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meganoth

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Everything posted by meganoth

  1. I have to agree generally. Failure management and error correction (in other words the boring stuff) seems to have been neglected somewhat. It should not be necessary to manually delete old generated worlds when those worlds already have versioning information in them. I don't agree that A20's new features are garbage or that the changes (for example to farming) are bad, but that has been already discussed in other threads. With all the technical problems you had I would also say that you didn't have the time to really try them out and give them a chance.
  2. Grenades are very susceptible to not flocking together. And regarding molotovs, one of the last zombiebag I looted had a glass of water in it! Coincidence? 😉
  3. You could just have asked for the reasons and then checked the plausibility of those reasons first before inventing new theories on incomplete information The timing argument, sorry, has a big hole: It is a new alpha, all big changes happen at exactly the same time. So the addition of a drone, the RWG changes, the difficulty to find beakers, feral sense, ... all conspicuously happened on the same day. 😉
  4. Excellent. The new meta will be to build a new horde base every week because the zombie AI remembers the pitfalls of the current horde base indefinitely and avoids them. I'm sure players will rejoice. 😁
  5. And ammo scarcity is a necessity if some ammo is clearly better than other ammo and arrows and melee and needs some disadvantage too. If you don't save on ammo you need to spend some time in a mine or expend more money for ammo instead of other things. By the way, I remember day 7 horde nights in alpha15 and 16 where my group used ONLY bows and arrows and lots of wooden spike traps. If you don't have enough ammo, collect feathers and you don't need to wait out the horde night. Is this about the word "acceptable" ? I'm not a native english speaker and maybe we have some miscommunication here. I did not say that you can't use those weapons, that they are unacceptable to be used. I meant "acceptable" as in "sufficient", "up to the task" or "adequate". You see no compelling reason to use the compound bow over the wooden bow? Like more damage, more range, less ballistic curve, but mostly more damage? You are not making any sense here.
  6. It is random. In my SP game I built a ladder for the zombies to climb up so I could make easy headshots. It worked 1 and a half horde nights then suddenly zombies would ignore the ladder.
  7. No, you haven't found the right way to use spike traps. Plant them in the ground, make their top be level with the ground and zombies will treat them like a plane floor and walk all over them.
  8. Are you saying you are continuing playing an A19 world with A20 and are surprised the game stops working correctly? Well, update instructions say that you should delete old worlds when upgrading to a new alpha. As a 30+ years software engineer you should know to follow upgrade instructions, right? You should also know that major versions are commonly used to introduce incompatible changes, only minor versions usually keep compatibility. This is a very common standard in the software industry for many years now.
  9. No, TFP want to remove another play style. I'm sure of it since I have my tin hat on while typing this. 😁
  10. Well, but in oh so many words you exactly want to "hide" from danger at times you want to be able to select (this is not an accusation, just a fact. And I hope you can reach it with some config options and modding). And in my opinion there are ways to reach that goal (even if imperfectly sometimes). But the DEFAULT game is exactly how the developers want it according to the design principles they set up. One of those design principles is simply the exact opposite of what you want. And it doesn't matter that the game once did it differently in its Early Access experimental phase. There never was a guarantee that specific details in this game will still exists in vanilla when this game goes gold. You ask for changing the way screamers work for example. Instead just remove screamers from the game and you get exactly what you want. Yes, you need modding for that, but very simple modding. Any modder can help you with that if you just ask in the relevant places or look for a mod that already does it. If it is only about screamers, consider it done. Test it and if you still have problems, maybe there are some other settings that can help
  11. Since I'm using the spear now in my MP game this question has been bothering me. In XML I only found this relevant to it: <property name="Throw_strength_default" value="6"/> <property name="Throw_strength_max" value="18"/> It shows that something depends on how long you aim and I would guess it will surely determine range. But does it also influence damage?
