Jump to content

meganoth

Moderators
  • Posts

    9,371
  • Joined

  • Days Won

    56

Everything posted by meganoth

  1. I don't know the radius of that area around you. It may be too small to make much difference or the chance that it has a large radius may be small. It may not work correctly due to bugs. Lots of possibilities. If there is a way to mod the game to create a wandering horde every minute this could be tested easily, the normal way it would just take too much time.
  2. I don't remember support requests in vanilla with this problem, so it is very likely a problem in the mod. Check your logfiles for error messages and ask the mod author whether he heard of this bug.
  3. Faatal and Roland have said on occasion that wandering hordes do not converge on your position but on a random position around you. So they might come directly at you or pass by even if you don't move, unless they detect you. And at least I saw this happening multiple times since A16, where I think it was implemented(!?)
  4. I hope as well you don't mind my replies. As long as we avoid getting emotional and make an effort to understand the contrary position the argument can't really be antagonistic On that sidenote: That would be possible, but it would be only a partial fix. If you make the axe a weapon on par with other melee weapons you can't have it be the ultimate wood cutter as well. This would only be possible if you either remove the wood-cut ability or put it into an attribute that is otherwise severly underpowered. Fortitude may be slightly "boring" but it has the best guns in the game and is certainly not far behind strength. I may be wrong, I have a hazy memory of people complaining about strength being to good and TFP saying that is supposed to be this way. But my memory has failed me often, so maybe I'm only imagining this!? I don't know against what argument you are arguing here or why you say it would be "wrong". Whether you kill zombies in POIs with gun, melee weapon or stealthed with bow or pistol does not matter and none of that is "wrong". Neither is a fourth alternative "wrong" (which I used in my argument) where you try to stealth through a POI without killing. In all cases you "handle" the zombies somehow and get the loot in containers as reward. And I disagree with the auto-wakeup rooms. A stealth player is not powerless against this: 1) he can run back and restealth (using speed, moving after stealthing because the zombies go to the last know position when you vanish from their radar, and throwing stones after stealthing to misdirect them). 2) he can use louder but stronger weapons as backup for such cases (the pistol, magnum or smg for example). If he does not want to wake up zombies he can first run back a bit and then shoot, 3) he can even use parkour to reach areas the zombies can't (whether made as precaucions or using whatever is there). All of this is provided by perks in Agility. There is a really long discussion about this in another thread a few months old. Essentially a part of the players think "bow user" should be an independant playstyle of its own and another part thinks AGILITY should be that playstyle. I.e. you should have to use all your abilities in AGI if you want to survive. Even if XP may be the main incentive for most, the loot was on top of that, making zombie farming even more enticing. And while some here in the forum would like XP from zombies to be less as well, it works better than the loot bags. erIt was at least somewhat balanced with other methods to get XP and it doesn't lead to grind especially on horde nights. I hated it, my friends hated it, and one of them told me today all the streamers he watches hated it as well. No. First of all if horde nights were really strong shooter elements like you say they still would be offset by all the non-shooter elements (like survival and crafting) happening in 6 of 7 days of the week. Also horde night is what you make out of it. Spikes are traps as well and against low-level zombies low level traps are quite effective. If you use POIs as makeshift bases and don't mind their destruction it is even possible to survive without a single shot or melee attack. And you would be right, but a lot is unrealistic in this game (I don't care much about realism, but that is beside the point 😉). And bad news, the hotels are or were already redesigned. The developers don't think this would be more realistic, its no use telling them that. Gameplay trumps realism and the POIs are more useful if they double as proper dungeons for quests. Simple as that. I would like POIs like the ostrich hotel to survive as well, for nostalgia's sake and because of variety, And I expect or hope that some modders will ultimately preserve the old buildings in a mod Disagree strongly as a container with useless loot is as or even more annoying to me than an empty container. You have to evaluate if you still need that empty can, that coffee bean, etc. whenever you look into such a container. I like to find usefull stuff or nothing at all. So when I see a yellow bag I know the chance is high to get something useful (I would guess better than 1 in 3 at the least, that is a good ratio). With the old system I could either auto-loot and later throw out anything I didn't want or tediously check every zombie loot bag for usefulness, and already in mid game 99 times out of 100 the answer was "no".
