Jump to content

meganoth

Moderators
  • Posts

    9,354
  • Joined

  • Days Won

    56

Everything posted by meganoth

  1. Agility already has two ranged primitive weapons, more than any other perk tree. I have no inside knowledge of TFPs plans, but I think they view the primitive bow as the primitive version of the whole ****bow line. There is only one bow perk as well, so bow and crossbow are very closely related.
  2. And please read what is says there and follow the instructions.
  3. Just like in an RPG or a wargame. If you do everything right, you just maxed out your chances. And you win by always doing the stuff that gives you a better chance than the enemy. This is a design philosophy you seem to profoundly dislike, but it is nevertheless a valid design philosphy that many people like. Enemies hear you because you always do noise. Ever seen your noise meter go to zero? It doesn't. By avoiding noisy activities and having high stealth perks you are maximising the chance you are not noticed. A real stealth game needs to give you much more control over this because if you are detected it is almost always game over (I'm sure the video talks about stuff like this). The rooms and enemies have usually fixed routines, everything is more like a puzzle you have to solve. Random puzzles generally don't work. 7D2D does not give you carefully crafted puzzles for stealth players, it can't. Yes, only that your stealthmeter never is perfect. And you are citing rules made for stealth games while saying 7D2D isn't one just a few sentences before. Read the perk description, it gives a hint: "Enemies will search for you for up to x seconds.". And x goes down with every additional perk point. AGI has light armor for a reason, and there are a few items to make you run faster. You can run out of their range and restealth. It isn't exactly the easiest thing in the game you can do, but it actually is a fun thing to do in a high adrenaline way. Naturally it should not happen in every room that you have to run for your live (as any such event slows you down). Therefore only some rooms can be agressive rooms (or areas) and the dice roll that determines whether zombies wake up has to be well balanced so a stealth player feels his perk points well invested. RNG is not cheating, even the universe does it, much to the chagrin of Albert Einstein 😉
  4. Yes, bears can be seen very early. They should mostly not be attacked but avoided. Re water: I went 10 days without a water source until I noticed one just 8 meters away from my base !! I was so intent on looking for water sources I knew from before that I totally missed all the water around me in the village.
  5. The global goal was already announced: It will basically be to pick one of two factions and "remove" the other. As a prerequisite bandits/NPCs are in development for a while now and probably will appear in A21. I doubt they will do stratification of biomes. In A20 they introduced different difficulty levels for biomes with the express intention for players to go into these biomes early. "higher rewards for higher risk"
  6. But then you have misread Sylen, I can't see anything in his response about realism. He is arguing along the same lines I did now that it is more dynamic now, and that you really need to invest in stealth to make use of it. And yes, it is more random this way. You still control it, but not like a chess player but like a general in the field who has always to react to unforseeable events in the battle.
  7. Your rant comes a little too soon. You haven't played this system enough too know its in and outs and it probably still needs balancing as the system changed in a significant way. Make a test game, play the church with stealth perk 5 to experience what full stealth would mean (to get to know the extremes). I actually wanted to do that test yesterday but didn't have the time Secondly this is an RPG and survival game. A part of your performance will always be dependent on perks and luck. Including stealth now so it seems. In previous alphas stealth was already a very fun endeavour, but also very dependable, a routine. The trigger room concept was a first attempt at making stealth more dynamic. This is another attempt I would guess and one that might get less controversy than the auto-trigger rooms of A19. And we at least have to check it out whether it is able to accomplish that task. Accept it for now and at least wait for 2 balancing rounds before ordering TFP to change it. 😉 passive=0, active=1 and agressive=2 . Mixed means a POI has rooms with different values, not all 0 or not all 1, or 2. The interpretation is likely (I'm just guessing, this is one thing I want to find out with the test game): passive -> All the zombies are sleepers active -> The zombie are wandering aimless around or standing there, but they don't automatically notice you. agressive -> The zombies get a roll whether they will notice you. If not they will just stay active, if yes they will attack you
  8. Exactly, that is why I can't play with music on. Music might still be acceptable if it were some eerie but continuous sound, but percussion and abruptly changing pieces are an absolutely no-go, as they always trigger my alarm senses or even cover the real danger sounds. Now lots of players play more rambo-style and for them it probably works well. And I don't have problems passing on the music, so not at all a priority for me, just want to mention it. Thank you, I have implemented your suggestion. 😁