  12. If they are lying about that, sure. But why should they lie about such an inconsequential thing? https://community.7daystodie.com/topic/22366-alpha-20-dev-diary/?do=findComment&comment=451634 Why invent developer reasons when you simply can read what they were thinking. Use the search function of the forum or follow a developer to get notified when they post in the forum They may be wrong about player motivations, like madmole here saying that players would be motivated to go for the better foods for the bonuses. We will see, that is why they have EarlyAccess. They can find out what players actually do and if everyone is just hunting and mass-making boiled meat then they surely will turn a few dials so that players will appreciate farming more. Are you playing with feral sense by the way? Without it, i.e. with default setting, it could well be that animal spawing is unchanǵed from A19. With feral sense you get too many tasty wolfes, coyotes and bears in foresty towns, sure,
  13. My view may be skewed because I often play agility which has the lowest ammo usage of all attributes, but just with buying and looting ammo and using a lot of melee you have enough ammo for horde night, at least for all the time before you go into late late end-game. Ask around, other people on the forum said this as well as far as I remember. Now before you counter with the "play-style" argument, sure, there is the play-style of spray-and-pray ignoring melee, but the ease of use and safety of shooting all zombies into pulp comes at a cost. There are so many ways to get ammo in this game that I have qualms to call ammo crafting a core mechanism. Crafting in general for all sorts of consumables and building materials IS a core mechanism, ammo crafting is just an optional part of it. Well, good then that that isn't the case. I shouldn't be surprised you don't know the meaning of "oh-@%$#" weapon in this forum, but you have only 4 posts so maybe I should have defined the term. "Oh-@%$#" weapons are those weapons you use when you get rushed by a group of zombies into a corner or small room and you would surely die if you still try meleeing yourself out of that situation. It is for the rare occasions where @%$# hits the fans. Everyone has preferences here. I find wooden ladder and healing bandages are more important as they also allow me to survive close enounters with my grave. Generally all the non-dangerous stuff can be dealt with by melee. Guns are optional here. I'm surely not the best player of 7D2D. I don't even play on insane like many here. Maybe we hear from other experienced players how they view pipe weapons and whether they always use more than one in early game. I don*t despise them and I don't have been denigrating other playstyles. I brought up arguments you are free to counter instead of analysing my psychological makeup. I merely said that other pipe weapons are relatively weak compared to machine gun and in most cases can simply be substituted by the pipe machine gun. And in my opinion the machine gun should have the longest reload of them all to balance that. If you have found a niche to play with them good for you, I think that niche is too small. I don't doubt that you have fun using them and if we didn't do some things just for fun in this game everyone would have to play strength or Int anyway. But that doen't mean those pipe weapons couldn't be balanced better. And yes, this is just my opinion, in a complex game with many strategies balancing IS a very subjective matter and arguments are seldom enough to really find out the truth. I think telemetry (which we don't have, only TFP has that) will tell if other pipe weapons are commonly used. My guess would be that if someone finds a higher quality pipe weapon of any type he will use it. But if he has to craft one, the majority of players will craft a pipe machine gun. Lets just call the compound bow a tier2 weapon. In everything but internal name it seems to be one. If someone has the luck of finding a tier2 weapon of any type in the early game he will use it instead of any pipe weapon in situations where he needs firepower. If you don't agree to that then we simply have to agree to disagree. This has nothing to do with playstyle. Except for the pipe rifle if that tier2 weapons has no range or using specific ammo there is no compelling reason to use any of the other weapons. The only problem is actually if tier2 guns/bows commonly drop too early. I find it nice that you have a very low chance at a lucky draw (the absence of that lucky draw was a common criticism made against A18/A19 loot), but that chance must be low enough that you can't depend on it. If you can show that you more often than not find a tier2 gun in normal gameplay on say day 7 and without going into the wasteland for "super-loot", then that is a balancing problem in the loot tables.
  14. I thought the noise level that is displayed in the lower left corner when you sneak is in reality a combination of sounds and sights. If you are standing beside a light source, you noise level goes up. When you make noises it goes up. When you have an axe with burning shaft mod in hand it goes up. When you are standing in the sun it goes up. And I seem to remember that Fataal explained it that way. And this approximation of your noise and visibility is simply compared to the zombies sense. So paradoxically you are louder when you sneeze under a lamp 😉 Though Lazman says different and he should know the situation better than me.
