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meganoth

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Everything posted by meganoth

  1. Sorry, can't read it, there is no way to input a password. Probably one needs an account to unlock private pastes.
  2. The alternative (if you have found or bought the schematics) is to craft them by scraping lower quality guns and armor. Another alternative is to buy yourself forgettin elixier and change your career to an attribute where you already found the right stuff.
  3. Which is end-game, since before demos and glowy ferals "unlimited" ammo is simply OP. With spray and pray I can deal with a horde of normal and feral zombies easy without getting a scratch. But sure, the definition of what IS end-game depends very strongly on how the game seeks to balance the progress of the player. Eventually the TFP developers are the ones who define what is an end-game item and what isn't- Pipe weapons are very unbalanced at the moment. Which is acceptable as you can build and use any of them with almost equal skill as you probably used your initial perk points for better things than boosting your gun skill. So the pipe rifle is good for hunting game but absolutely nothing else. The pipe machine gun is the only effective oh @%$# weapon. Pipe pistol and shotgun are only there to use ammo you otherwise couldn't use. But comparing pipe weapons with compound bow doesn't make any sense. Compare them with a primitive bow. The compound bow is at least tier2, (maybe even tier3 and there exists no tier2).
  4. Sorry, no, I coined that term to mean exactly what you requested in your OP article, that the game should manipulate the dice throws in your favour, like a card shark that has loaded dice he uses when he needs specific values. I quote myself: "But your initial suggestion was to change random into fake-random, i.e. people should believe it is random but the game should remove any obstacles the survival part offers and make sure his "luck" never runs out.". At a minimum I expect you as OP to at least know what you were demanding yourself! So this time you want containers to have the loot in containers where you expect them. But this is already implemented, you can find beakers in in trash AND in appropriate containers. Since everything will eventually land in trash that would not break immersion. Your suggestion to have the probability for appropriate containers be better than trash is fine by me, but a small detail. It also won't prevent one unlucky guy of hundreds to just not find a beaker in 60 days.
  5. I have been playing with vulkan (on Linux) for all of a19 and a20 (though I had to disable a few advanced features like SSAO). Except for the last patch, there seems to be a change that destabilized vulkan on my machine or made another feature not work. Eventually I have to get off my a** and make a bug report. 😒
  6. If you want to see an implementation of your system at work, just change to 7D2D alpha17 and play that. If my memory is not totally borked A17 had all gun perks in perception, all melee perks in strength, and so on. But you still wanted some perks in other trees and had to invest in ALL of them. I think this system now is totally RPG. You have a class system that reminds me how the skills work in Ad&D or pathfinder. You have class skills which start at 4 (with just one point investment) and skills of other classes need 4 points investment to reach the same level. Midgard also has skills of other classes more expensive. And I know there was some computer RPG system where skills of other classes were simply at double cost. All those systems are slightly different, but they all make you pay more for the skills outside your chosen class. And all those systems have the same result, you will usually specialize into your class skills/perks and try to put just enough points into non-class skills to make them useful but generally not perfect them. I don't see a problem in investing a few points into strength itself as an entry cost to get some strength perks up to 2 or even 3. With 3 levels in any perk you are already what an RPG would call highly proficient.
  7. Well, lets run the numbers. One corn and one pumpkin together with an egg, one animal fat and a glass of water gets you one punpkin pie rated at 50 food. Two eggs would otherwise be best used in Bacon&Eggs rated at 36. It now depends very much on whether you consider one egg a rare resource or equal to the 5 meat or even something you can always get in quantities if you just drive around while hunting for animals or exploring anyway. Lets take the middle ground and rate them at 13 food a piece, and the 5 meat at 10 food as they are worth 10 as grilled meat. Animal fat is mainly used as cooking ingredient and should be in supply if you are hunting anyway. Glass of water is also not really worth mentioning. So with that I would value 1 corn+1 pumpkin as 50 - 2x13 = 24 and you surely will agree that each is worth the same, so 12 food. One seed is on average say 3.75 produce, which means each seed is worth 45 food streched over its farm lifetime. While the typical can is worth 10 or 15 if you eat it. Even if I just follow your initial argument to count it only as 2 produce and give some food value to animal fat it still comes out better than the best can even though the difference may be smaller (and I didn't even make the calculation with a top recipe like spaghetti which might look even better). But I can't see the reasoning for your initial assessment that seeds are only worth 2, you may have to explain that again. I would drop the "return to base" line at least, if you don't regularily return to your base anyway it isn't a base after all. If you ask me, taking a corn seed home with LotL0 is totally worth it.
