similar-sounding base, a modified version of blugold1's in this thread. A hallway with electric fences, jumping obstacles, and dart traps. In sandbox testing, it destroyed a group of 10 demolishers AFK, and we do not plan on playing AFK. We hope that no demolishers reach the base, actually. They and cops will be priority targets for us from the rooftop. The riff-raff can get shredded by the base defenses. Anyhow, if the base survives, but with significant damage I will still consider it a success. It can be rebuilt from scratch in one game day. Maybe two if I have to go mine up 12000 rock for cement.

  3.   

    2 hours ago, FileMachete said:

    The lack of a Cancel button in a Reply/Quote is really annoying.

    Agreed. More than once I've started a reply to a thread, then thought better of it and navigated away. Later I come back to that thread to reply with something else, and everything I had typed before is still there. Including attachments. It appears to remember on a per-thread basis the 'draft' you were writing. So I have to manually delete the stuff in the old draft reply before I can start a new one. Maybe TFP could put in a feature request to Invision.

  4. I went through entityclasses.xml and changed all of these to empty string "" (deleted the <some value> entries):

     

    <property name="SoundRandom" value="<some value>"/>
    <property name="SoundAlert" value="<some value>"/>
    <property name="SoundSense" value="<some value>"/>

     

    No more sounds when zombies notice or target you. They still make sound when hurt, though. Pretty easy modlet to make, if it doesn't already exist.

  5. 오류를보고하고 싶습니다. 
    The contrast on new post titles is kinda weak - light grey text on a white background. 
    Also, huh, using the Korean IME keyboard it actually posts in a different font even for English. I would not have expected that.

    Also also, word-wrapping goes wonky in that Korean/English font so I had to use hard returns.

     

    image.png.3150f30b8694c5b8961cf894a7e0c5b0.png

  6. 14 minutes ago, Fox said:

    Took me a bit of time to figure out how to make it work and make it default, but thanks, this is so much better. I guess that's one issue solved.

    Check out my followup. There is actually a way you can select which forums to filter to (without having to follow them). If you prefer.

  7. 9 minutes ago, Fox said:

    Couldn't care less who posts what. I'd love to be able to filter out categories like console section, Mods section, Announcements, etc, so I don't see them anymore, but that doesn't seem to be available to me.

    Could you follow the forums you're interested in, then use the "content from areas I follow" option?

  8. I think it's utter crap. Change is bad. There are a few things I would change. It's growing on me. I like it. It is perfect don't ever change it.

    Okay I think I've run the gamut there.

    Not a huge fan of the 'overhead' in the UI (buttons are huge, separators are thick), but it's just personal preference. Here's the big test:

    image.png.d7ed116ea4377b948b81ec2e7d9ff951.png

    Niiiiice...inline pasting of screencaps is supported. It is perfect don't ever change it.

  9. I also like to save up my points during the day then decide on where to spend them during the night instead of wasting a couple of hours doing it during daytime.

     

    Ha I do that by accident more often than not. We'll head back to base at night and I'll be, "Huh, I have two skill points to spend, who knew?" I guess the level-up sound just doesn't register while we're out questin' and lootin'.

  10. That depends on which zombie is chasing you. Different zombies have different base speeds. A cop zombie you can outrun even at nightmare speed because he is rather slow. But a biker zombie is just as fast as you on sprint speed. And on nightmare speed the biker is even faster than you.

     

    Well, I did say that I tested several different types of zombies, and only presented a couple of different ones. I did not test Nightmare speed, since OP appeared to be asking about first few days in game for a new player who presumably wouldn't put it on Nightmare, but I will give that a try and get back here.

     

    The Biker has the same aggro speed as most other template zombies (ones which use the zombieTemplateMale settings). The feral version is the same as other feral zombies as well. So a Biker and an Arlene ought to have about the same speed ranges. It is RNG driven, though, so even between Bikers you may see different speeds.

     

    -------------------------------------

    Edited to add more testing!

     

    This time I did Arlenes, Bikers, and Cops, normal and Feral versions, on Nightmare mode. I only tested a full-out run until the end of stamina. And to Roland's point about armor in the first few days, I tested with just the chest piece.

     

    [TABLE=border: 1, cellpadding: 3]

    [TR]

    [TD]NAKED[/TD]

    [TD]Arlene[/TD]

    [TD]Biker[/TD]

    [TD]Cop[/TD]

    [/TR]

    [TR]

    [TD]After 100 stamina run, Normal[/TD]

    [TD]Still chasing, 10m behind[/TD]

    [TD]Still chasing, 10m behind[/TD]

    [TD]Lost at ~50m (but he did spit at me)[/TD]

    [/TR]

    [TR]

    [TD]After 100 stamina run, Feral[/TD]

    [TD]Lost at ~80m[/TD]

    [TD]Lost at ~90m[/TD]

    [TD]Lost at ~40m (also spit first)[/TD]

    [/TR]

    [TR]

    [TD]LEATHER CHEST ARMOR[/TD]

    [TD]Arlene[/TD]

    [TD]Biker[/TD]

    [TD]Cop[/TD]

    [/TR]

    [TR]

    [TD]After 100 stamina run, Normal[/TD]

    [TD]Still chasing, 10m behind[/TD]

    [TD]Still chasing, ~7m behind[/TD]

    [TD]Lost at ~50m (spit again)[/TD]

    [/TR]

    [/TABLE]

     

     

    Finally, I took the fastest zombie - the Biker - and looked at how much armor I could add before he would just catch me while running. The answer is two pieces of leather. Just having Chest + Legs was enough to make running from a Biker futile on Nightmare mode.

