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Khulkhuum last won the day on May 18 2019

Khulkhuum had the most liked content!

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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. 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.
  4. You do know that Pistols are in the Agility skill tree, so you need some of that to point the gun properly
  5. 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.
  6. 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.
  7. 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...
  8. 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.
  9. 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.
  10. 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)
  11. I'd imagine it where the T1 doesn't have the stun mechanic (more like a club, but considered a baton and gets baton buffs from skills, something like a Police Baton), T2 has stunning, but requires a few hits (just like the regular Stun Baton now) and T3 is a full fledged postapo stun baton (with an appropriate look like the T3 club), stunning every hit (or every 2 hits).
  12. Still... They aren't the functional ramparts you'd expect from a "castle"... No holes for shooting down or pouring molten iron
  13. Considering quests, a bit of suggestion and a bit of an enhancement: 1. Have the possibility to choose among a wider variety of tier quests. If i have access to T2, there should be T1 and T2 available. Having access to T4, there should be at least 1 of each below tier and the current. This would require either expanding the list as you gain access to higher tiers or allow choosing a tier you want and generating some quests for each tier. 2. Bringing in tags for POIs, add some variables for each of those that can be questable. Why? Example: If a POI has "containSatchel" tag, it can be quested for a retrieve satchel quest (after which it will be removed). This could enhance not repeating the same quest in the same POI. In the similar manner, "containsZombies" tab would mean a quest can be performed to clear the POI. This one could randomly be added again to a POI, allowing to clear it again after some time or something. Add more tags and possible scenarios. This could solve both problems of "repeating the same fetch quest over and over" (clearing quests are less unrealistic than fetch in the same location), as well as "only having quest tiers i don't want to do".
  14. Me mentioning full pants... Now someone found the place i tried cleaning them...
  15. Whew... Finally caught up with this thread... -Rubs his forehead from sweat.- Time to stir this cauldron of discussion some more... To resurrect a previous convo... I've been playing No Man's Sky from around a year or more after release (first big update i guess) and was coming back to the game every couple months. I always explored a lot, built a base, gathered resources and established a somewhat stable point until i got bored. Each time though, i played longer, did MORE (in view of quests, discovering"words", exploring various planets, gathering resources, etc.) and enjoyed myself longer. Doesn't mean i'm still playing... Maybe i'll come back in another few months, but i think the game CAN be quite enjoyable (the latest iteration took me LONG TIME through "tutorial" levels and beyond to story) compared to when it first appeared. I propose those who didn't play, check it out themselves and make their own opinion. Considering ZOMBIES... I remember maniacally playing first Dead Space, finishing the game on hardest difficulty, going at it again and again... One thing i can say is way different when you go into NG+ is the equipment you have. When you first encounter Necromorphs none of your weapons is upgraded in any way, you basically struggle to kill them off (unless you know how). Dismembering is crucial to kill them. But when you're close to finishing the game or enter NG+, you can literally shoot them without dismembering to put them down. NO JOKE. Something you'd have trouble or use up LOTS of ammo is more or less on a silver platter when you're using fully upgraded weapons. With that in mind... It shows it IS a game and you can't really predict every little detail. HP of Necromorphs was properly set up to make them hard to kill, but not impossible (or bullet spongy). Having a great weapon doesn't diminish it in no way, even killing them through chest shots. If i have a basic laser cutter i don't expect dealing much damage, but when i got all the upgrades hell yeah... MY POINT: You want to kill Zs by stabbing their toes? Go ahead, you'll need quite a few hits, but it's plausible as in most games. BECAUSE THEY'RE GAMES. Whew... Back to lurking... -Grumbles.-
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