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Khulkhuum last won the day on May 18 2019

Khulkhuum had the most liked content!

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About Khulkhuum

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  • Birthday 07/25/1985

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  1. Nothing praises good luck like some bad luck through all of the containers in the room... As much as i understand it, there still is a sense of bad taste in your mouth, because you spent half an hour (or more) on something that brought you nothing. I wouldn't mind if i found some tools or equipment that was not intended for me, anything sorta valuable. When i get a set of bandages, low tier tools (like a stone axe), plants (common around the area) or some basic resources, it's rare for me to take them and feel cheated out. Same goes for rewards from the trader. Sometimes he gives such utter garbage that i wonder why i even consider doing the quests (apart from the dukes of course). I don't mind getting worse items as rewards in loot or from quests, but there should be a minimum value of items to be obtained. I know it's more of a rant on RNG, but as i understand reworking the loot tables should guarantee i don't find a steel pickaxe too quick, but also let me find something useful (neither of 2 extremes).
  2. Considering "Out of Place" - i proposed in the Pimp Dreams for POIs to have a minimum and maximum GameStage setting (for loot and enemies seperately or together). I personally think it would be a great addition, especially after some tweaks are made and you simply don't find "ONLY A CAN OF STOCK" among the best loot caches in the rewards room or some other garbage (expecting at least some good equipment). I've had a few occasions (more often on my 50% loot playthrough) that i didn't find anything or simply things not worth spending time in a POI. Sure it's a roulette and you should never know what to find, but the purpose of raiding a POI (through a quest or not) it should give you something useful, even if only to be sold.
  3. I wouldn't be for having items drop in specific biomed POIs. You could limit that with POIs having their distinctive loot, but i don't see a point in it. This is mainly because difference in biomes doesn't necessarily constitute in higher/lower difficulty, they are simply different with varied "variables". It's not like in many games, where advancing to a harder area you need better equipment, better skills, etc. So far, only Wasteland needs better preparation, but i wouldn't go to a conclusion that you strictly NEED better skills and equipment to go there. Additionally, i'm mostly talking about POI tiers, which can be handled in many different ways with how i describe it. 1. Low tier POIs will have only a MAX GS for both loot and enemies, while high tier POIs will have only a MIN GS. 2. Each tier will contain specific MIN GS and MAX GS, making it ideal to get low value/quality items and enemies in lower tiers, but having higher value/quality items and enemies in higher POI tiers.
  4. Yeaahhhh... I do get too ahead of myself with mentioning T6. I just am accustomed to having 6 tiers of weapon quality.
  5. Above concerns could be alleviated with letting T4, T5 and T6 not have a MAX_GS value. Still, i would like T4 and up to have the higher difficulty zombies and not simply allow me to go through them with practically anything equipment wise and clear it with enough time. I remember in A17 i think i went into a big hotel POI and on top there was a Rad Fat Guy. If not for a ladder cheese, i would have not finished clearing the place, even though i died a couple times. Still, that was only top floor (which usually is way harder).
  6. Thought if an interesting idea for rebalancing POIs. Perhaps someone thought about it or maybe it was already verified and discarded. You can read about it in the PIMP DREAMS.