  5. Would just be nice to know if it works, someone else has a network problem and I'd like to rule out the OS/distribution
  6. There is no question that preferences, play styles and wrong perception of the quality of a weapon all have an influence on the individual player whether he prefers specific weapons or how he sees the balance from his view. A game designer can only make make sure that either the balance is somewhat correct without taking personal likes into account or sample what the average player will do and balance that.. Whatever TFP is doing they found the axe too good in past alphas when they probably did not value the saving of one slot as high as it actually is. But I know they try to balance the attributes as a whole. With a small twist: It seems they want strength to be a sort of beginners atrribute so it is already balanced to be stronger than the others (or at least easier to play). Also Strength already has two "first class" melee weapons and if there were a third on their level that would double as wood cutter and essential door/container opener? Well, that is what I would call an obvious example of everyone's wet dream of an OP melee weapon that would make all others nearly obsolete. In an attribute tree that already seems OP A few points: Like Roland said but wrongly implied it was because of realism, it would be great if stealthing without killing were a viable option for players. It practically isn't really because a player misses out on a large part of the XP, eventually making the games progress take too long. Yes, a player stealthing through would not miss out on loot, but he also takes great risks in the event zombies wake up, because the way back out is not cleared. Now a true stealth play is an optional part of the game, this is just a reason why people might wish for no XP on zombies. Your distinction that loot behind the zombie is something different because you could theoretically sneak-loot through the poi is largely irrelevant. Only a player going for agility and stealth to the exclusion of nearly everything else can go that route and as I said above would have the disadvantage of getting no XP (Even if that were not the case I don't see a large part of the player base suddenly going all stealth). Even I, with agility my favourite attribute, have never played an all stealth no kill game and I'm sure you will have a hard time finding such players. Did you ever do it? But lets assume it were a popular playstyle. Then going around a zombie without noticing you is just another variation of handling a zombie aka dealing with the thread of a zombie. So basically a true stealth player gets rewarded with the loot because he handled the zombie, just in a different way, and therefore deserves the loot. Circumventing the loot by going directly to the loot room is a different problem, everyone can do this, with or without stealth. The solution would be to distribute the loot over the POI, but TFP seems not to like that idea, they want a loot room to signify the players success. And they specifically did not want the all the zombies to have the loot because that would simply make going into the POIs unnecessary. By the way, if you think stealthing through POIs is easy and cheesy: There are rooms where the zombies automatically wake up no matter your stealth value. But all of above is really beside the point, you were complaining before about not getting loot, and after I objected to this you now list lots of different ways to get at that loot! Instead of what you should be showing, that you can't get loot if zombies do not have it 😉. You have shown this only for the zombies outside of POIs. Lets forget that you were specifically speaking about POIs in your initial post, you are correct that you will miss out some loot on those "wilderness" zombies. But this is probably just another reason why zombie loot was reduced so much. While zombie farming with forges was a practice lots of players simply didn't do, almost everyone felt the urge to kill every zombie in the wild for those loot bags. Again an incentive to regard zombies as merely loot bags, but on a smaller scale. One could argue that that would be ok, the zombies just need to be a danger, but the problem is that zombies in wide open areas in this game will probably always be easier to handle for the player. There is no easy way to make outdoors zombies really dangerous and POIs still managable, at least not without a complete redesign of the game. So removing loot from zombies is on the whole the best option by far. I also forgot another probable reason to remove zombie loot. With that much zombie loot the shooter part of the game felt the dominant genre for the game. There were lots of forum users complaining about the game being a shooter (correct me if I'm wrong, but I think that was in A16). And probably the developers felt that as well. Removing the loot simply put the focus again on looting POIs to get stuff and shooting zombies for self-defence instead of letting this be the central For the game designers (TFP) it doesn't matter what you personally do but what large parts