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Gr.o.m.

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Posts posted by Gr.o.m.

  1. 4 hours ago, FranticDan said:

    point blank, and each mod reduces spread so the crosshair was super tight

    Range isn't the issue, its the dmg. Range wasn't changed, only dmg

    I know WHY this has happened, because each projectile got a dmg buff for pumpy and auto, and since shells have 10 projectiles, shells got buffed 10x more than slugs did.
    Which is also why slugs in the pipe is VERY high dmg in comparison to shells, since pipe has a dmg nerf instead of a buff, so the shells got nerfed 10x more than slugs


    Before, slugs were great from early game to late game, now slugs are only good in the early game. When compared to shells.
    I also want to point out the obvious that slugs penetrate 50% armour, which makes the slugs look even worse when shells do MORE dmg to a 50 armour rating target than slugs that cut that armour down to 25

    Pointing out the obvious still, in b217, slugs did over 60% MORE dmg than shells with the Auto, while in A21.1 slugs deal 15% LESS dmg than shells



    Counter argument: Would you use AP 7.62 ammo if they did 30% less raw dmg than regular 7.62?

    I don't think you can argue, that only the raw damge matters. Lets assume for a moment the pimps would have changed pelletshells in the following way, without changing the damage: Spread is changed to 180 degree, damge fall off 50% PER meter, to 0 damage for ranges for more than 5 meter. I think we can both agree that that would be a brutal nerv to pellet damage.

     

    Slugs are still verry good. They do more damage at range and at armored targets. And don't forget, that you don't want to shoot at demolishers with shells.  😉

  2. 1 hour ago, Roland said:

     

    Good point. No matter how they tip the balance either toward crafting or toward acquiring, someone isn't going to be happy-- especially since they want both pathways to be an option in the game.

    If any kind of balance is going to happen.

    At the moment there are so many things broken.

     

    Using stone tools with one perk point in miner 69er and going out of stamina.

    Finding weapon crafting magaines at the rate of 1 per day and I am talking of a 4 men group doing 2-3 quests per day. Day 12 bow 12, handgun 13.

    The state of agility in general. At the moment it would be an improvement if you remove the complete attribute from the game.

     

    Good luck trying to nerv acquiring. Even if you can not buy any good items at the trader (deathsentence for the daring adventurer and better barter skill) and can not get good items as a quest reward. No problem, go to the wasteland and use quests to reset your favorite poi. If you don't get better loot by looting poi, no problem stay in the wood biome and use quests to reset the book shops.

  3. 14 hours ago, Roland said:


    I don’t see it as wanting to make it tougher so much as wanting gear to be something we mostly craft instead of mostly buy or find.  Right now finding or buying or being rewarded with something beyond what you can craft kind of takes the wind out of your sails if you like crafting your own stuff.  
     

    When you just need a few more magazines to be able to craft a higher tier than you have it makes finding those magazines exciting. When you need 16 more magazines just to match what the trader gave you then it makes it much less exciting. 

    I can remember the times, where I did not care to go to the trader or look into its inventory because there was no reason to do it.

    If I can not expect the trader to have a good item, why bother to look into its inventory? Raw resources? Who cares if you can grind them in even greater quantities and for free with mining and wrenching? Parts? You find loads of parts while looting, if you craft every 2nd or 3rd tier improvement?

    At least it would free up one inventory space because you smelt your dukes into brass and can throw away any one you find while looting.

  4. 56 minutes ago, RipClaw said:

    How many quests do you do per day, if I may ask? The way it looks to me, people push through the quest tiers and then wonder why the balancing fails.

     

    With our 4 man group we do about 2-3 quests per day. While 2 of us kill the zombies the other 2 loot and pillage (wrenching, shoveling, etc).

  5. 30 minutes ago, aamatniekss said:


    Proposed fix:
    Limit item qualities you can get depending on tier of the quest, it could go something like this, with probably some tweaking -
    Tier 1 quest - only give iron 1-2 tools and equivalents for weapons as maximum for tier 1.
    tier 2 quest - only give iron tools 3-5 and equivalents
    tier 3 quest - only give steel 1-2
    Tier 4 quest - only give steel 3-5

    tier 5 quest - machine tools 1-2

    tier 6 - machine tools 3-5. 


     

    Solves nothing and makes it only worse. At the current state of the auger and the chainsaw, why bothering about machine parts. They are not better than steel tools, but need fuel and cause screamer problems.

     

    It also don't solve the endless stream of dukes.

     

    I think a better way might be to remove the automatic money reward and add them as a fith option. Also should daring adventurer at lvl 4 be changed so it gives automatically the fifth reward option the dukes and only one choice of option 1 to 4.