  7. There is one thing that i would like to be adjusted. POI loot and enemies. Here is what i think there is (correct me if i'm wrong): - POIs differ mostly with the amount of special loot containers. So a higher tier POI supposedly has more higher grade containers. - The most influential thing to consider when looting is GameStage. So considering having GS 1-10 with GS 200 (in A18) you will get the chance according to your GS, even if it's low. - The number and type of enemies is influenced with GS. If you enter a T3-5 POI at the start of the game, it will differ for when you entered mid-game. This is how i wish things were: - POIs differ with the amount of special loot containers. Higher tier POIs should not only have more higher grade containers, but their loot should be staged also. This means T1 gun safe or weapon cache will be assigned to T1WeaponLoot list, while opening a T3 will use T3WeaponLoot list. - The most influential thing is GameStage, but each POI should cap at a minimum and maximum GS due to how "difficult" a POI is and how big also. For example, a T1 should have MIN-GS = 1 and MAX-GS = 45, while a T3 will have MIN-GS = 60 and MAX-GS = 180. This means if you have GS 5, in a T1 you will et GS5 loot, but in T3 GS20 loot. If you have GS 65, in a T1 you will get GS25 loot, but in a T3 GS65 loot. Now imagine walking into a T4, where MIN-GS = 150 and MAX-GS = 600. Values can differ. - Similar as in loot. Pimp up that difficulty for higher tier POIs, while limiting it for lower tiers. If you enter a T1 at GS100, you will still get up to GS30 enemies. But if you enter a T4 at GS20, you will get enemies with the MINIMUM_GS, for example 150. Perhaps create a simple MINIMUM_GS and MAXIMUM_GS for each POI, meaning both enemies and loot will be appropriately generated based off it. This could help the progression, as well as influence what kind of POIs players will visit. Seeing Radiated (or mid/end-game enemies) in a POI will definitely scare people from visiting it before gathering appropriate equipment. But the changes in loot will well be worth the effort too. Not only different tier loot lists, but also differences with GS on different tiers. Or perhaps make it general, that each T1 POI will have GS 1-45, T2 will have GS 35-90, etc. Numbers can change, but the overall idea is important.
  8. You do know that Pistols are in the Agility skill tree, so you need some of that to point the gun properly
  9. Referencing the mention of reworked zombies and someone suggesting to create one with some decomposition, with lots of skin shredded, etc. Why not make a zombie that has some sort of bugs living under the skin? Not only would such an enemy have ripped skin here and there, but also have a centipede or something bigger crawling atop it's arm, head or leg. Not that IRL there aren't such bugs and parasites that live just under your skin... Just watch a few channels on tv where people were abroad in some country and brought back some kind of parasite that lives in their ear, under the skin on the head or somewhere in the body... Put that into extreme, add radiation (for enlargement) and there you have it.
  10. I know i will be walking off topic (and also off 7DTD) for a few sentences, but this is to prove a point. So i've been deep in 1.4 for Terraria. Among all the blissfully new content, new features and updates, some early to mid game balance has been introduced. I could say that i am a fairly good Terraria player and know about most of the more important stuff in the game (including many of the tricks and quick advancements available in the previous versions). Right now, A LOT of those have been nerfed in favor of making players take a slower pace before midgame (enabling Hardmode where everything is suddenly tougher, new enemies spawn, new ores can spawn and you start gaining access to harder bosses). With all the other new stuff, it all brings so much freshness, i could sink many more hours before i advance. Not because i wouldn't be able, but because i have not attained most of the things i usually would already have with so many hours in. NOW i have more purpose. Translating to 7DTD, i wish some day to have an update where starting from scratch will get me to enjoy the "Stone Age" a little longer, but still allow to have good enough equipment to live on. Starting focus to craft mid tier equipment, building a base, exploring T3 and T4 POIs - all of this will feel like another step you have to take to find some better loot, survive another week, take up the challenge of another, stronger horde. Not that such emotions aren't there, but as some people stated - finding top tier or mid tier loot at the beginning doesn't allow you to enjoy the starting equipment. A18 definitely had a better gameplay than A17 and i presume A19 will have an even better balance. Who knows what future will bring? Patience. Patience is the key.
  11. Just remember, falling off the head is different than from the leg or back... Considering mods... Modding your game for the first time is similar to pushing through a threshold in your head (losing your virginity, intentionally or by mistake killing an animal, cheating on your lover by watching your favourite Netflix series by yourself instead of together, etc.). When you're past that threshold there's no turning back and you view the world in a completely different manner. Your eyes open to many new possibilities and you can see so many things you couldn't before, but at the same time it's so subjectively the same. It's either this or that with no middle ground and no crossing over the other way. But let me tell you... I'm no virgin in modding...