of the player base do and they act accordingly. Something that induces many players to kill off large parts of the game and has the potential to make it long term unfun for them has to be countered. A sentiment some people on the forum including me have expressed from time to time. For me the "exactly one way" was the problem not that they are filled with obstacles. And it seems they listened to this because some of the newer POIs now have multiple ways or a more open structure (like the clothes shop for example) If you don't like random, don't play 7 Days to Die. The zombie loot bag is not essential. It is not different to opening 24 cupboards and finding nothing or just an empty bottle, and in the 25th you find ... nothing 😉, again. In the 26th you might find a blueberry pie and all the 25 cupboards before seem worth it. Guaranteed finds??? When was that ever in the game (or in any survival game at all) and why do you think you need to be pampered with this? I meant the backpacks you can find behind fake walls for example, but also in the wilderness. The topic is A19 and here is the backpack as far as I could determine (it is the only lootgroup with "backpack" in the name besides special backpacks like the yellow zombie bag: <lootgroup name="backpacks/survival"> <item group="cupboard" prob="0.7"/> <item group="groupWeaponsT0_All" prob="0.1"/> <item group="groupApparelClothes" prob="0.12"/> <item group="groupArmorT0" prob="0.14"/> <item name="meleeToolFlashlight02" prob="0.08"/> <item group="survivalMedical" prob="0.1"/> </lootgroup> As you can see, no pistol (WeaponsT0 is only stone age melee weapons and blunderbuss). Backpacks are okay in the first few days, but don't get better with gamestage (though cupboards have the same problem). They just seem disappointing to me when you take into account that they are often hidden behind false walls and then need more effort to access. Here is the yellow zombie loot bag, for strong zombies there is an even better one: <!-- EntityLootContainerRegular, rare random drop off regular zombies --> <lootcontainer id="70" count="1,3" size="6,3" destroy_on_close="false" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="qualBaseTemplate"> <item group="cannedfood" count="1,2" prob="13"/> <item name="drinkJarBeer" count="1,3" prob="5"/> <item name="drinkJarBoiledWater" count="1,4" prob="10"/> <item group="booksAllScaled" prob="6"/> <item group="brassResource" prob="6"/> <item name="resourceForgedIron" count="2,10" prob="3"/> <item name="resourceForgedSteel" count="2,10" prob="3"/> <item group="groupToolsTiered" prob="6"/> <item group="groupRareToolsTiered" prob="3"/> <item group="groupArmorScaled" prob="7"/> <item name="armorMiningHelmet" mods="modArmorHelmetLight" mod_chance="1" prob="0.5"/> <item group="groupApparelClothes" prob="6"/> <item group="warmClothes" prob=".2"/> <item group="groupAmmoRegular" count="2" prob="20"/> <item group="groupWeaponsAllScaled" prob="10"/> <item name="apparelNightvisionGoggles" loot_prob_template="probTemplate1.0"/> <item name="casinoCoin" count="200,410" prob="6"/> <item name="oldCash" count="150,500" prob="6"/> <item name="drugHerbalAntibiotics" count="1,2" prob="1.3"/> <item group="rareMedicine" prob="2"/> <item name="drugPainkillers" count="1" prob="3"/> <item name="drugVitamins" count="1,2" prob="4.5"/> <item group="groupTreasureMaps" prob="0.6"/> <item group="groupQuestChallenge" prob="0.6"/> </lootcontainer> Now all the stuff that says tiered or scaled means you will find better stuff in late game, so this loot container "grows" with your advancement. "count=1,3" means you will get on average two picks out of this list. And the list seems to be an almost complete list of useful things in 7D2D with the exception of whole car parts. The principal reward of a fight in a survival game is that you survived. The "optional" reward of loot was taken away exactly because it became somewhat of too much a reason to take on fights, not for you but for a large part of the player base. 7D2D is a genre mix. Most people playing it will slightly or even strongly prefer some genre in that mix more than others and hope for it to steer a bit more in that direction. Can't be avoided. With luck A20 will feel better for you and if not there are mods to make it conform more to your tastes.
  7. This is a balance discussion and has to take everything into account including the ability branch it is found in. While the sledge is great with damage and punt it is very slow. If you are not sure you will hit consistently a faster weapon will better suit you. Against single opponents the stagger effect of axe or club in combination with faster hitting is equivalent. Against multiple opponents most people change to a gun or if possible get some distance between them and the zombie. A better axe (especially with perks) would not only compete with the somewhat overpowered sledge and club but would also be another argument for people to always use strength and complain about other abilities being underwhelming. When axes were better in previous alphas a lot of people (including madmole himself) used the axe because the combination of a useful melee weapon together with saving a slot was just too good to be true. People use the machete when they spec into agility (sometimes even grudgingly 😉), and sometimes for skinning because it gives much better results than a knuckle. Personally, unless I spec into agility I never use knifes for skinning but an axe, because I save a slot with that. If mining is a gathering perk benefical to the group I don't see why the wrenching perk is not. Lets savour this surprising statement 😉. You clear dozens of houses with each room filled to the hilt with loot containers (cupboards, trash piles, boxes, book cases) and you complain you don't get any loot!? 