  15. They are mid-game enemies, but early game boogiemen. A survival game can put the decision before you at any time whether to run or hide and when to fight. 7D2D had that for as long as I have been playing it. Walk through a forest and on day 3 a dog horde could surprise you in A15. Like Krougal said, heat is only for summoning screamers. I took over a poi, setup a fireplace, forge and workbench, but probably less light than you and have (after 50 days) not seen a single screamer. But wandering hordes (and because of feral sense) random visitors in the night are relatively common. That probably explains why you got two bears
  16. It just increases the senses of zombies by a factor and lets the AI do the rest.
  17. Farming perk and stumps were nerfed sure, but which other skills (aka perks) are you refering to? For bear defense you could use the pipe rifle and independant of weapon make sure to get headshots. Sure, it takes a while with a bow. But there are not many games where you can have the satisfaction of killing a mid-game level enemy at day 1 with a primitive bow and some caution. I assume you took over an upper floor, so just add wood blocks shaped like the former wood frames to your walls and you have a nice platform to shoot from while the bear is still outside. Inside the house you can also substitute floor tiles with the wood frame shaped blocks and can kill the bear in all leisure while it rampages a few blocks of the house. I would disagree that you need to get combat related skills asap, except for sexrex. One of the most important starting perks is one point in daring adventurer so you have a better chance at getting a useful item (or ammo) from quests. One point in hunter is great to have an easy food source because you see all the chickens running around.
  18. Right, good point. I assume those other games all have version information in their config files, otherwise hundreds of clueless server operators would hit their forums. Without versioning this just changes one pitfall for another.
  19. Not for me to decide. But I don't think it is worth your time, so many parameters influence performance: All the graphical setttings, every new patch, cpu, cache size, OS, graphics library,... Just too many moving pieces.
  20. EDIT: I don't see ammo production as a core mechanic when more ammo is usually just some more mining effort away. Depending on what you specialize in it may make you change your schedule a bit, but for everything there are multiple ways to get it. And with forgettin elixier you can even change your specialization to one that is more ammo efficient. "Multiple ways to do it" might be called a core mechanic, not the ammo production EDIT: In what way is the pistol a good fall back weapon when the machine gun is its better in every way except ammo cost and you need it anyway as oh-@%$# weapon? Do you have free belt slots available for such a luxury? Shotgun or pistol are only acceptable as a way to save on 7.62 ammo or use up otherwise useless ammo. According to XML the compound bow (schematic and weapon), even though it is called a tier3, drops exactly like all the tier2 guns. Also bow parts needed for crafting are the same amount as with tier2 guns. As long as you don't ignore the trader forged steel is not hard to come by in mid game. So you can compare the compound bow to tactical assault rifle or pump shotgun, with a cost advantage when crafting it. That's it.
  21. So you are saying the chances for melee weapon ammo should be increased 😁
  22. Finding parts would be a solution. naturally even a Tier1 pistol would then need >10 parts for it to be a limitation or gate against an early weapon flood. There might be protests that you find useless ammo for a time, but I would like that the early game would depend on bows again.
  23. Not getting crops back does still mean that finding seeds is pointless as soon as you have a farm of appropriate size. My idea is for the harvest is just leaving new seeds in the ground when you get them. This way the reseeding work is effectively halved. But obviously with the current system the half of the seeds you have to craft from produce need to be planted by hand.
  24. Lets say A19 changed serverconfig.xml and therefore distributed a new file. But A20 didn't, so there isn't a new one included. Now someone playing A18 and suddenly deciding to play A20 would not get the change in A19. Bam. I actually think this could be handled better by the game, but likewise admins are supposed to know how to deal with config files depending on their distribution method. GPU doesn't matter at all when the game is limited by some other resource like CPU or memory throughput. The weakest link in a chain defines its strength, and 7D2D was always unusual in using more CPU than GPU power compared to "normal" games But I think there is still a bug in A20 anyway. In one of my games I got a 50% FPS drop just by looking into a direction inside a wilderness POI. Which should not happen because occlusion was turned on. And occlussion is specifically to prevent that. Outside was just forest. The same forest as in other directions that did not tank the game
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