  12. Finally caught up with those new pages i found this morning... Was expecting 1-2 new post pages, but having 10 is too much... That's some discussion and one cannot simply reply to a post mid 4th page, because there are another 4 (at least) and the discussion could be over... Like seriously... Anyway, my 2$. We don't know how A19 plays yet with the new systems. We don't know if anything we were talking about isn't being considered in the future (for example, MM mentioned something like animal spawning multiplier option or something the sort... forgot ALREADY after these last pages). We don't know whether TFP will change their minds on some subject, cause noone knows the future. For differentiation between SP and MP on food usage, i'd see two options: 1. Food consumption stays low for the first few levels and gradually rises, meaning in late game you need more food than in early game for the same time period. Obviously, could cap at some point. This both means you are able to obtain food better (buying, hunting, faster movement between places, better skills to get more and better fighting to clear POIs faster), as well as is a mark of progression. Think of it however you want. 2. Allow some options to increase or decrease spawning food in POIs/animals in the wild/food at traders. Pick one or all. This should be self explanatory. You play MP with many people, pimp up the spawning. You play SP, tone it down.
  13. In general it is better to start a new world with the new big update. Doesn't mean you can't continue playing on A18, but as there are some changes for A19 and early progression, it will be more interesting to start anew. EDIT: On the other hand, if you continue a previous alpha world, there could errors and bugs pop up, which usually do not appear when starting fresh.
  14. You do understand you're moaning about the last upgrades to skills? These first ones usually bring the most advantage, because they give any bonus (while without them it's in most cases 0, like Healing Factor). Sure the last upgrade could enhance even further what you have, but already investing 4 points into a perk is way more than adding that one last point. I don't mean you shouldn't do that, but considering various other skills you might want, it's still your choice on what is more important. Considering building - I have not invested any points into INT nor its perks (apart for Daring Adventurer for additional quest rewards) until mid game, because i found more pressing skills to buy and upgrade. Managed to build a quite decent base and am making lots and lots of concrete, smelting steel and making my own ammo. I FOUND recipes for the forge, cement mixer and chem station, as well as the one for the crucible (but i still bought 2 from the trader before that). I HAVE FOUND all motorcycle component recipies and am driving it around the world. So please, don't tell me it doesn't work with the current skill/perk system. Many others could give similar examples.
  15. Decided to pop into the files and check out stats for all zombies. Even considering the functional differences between zombies (some having armor, some being slower/faster than others, bulkier body or whatever), i still find considerable inconstistencies between "similar" zombies. It's different in A18 than it was in A17 (XP gained for kill is raised for most enemies in a similar fashion). As i understand, A19 will still tweak their stats, adding and removing some of them. Can any TFP dev say a bit more about how "entityclasses.xml" is populated? Is it done automatically or you have some spreadsheets and verify how they are filled? Not saying it's done completely bad and i'm sure many of these values have been decided for balance reasons, but the concerns i had in A17 persist today (strictly from statistics perspective). For example (values below for comparison): it's easier to kill zombieSoldier to get 750xp by inflicting 150 damage to him, but killing zombieFemaleFatFeral grants also 750xp by inflicting 380 damage. Similarly, i could get 413xp for killing zombieBoe, zombieFemaleFat, ZombieArlene and zombieSteveCrawler, but their HP is as follows: 150, 200, 125 and 80. Should there be such disparity to get same XP, but shoot different amount of bullets/dish out different number of melee attacks depending on a zombie? Another thing is (as far as i understand) that when some parameter is not mentioned for an entity, it takes the values from the parent (upon which the current is extended). With this in mind, all zombie Biker variants have Strong loot container as a drop, just like most radiated. Radiated Lab zombie has it, but Arlene and Darlene not. Radiated Boe and Moe has Strong, but Joe has not (Boe and Joe have same HP and XP gain). And the biggest curiousity - all soldier zombies have regular loot container (would expect Strong at least for ferals and Radiated, but they all lack the parameter). PROPOSITION: If it is possible, create some templates (just like zombieTemplateMale) for various groups of Zs (male weak, male feral weak, male rad weak, male strong, male feral strong, male rad strong, etc.) and use them for filling all the repeating values (like XP Gain, HP, loot container, etc.). SOME ZOMBIE INFO: (Name in XML, XP gain after kill, HP Max, XP/HP proportion)
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