😂 I know this isn't what you wanted to say. But you will have a hard time explaining why the beaker found in a box 2 meters behind a zombie doesn't count, only the beaker on the zombie himself A well filled dungeon, a marked contrast to the houses in alpha15 where zombies still had loot. The small difference is, you still kill the zombies for the loot that is **behind* them instead of **in** them and you can't exploit the zombies as a loot delivery service. I fully agree with you that zombies with loot also have advantages, but the good has to be compared to the bad and there were a few big BADs on the zombie loot train bonanza feature. Like I said previously, loot that was on zombies in A15 is now found in houses, and the balance was kept that way. Secondly players have brain cells too, how long would it take for them to find out that that 25th zombie is just as valuable as the 25 zombies they farmed in Alpha15? Loot is random in the shiny yellow bags as well, therefore relatively hard to judge. Maybe a small buff to that loot might be beneficial, but my friends and I still try to be the first at such a bag and even have a gentlemans agreement that whoever kills the zombie has first right to it, so it can't be as bad as the loot in backpacks that is always atrocious. PS: Checked the XML whether I'm right with that last impression about loot bags and now I know for a fact that backpack loot can't hold a candle to the yellow zombie bags. And I'll never loot backpacks again 😉
  8. As far as I can see your logfiles seem to tell the following story: The server starts. Then the client wants to connect but gets kicked because EAC says there is something wrong with it. Then the client tries to connect again but the server reports an error "ERR [Steamworks.NET] GameServer.LogOn timed out" and the logon attempt fails again. That error message seems to pop up a lot lately and seems to be connected to recent steam and possibly windows updates We also know that steam worked a lot on EAC lately so it might be specifically an EAC problem here. Could you do a test with EAC off on both server and client and see if that works? Another problem might be the way the server is started, see this thread: https://community.7daystodie.com/topic/25334-gameserverlogon-timed-out-issues-no-player-can-connect-my-dedicated-server/ . I'm not sure his and your case is comparable but that case seems to imply that there may be rule changes within steam what is acceptable and what not. Specifically you might try to follow the solution he found (create another steam account for the server) IF you started the server headless (which your logfile seems to suggest since I can't see a local player login on the server). Whatever the result, please tell us, it may pinpoint the problem for other players and for TFP.
  9. I don*t know how much shadows are optimized already but I'm sure Faatal knows about this because it has been brought up lots of times. It IS known that shadows are among the top FPS killers of this and some other games. It is known that tree farms produce FPS problems. And the worst case scenario with shadows is when lots of shadows of complicated objects (like trees) generate long drawn out shadows into the distance (like at sunset or generally when the light source is low). There is nothing weird about this case. If we consider that 7d2d is resource hungry like a freshly released AAA game and that player has an old GTX970 (released in 2014) and probably a CPU from the same time I find his experience fully in line with what we know about the game. He is lucky that all other options can be turned to high/ultra with such an old PC. Lots of trees near your base got much better lately but I don't expect the resource hog made by a forest of trees to ever vanish completely.
  10. Not really, he named the forge as example of a light source. The important thing there is that even a "tiny" light source like a forge produces shadows that tank FPS when it shines into a dense forest. Which isn't really surprising. Especially since lights at a low elevation produce looong shadows whereas the sun does this only at sunset and sunrise
  11. Isn't 2-3 am a period where there is a little more light (and then turns black again until end of night)? Maybe the light goes over a threshold, shadows are calculated again and while they are nearly invisible they take the same amount of CPU cycles as if it was a sunny day. Anyway, shadows and lots of trees always were a FPS killer and I'm not sure Faatal can do much about that since shadows have a large CPU impact in all games I know. And other games can cope somewhat by never planting too many shadow-heavy objects in a scene. But in 7D2D the player always can.
  12. meganoth