  11. Boidster said:

     

    Hah, on default spawn level maybe. On our server that will be a frying-pan-into-fire situation. We absolutely felt pretty safe wandering around at night before we discovered the maxcount parameter. We ought to look into planning for that, though. We could clear out several chunks in the evening, so we were pretty sure of no respawns during night. Then we can go back into those areas without attracting a crowd.

     

     

     

    I haven't actually tested it, so I'll take your word for it, but just yesterday we did a 'kill specials' quest (daytime) and I could barely outrun the two ferals which spawned right in front of me. I ran away until I was out of stamina, turned around and they were several meters behind and got to me well before I could recharge. Am I misunderstanding your use of 'sprint speed'? I was not encumbered, but I do wear light armor. Maybe that's the problem? Is the secret that we should go out without armor as well as being unencumbered?

     

    Note I am using daytime ferals as a proxy for night-time 'run' zombies (we don't use the 'jog' setting). XML does say that ferals are 0.1x faster than normal template zombies so maybe we'd be better at escaping nighttime runners than I think.

     

    Following up with testing:

     

     

     

     

    I tested as a level 1 n00b survivor with no perks or skills. I tested several different zombies, but many had the same results so only 2 are listed below, plus the dreaded mountain lion (which is really a big puddy). The test methodology was 1) spawn zombie, 2) get its attention from about 10m away, 2) run the opposite direction for 50 stamina and 100 stamina (completely drained). Tried naked and with full set of leather armor. Also used both 'Run' and 'Sprint' settings. Zombie max speeds have some RNG in them so except for the cats I only tested once for each.

     

    Summary: Arlenes (and other standard-template zombies) are fastest, mountain lions are no sweat due to their very limited aggro/follow distance. If you go out at night, go out naked (or with just padded armor).

     

    NAKED      
      Arlene Wight Mountain Lion
    Zombies "Run", 50 stamina Lost after ~50m Lost after ~50m

    Lost after 30m (trial 1)

    Lost after 80m (trial 2)

    Zombies "Run", 100 stamina NA NA NA
    Zombies "Sprint", 50 stamina Still chasing Lost after ~80m NA (they don't sprint)
    Zombies "Sprint", 100 stamina Lost after ~120m NA NA
    FULL LEATHER ARMOR      
    Zombies "Run", 50 stamina Still chasing Still chasing

    Lost after 20m (trial 1)

    Lost after 40m (trial 2)

    Zombies "Run", 100 stamina Lost after ~70m

    Still chasing (this was a

    pretty fast wight)

    NA
    Zombies "Sprint", 50 stamina Still chasing very close behind Still chasing NA
    Zombies "Sprint", 100 stamina Still chasing ~10m behind

    Lost after ~100m

    (right at the end of stamina;

    had to backpedal

    a bit to get it to lose interest)

    NA
           

     

     

     

    Still does not take into account running 50-100m with increased spawns, but escaping from one or two zombies coming from the same direction should not be much of a problem if you're naked.

  12. Once you realize the Great Secret of the 7 Days to Die universe you become free to do pretty much whatever you wish.

     

    Hah, on default spawn level maybe. On our server that will be a frying-pan-into-fire situation. We absolutely felt pretty safe wandering around at night before we discovered the maxcount parameter. We ought to look into planning for that, though. We could clear out several chunks in the evening, so we were pretty sure of no respawns during night. Then we can go back into those areas without attracting a crowd.

     

     

    I haven't actually tested it, so I'll take your word for it, but just yesterday we did a 'kill specials' quest (daytime) and I could barely outrun the two ferals which spawned right in front of me. I ran away until I was out of stamina, turned around and they were several meters behind and got to me well before I could recharge. Am I misunderstanding your use of 'sprint speed'? I was not encumbered, but I do wear light armor. Maybe that's the problem? Is the secret that we should go out without armor as well as being unencumbered?

     

    Note I am using daytime ferals as a proxy for night-time 'run' zombies (we don't use the 'jog' setting). XML does say that ferals are 0.1x faster than normal template zombies so maybe we'd be better at escaping nighttime runners than I think.

     

  13. so ive been getting into 7 days alot and with all the cool alpha 19 stuff but im having an issue figuring out what do do my first few nights beside cowering in a corner waiting for the great chime of saftey?? any tips???

     

    If I am solo, I typically spend the first couple of nights at base cooking up food, arranging loot, and waiting for daybreak (or just use settime to fast-forward a bit). Co-op, we might try some outdoor scavenging or tree harvesting during the hours when the moon is up. Until we both have plenty of iron arrows/bolts, decent iron melee weapons, and med bandages, aloe gel, or medkits we don't mess with POIs at night. They run just as fast as we do at night and we have 4x the normal zombie spawns, so unexpected encounters can turn into a deadly crowd situation in a hurry.

     

    Last night due to poor time management we ended up 500m from base at 2200 and we had to sneak/run the entire way back. What a PITA. With the extra zombie spawns finding a path through the crowd - when we're only level 8 or 9 and have not bought up stealth - can be a challenge. The rock-throwing is a life-saver if you can see the dang zombies against the shadows. We got ambushed right as we arrived at our base. Killed one and four more were running in from down the street so we hustled up the ladder and closed the hatch. All's well that ends well.

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