  8. Are you playing on a server? Is the server setting really kill all? Can you quote the relevant line in serverconfig.xml? Or are you playing single player? Then yes, the setting in your client should determine how it works. Could you post a current logfile. A pinned thread here in "General Support" tells you how to find the logfiles and how to post them with the help of pastebin
  9. I don't know how PP exactly works, i.e. what parts they manage and what parts the user can do, but here is a checklist for servers and clients I wrote a few days ago: https://community.7daystodie.com/topic/26332-alpha-20-experimental-dedicated-server-update-error-please-help/?do=findComment&comment=457476 Do all the steps for the server and your client that you can do. Everything else (like the redistributable which you surely can't install on PP) has been probably done by PP already as other users seem to have reported that PP works now
  10. First of all same symptoms don't necessarily mean it is the same cause. Secondly Star69 already said what is needed, read the pinned thread in this forum section https://community.7daystodie.com/topic/3956-how-to-report-an-issue-please-read-before-creating-new-threads/?do=findComment&comment=3956 and it will explain how to post your logfile.
  11. Simple, someone else did the work for you to search relevant settings, test and balance the mod. Since there are a few spawing mechanisms in the game you might need changes in more than one place. If I wanted to do this I would simply download a mod and if needed change some of its values.
  12. Did you mean mushroom seeds or mushrooms (which would be converted to just 4 seeds) ? I harvested yesterday and the best results I had were mushrooms with 2 seeds from 2 plants. Don't ask about the corn though.
  13. What exactly popped? If its the power supply (it often is) a replacement might be easier to get than say the GPU. You tried to list the only two things that need no change and even failed at that 😁. A handful new quest types, bandits, an event system, a defended truck spawning in and out, an escort mission. Lots of stuff that depends on AI.
  14. Sorry, but your initial suggestion was not about specific probabilities. If you had said from the start "x is too seldom, y too common and those specific probabilities should be changed", there would have been a much different conversation here. Sure, the probabilites have to be worked on, not surprising after the loot tables had a full rework. Honey could be a bit more common, beakers chance in mid or late game could be increased a bit. I don't think beakers should drop anywhere in early game though except through a lucky drop, as a chem station is the LAST workstation in this game. In other words nearly end-game content. But your initial suggestion was to change random into fake-random, i.e. people should believe it is random but the game should remove any obstacles the survival part offers and make sure his "luck" never runs out. And this I object to. Disbelief? So fully stacked traders with an invisible supply network but no defense and no customers but you does not already fire up your disbelief beyond repair, but some item not dropping enough does? There are so many believability holes in this game you could build an opera inside. Accept that this in no simulation or find a real simulation to play. Very true. I'm fully with you on this, we should find a lot less full weapons and more parts instead. Madmole seems to be working on a new weapon-crafting system, so it seems TFP recognized a problem there as well. Not saying the new system will be better, but advantages and disadvantages will be different. If it is about drop changes, then yes, a lot has also to do with playstyle. If we are still talking about random versus fake-random, then no, there is no playstyle that says I want to get stuff exactly when I need it.
  15. This feature is brand new, but its handling should be similar to other RWG features. I would suggest studying rwgmixer.xml and checking out Prefabs/RWGTiles. Specific modding questions you can post here or ask @Guppycur for an invitation to his modding discord group.
  16. I don't think there is a way to place them in a specific order. But you can always make rules so they fit correctly. For example you could define that tunnels/caves have a possible connection 20 blocks north from the south west and south east corner of all templates. If they don't there should be a cave-in at that place, a stub. Now imagine two templates side by side. There are 4 possibilities: 1) Both have a tunnel connection at that position. They connect naturally 2) Only the west template has a connection, the east template not. It just looks like a cave-in made that tunnel end there 3) Only the east template has a connection, again it just looks like a natural dead-end there. 4) Both have no connection there, then it is just a small hole in the ground with no connection at all, you won't ever know it exists unless you decide to dig there by chance.