     

  6. 1 hour ago, RipClaw said:

    But only then. Otherwise I have no control over the heat production. With all other workbenches I can control when heat is generated.

    I don't want the screamers to spawn when I turn on the chemistry station? Then I switch off a forge and the heat remains at a low level.

     

    I do not have this kind of on/off switch with the dew collectors. When they have been emptied, they run uninterrupted for the next 60 minutes.

     

    What about placing a landclaim block, picking them up and putting them in a box?

     

    I don't like the watechanges, but complaining about a workstation generating heat, is not the thing I would protest about.

  7. 2 hours ago, theFlu said:

    Sure, the "stun" / slow is good, but the stagger from the PMG is somewhat equally useful. 15 (or 22) rounds means you can drop a couple targets reliably, esp if you bother to go for head shots.

     

    I don't blame you for liking the shotty, but in my eyes it's not really comparable.

    Like I said. If you go for raw dps. But you have to pay it with ammo.

    The shotty gives you the time to regroup, so you can either go on shooting or do some more wetwork with your meleeweapon.

  8. 2 hours ago, FranticDan said:

    I'm saying, with the Pump and Auto shotguns, slugs are completely redundant. If anything, Auto got a MASSIVE buff in b323.
    Either shells need a nerf, or slugs need a buff. Or a bit of both.

    Shells should NOT be doing MORE damage to a soldier than slugs

    I am with you in so far, that slugs need more resources and should be the better kind of ammo.

  9. 2 hours ago, theFlu said:

    That pipe machine gun is the absolute best of the pipe tier, only real drawback is the tiny magazine. Give it a whirl, ASAP :)

    Probably if you fixate only at dps.

    I think the pipe shotgun ist far more vesatile as a "oh-@%$#-weapon". You get good DPS, plus the slowing effect (at even more than one zombie) and if you take thetier 1 quest reward shotgun ammo, you get 60 rounds more than enough for a long time. All in all you get the most bang for the buck,

  10. Are you REALLY complaining about something, that might be a nerv to shotguns.

    IMHO the most imbalanced and best weapon in 7dtd. If you use any kind of shotgun, you get the best damageoutput per ammo combined with the best kind of crowdcontrol (slowing effect) AND in case of the autoshotgun you can get compared with the rate of fire the biggest ammocapacity.

     

    Try to use any kind of pistol or the SMG. If the pimps nerv shotguns down to the level of agility wepons, than it is time to complain about brutal nervs.

  11. 3 hours ago, Khalagar said:

    The more I think on it, the more I do think traders shouldn't be able to give over a t4 version of an item just to make sure you absolutely *can't* power creep and  totally ruin a magazine line by getting a t6 steel spear or something when you only halfway through the magazine line, and some of the extra rewards could be more focused on things like resources instead.

     

    My friend that hate mining and grinding resources loved the t1 rewards like 1500 wood etc, but those disappeared and all we get now are t2 iron gloves and such as a reward. I feel like they could even increase crafting costs, but have traders give stuff to help offset the raised costs, like making it take a lot more parts to craft high tier stuff but have traders give parts bundles. Or have traders give duct tape etc.

     

    I also do think the traders should give low tier upgrades as high tier reward. Like if you do a t5 infested to get a big reward, it should offer something like farming or gun bundles etc

    Great idea, but than tell me, why should ppl invest a lot and I mean A LOT of time to run tier 4 and 5 poi's and get the same reward, as running a tier 3 or 4 poi? Money?

    I am at day 5 and sitting on over 16.000 dukes because there is nothing wort buying on the item side. XP? I get the same or more XP if I run 2-3 tier 3 poi's instead of one tier 5. Nerving the rewards is the best way to ruin the endgame. Hey lets restart the game, maybe there are mods out there, where I can have fun.

  12. 4 minutes ago, Roland said:


    They reduced slightly the number of overall magazines you get from some specific loot containers like mailboxes and removed magazines from being the de facto reward choice by making them only show up as quest rewards part of the time and reducing how many you get. They haven’t touched the boost granted by perks which is what we’ve been talking about.

    Sorry Roland but magazines are STILL the de facto reward choince. You get 3 x 2 magzines each worth 300 dukes. Thats 1.800 dukes, I know no quest reward for a level 1 quest worth 1.800 dukes.

  13. Go and max out Daring Adventurer for getting better Trader. I put a single point into it and while I still cannot craft a tier 2 primitive bow I was offered a tier 3 AK47.

    So why bothering with that crafting book nonsene, get money and Daring Adventurer and buy yourself a motorcycle.