  9. Progression in this game is split between equipment and perks but zombies level increases only with your level. If you only collect xp and few equipment you make the zombies stronger while yourself missing out on the equipment bonus. . The cost of the attribute is part of the cost of the perk. It can be seen as a variable level gate that gets less costly the more you take from a specific attribute tree. It also can be seen as a permeable class system, and if you don't like class systems, thats ok. I like this system, I always have a lot of difficult choices what I should take next, what I want from other classes and whether it is worth it going deeper into another tree. The attribute for a secondary trees is almost always a pure cost (except for INT players) because it gates other perks, It prevents picking the best parts of every attribute and ultimately getting bored because you always play the same game with the same perks. For me this system is one reason why I can play this game multiple times between alphas (apart from modding which also provides huge variability). There is nothing wrong with that (except that such lucky drops seem a bit too common at the moment). If you had found a tier3 M60 you would mow down basic zombies as well.
  10. But when running you go fast enough over the breaking floors so they don't matter. And if you are fast enough while stealth-running you also should be able to cross such tiles even stealthed, at least with a point in the delay.breakage perk. And there it may be, the hidden value of that perk. Besides, not everyone has shooter-reflexes or 500 training hours for that sound, that perk can be the difference between live or death which automatically might make it valuable for some.
  11. The problem is probably best seen with the new shape that is identical to how the wood frame looked like previously. You can freely shoot through it and stand on it, but it has the same hitpoints as a fully filled block. I used it already to make excellent platforms for shooting down on zombies, but they could easily be used for walls as well. Walls that are as sturdy as filled blocks and with a two block thick wall and a shotgun at that range you are in an excellent position against all melee zombies
  12. So the save game could still be on the hard disk. You probably need to find the wine directory in .local/share and copy it completely over to SSD and create a logical link back. IF it is in there.
  13. Roland just posted some interesting information in the A20 dev diary:
  14. Since you say hard drive: Is it really a hard drive, not an SSD?
  15. I am not sure myself. But I would like a bit more confirmation than this anectodal evidence. I think @Boidster or @BFT2020 had a script to do that count and probably could be convinced to do that again.
  16. Electric fences for day 14? This is like using a gyrocopter to shoot rabbits! 😁 Seriously, electric stuff is supposed to be advanced stuff. If you use it that early you probably have only 1 or 2 and used a lot of resources for that which could have been spent for rows of basic traps, rows of barbed wire and more wood and cobblestone blocks and even a few concrete. (What many don't know: barbed wire and spike traps have to be put into holes so they are level with the ground. Only then they are effective) Me, I just used the big new water tank poi, destroyed some ladder rungs and added shooting platforms made out of cobblestone and that worked excellent for 4 horde nights now. I don't call it cheesy but using what the world offers me, your mileage may vary. There are a lot of bases one can construct in 7D2D, but which ones are cheesy and which are not is very subjective it seems. Can you tell me which of the following stuff is cheesy for you? 1) ladders with the lowest two rungs missing 2) wood frames as removable bridges 3) narrow corridors the zombies need to go through 4) high up walkways with Sledgeturret 5) Having a back-up base if the first one gets overrun 6) Using POIs and "upgrading" them
  17. Well, that calls for a celebration 🥳🥳🎂 🎶 Happy birthday, little sound bug, happy birthday to youuuuu. 🎶
  18. This is just an idea what it could be though I would expect the game to crash instead of hang: A20 needs more memory than A19. And maybe even has a small memory leak. Furthermore with wine you are using more memory as well and if you have a browser running in the background even more mem is used. Do you have a swap partition or file? If not, try to add one and see if that improves it. Another method to save RAM would be to turn off the new dynamic mesh feature.
  19. In A19 auto-wakeup rooms were relatively seldom. Less than 5%, someone went through the code. I don't know if that ratio changed, but I noticed that I have a much harder time to stay in stealth. Even removing noisy stuff on the floor to avoid making noise ironically wakes up zombies already. And especially shooting at a door to see the zombie behind wakes up the zombie (which it never did in A19). In other words, my problems seem not to come from auto-aggro rooms. Now before we jump to remedies we should really find out, whether the cause of all the new difficulties is A) auto-aggro rooms, B) weaker stealth, or C) activated feral sense (which I thought was only affecting wandering zombies, not sleepers, but maybe I'm wrong?)
  20. Saying it again, logs of both server and client are needed. In the case of not being able to log in the previous logs AND the logs where you can't log in, so 4 altogether. PS: I'm playing on ubuntu 20.4 with vulkan, my server is debian, and I had no problems so far.
  21. Noticed this as well, there are far less opportunities for stealth kills in POIs, but I have feral sense on in my SP game and I thought this was the reason. Do you have feral sense on?
  22. Sure. But in the case of farms the more seeds you have the more robust the system gets and lthe less likely it is to fail. With 36 seeds it is on the order of a one case in the universe fail. But I reread his first post now and noticed I didn't read it carefully enough. It seems it was only the 8 seed potato part that failed. And ok, that is unlucky in a way that could happen to someone on the forum.
  23. You can. The interface is similar to how quests are shared.
  24. Really astonishing, your continual bad luck. In my SP game with LotL 1 I just had another two seasons, if anyone wants the details: To summarize my previous post and this: 3 seasons, each as near as possible on 50% seed return. And with LotL 1 my farm increased from 11 to 22 or 26 seeds without really trying and still getting produce for cooking as well.
×
×
  • Create New...