  17. It is either a bug or an incomplete update to A21. This forum has a support section for stuff like that.
  18. You said "of course there are going to be time sink activities, but they should be either ..., or make it easier (better tools/weapons/armor) ". And I'm asking why the chem station does not make it easier? So you have a time sink activity called scavenging/looting that eventually makes it easier by giving you a chem station (and on top can be fun). If by chance you don't get the chem station for a long time I don't see there any grind. You have to buy more ammo from the trader and maybe rely more on traps for your horde night defense, but that's it. Making the chem station drop guaranteed after doing 20 quests for example just means that scavenging a chem station or the recipe becomes meaningless, you will just grind those 20 quests (and this way it will be just grind). I already see some of it in my MP game where we subconciously do quests in wait for the trader completion reward which provides the guaranteed progress. To me a boring linear progression on rails. Whorhay is the name of a poster in this thread. Sure, for some players progression feels to slow. Many of them set xp to 200% or 300% to fast forward. Well, but so does the knowledge of items you want being guaranteed finds remove the illusion of danger and scarcity and need, essential for a survival and scavenging game. For an extreme example imagine you are in search for one specific item. If you know there is a 10% chance you find it in bags, you will open each bag with anticipation whether it is in it (like with any game of chance). If you know you will get it in the 10th bag guaranteed, you will just grind opening bags and count to 10. The gambling game changed to a grind for 10 bags. Merry Christmas.
  19. If most of your gear is directly bought from the trader or quest reward that means the trader is overpowered. You might not care because you may want the game to progress faster. But there is obviously a balance problem if the trader progresses much faster than the in-game loot for most players. TFP layed the ground work for underground things in A20 and provided first examples. It is inevitable that there will be more, probably from TFP in A21 and certainly from modders.
  20. No. Living of the Land 1 already means profit since you get 4 crops + 1/2 seed. That is the equivalent of 6.5 crops return on average and a 1.5 crops net gain LotL 2 bonus does not stack with LotL 3.
  21. Thanks Whoray for the reminder, actually your desire to have guaranteed stuff is already reality in the game. The very overpowered trader completion quest rewards already provide everything you need in the game, you just have to choose the right one where you have an item missing. I think this is a mistake. Well, and if you find a beaker it makes it easier as well (cheaper crafting of ammo allows you to be very generous with it). Do you really deny the value of a chemstation? I just checked by the way, and the only real use for the beaker is for crafting the chem station. The second beaker that you can put into the chem station is entirely superfluous right now, the only recipe depending on it is the antibiotics and by the time you have a chem station infections should not be a problem anymore. If you find scavenging and looting boring and grindy, why are you even playing this game? 😎 At least in SP the INT vehicle perks and often the recipes have lost much of their value. You can just get bicycle and better vehicles handed to you for free. In A19 at least you had to give up a perk point to get a bicycle if you weren't lucky with scavenging. Yes. We adhere to different gaming philosophies. Practically there is no difference between a mod that gives you a guaranteed item and creative mode, subjectively a player needs the illusion he somewhow earned it even if it is inevitable in a way. Why are they sitting in your box? Reading it gives you a little XP, selling them gives quite a good amount of money. I was talking about early game. The steel axe might not be right for day 1, but you can keep it and use it on day 5 as well 😉. Anyway, instead of steel tool we can just look at tier3 guns to make the argument work without coffee.
  22. Iron tools are less usable with a low strength build than a high level steel axe, at least that was my impression in A19. Sure, you were fast out of air even with only 1 or 2 points in sexrex and (very important) with the coffee buff, but in the meantime you made a lot of damage, and coffee was always easy to get.
  23. No, the mesh feature could also be deactived on that server, so you would not see any changes from the distance. I assume the "losing it's floor" is NOT the blocks falling down of Structural Integrity failing but a sudden vanish of all those blocks. That sounds like an issue with your client "forgetting" the blocks and the server reaffirming the blocks when you build something (At least that is a theory that sounds somewhat plausibe to me). Could be network failures. You could create a thread in "General Support", (read the pinned thread there and follow its advice) and post the client logfile as a minimum, though for a complete picture you would need to post the server log as well.
  24. PvP was mentioned mulitiple times, it was part of an argument about balance of weapons, it follows it is part of the discussion and nobody can fault people arguing about it. Generally it is about large server populations, sure. Furthermore I'd say most of the arguments here were not about PvP but about exceeding the 8 player limit, no matter if it is 20 or 50 or the 100 you now bring up. Will it be 200 next time?
  25. No, the random value is between -15% and +15%. Removing that line everywhere just gives you the average value. But only for damage, range and mag size for example will still be random and would need similar mod lines to remove
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