  14. I really hate the new system, not because it is something new.

    But because it takes away descissens from me. I can no longer decide to spend points or money to get a blueprint, I have to wait until some dev has made that descissen for me, that at that point of the game I get it.

    It also feels like the new systems prolongs the stoneage.

  15. 4 hours ago, Roland said:

     
    when you complete a quest you are usually given a choice between a bundle of mystery magazines, one named magazine, and then a typical reward like antibiotics or ammo or whatever. You have to choose. You don’t get mags with something else. 
     

    The bundle is always nine magazines: three each of three random magazines. Your perk bonus does not affect the random draw for the bundle afaik. 

    That is one huge buff for the single best perk in game. Now Daring Adventurer goes from "must have" to ABSOLUTLEY MANDATORY.

    Why because it increases at level 1 the chance to get a good item from 30% to 50%. Not to mention middle to late game, when you have most of recipies and the additional pics become more and more interesting.

    This new system has the potential to badly nerve any to all perks who comes with recipies like farming, engineer, greese monkey, master chef etc.

    I don't see an way to make pearks like grease monkey viable. Even a 25% bonus to crafting time and resorces is plain bad for a perk affecting crafting probably a dozen items. Also if the new cooking perk will reduce ingrediance and cooking time, why boother just put more points into farming and get all the ingrediance you need and cooking time, who care get two more campfires an problem solved.

     

    For me the suggested new changes, are not a buff to crafting but one big buff to looting, with some smalltime crafting attachted to it.

     

    This is not a criticism how to develop the game or how the pimps should run their company, but about how I think it is affecting my game stile.

  16. On 5/10/2022 at 10:15 PM, Canute said:

    @Gr.o.m. you need more pracsis how to quote 🙂

    from the Discord FAQ

    Q: How do I get a class quest back if I accidentally dropped it?

     
    Use the following command: givequest questID Replace questID with: X is the quest level
    quest_classtraininghunterX
    quest_classtraininglaborerX
    quest_classtrainingmechanicX
    quest_classtrainingcivilianX (Scavenger)
    quest_classtrainingscientistX
    quest_classtrainingsecurityX
    quest_classtrainingsurvivalistX
     
    You need admin permissions and you can't use this command for another player without a server manager.

    Thanks Canute

  17. On 4/26/2022 at 1:04 AM, KhaineGB said:

    How do I get a deleted class quest back?

    Since I got accidentially rid of one instead of a scout quest.

     

    You have to use the console.

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

    Problem ist: I tried the console and was unable to find the right comand. can you give me a slightly more precise tip, HOW to do it.

    Thanks for the efford.  😉

     

  18. 19 minutes ago, Slingblade2040 said:

    Then why even play? Hell why even do any of PoIs. You might as well turn on creative mode and spawn all the stuff in. Most survival games have some kind of progression system. The idea of oh I don't like tier 5s because they are tough and I rather do lower tiers since they are faster for end game mega loot is ridiculous and what's even more ridiculous is just going to a trader and buying end game items.

     

    I can only imagine the amount of people that will complain about doing Bandit HQs or bandit outposts if they are as big or as difficult as a tier 5.

     

    If people want end game style loot they should be expected to engage in end game style content not just go buy stuff from a trader or do much easier quests or PoIs for end game loot and if they don't want to do that stuff then they can just cheat it in. 

    Sorry my bad, you intrepreted my words in a way, that I dislike T5 pois because they are difficult. In fact I whish that would be the case.  I don't like them because after 5-10times running them they are boring as heck. They are in fact more diffucult than T4 pois because if you do them allone, you have to do hope, that there is no thing like loosing your internet connection and have to do them again. T5 pois simply take too much time.

    But you can mitigate that if wou do them with 2-3 friends and a lot of ammo.  😛

  19. 12 hours ago, Slingblade2040 said:

     

    For me it would be to do away with secret stash all together. Just keep the traders to selling food, medical supplies, ammo, mods and some resources. For things like guns,tools, armor and work stations make them available from the traders quests in the same way we get a bike after a certain amount of tier 3,4 or 5 quests but definitely make it random and only 1 work station appearing.  The quality of the gun, armor or tool can be tied into what tier of quest you did to encourage people to do higher tier quests more often.  Quality 6 stuff should be loot only and only lootable in tier 5 locations to make them more appealing and worthwhile. 

     

    For that to work properly they would have to give daring adventurer some kind of nerf to where it only gives you more exp and dukes, maybe like at its final stage you would get a 100% boost to dukes and exp from quests.

    Absolutly againt your suggestion to force people to do the same tier 5 pois over and over again. I do theses only once or twice per alpha and only because my frinds want to play them.

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