    vr

    As far as I know after gold (aka after release of version 1.0)
  13. Yes, but all of them need further features to be developed which takes time and prevents other features from going into the game. Actually random loot locations and key cards were suggested a few times already independent of being useful for this case. All of them sound like moderately easy to implement but the devil is in the details. And that is only one issue I immediately thought of. The questions at this late stage is will this one special POI really make such a big difference that it warrants the effort? When a somewhat different method that is more in line with the rest of the game is actually being developed and soon in the game. Which would be the case as well if that POI had a big bonus to gamestage. Or the ammo loot in this poi plus what you can buy from the trader with the rest of the stuff you loot in there. Which you could invest in the next larger "special" POI to get your M60 and another heap of ammo. Great way for speed runners. Great way to be bored fast for experienced players. Great way for the rest of the game (especially the horde nights) to be just a nuisance to this player. Great way for the player to be bored whenever he sees a normal gun loot crate for a few in-game weeks until the normal crates "updated" to his gun level. I don't say there are not advantages to this, but balance can go easily out the window when you give players opportunities to jump over part of the progression. The trader reward for higher tier quests is higher. At least in my MP game I don't see players farm lvl1 POIs extensively and avoid higher tier pois. Now minmaxers are a different breed, they will always have problems in games like this and whether they hunt for XP (as of now) or exploit the challenge POIs (as they might do in A20?). As I said I'm not against challenge POIs/biomes/areas and I'm happy that features comes to A20/A21. I just think the way TFP implemented it might be the better way for this game, better for their development time, better for their balance and better for their RWG. But naturally this is still an unknown until we actually can play with the finished feature. We all can dream about the 7D2D year 2040 edition 😁. I suspect there will never be "guaranteed" loot. I'm fine with a chance at better loot for more risk. I liked the concept of the wasteland central city of old and I think something similar will surface again in 7D2D.
  14. If you are right and this is in issue you want TFP to work on then you need to read the pinned threads in this forum section and follow the advice in there, specifically the one about posting of your logfiles (of server and client). Without that TFP is looking at the photo of a black box hundreds or thousands of miles away and you expect them to determine the cause.
  15. The difficulty of a POI in 7D2D can always be circumvented by going through some walls, adding some ladders, and exploiting zombie AI . Once you made the loot inside too compelling to miss, people will just use these techniques to get the good stuff and consequently feel underwhelmed the rest of the game and complain about the game being too easy. Your idea works and is ok just kinda boring afterwards 😉 It does not take into account that the game is played again and again while carefully designed dungeons that have breakable walls have weaknesses that can be exploited with knowledge. First time through it works, on repeated playthroughs it fails to work. Sure, there are methods to combat that, use unbreakable walls for example. But that makes the game artificially violate its principles of having a fully changeable world and such a poi could be used by players as basis for indestructible horde bases. The simple fact is that the game has an equipment scale where your fun is hurt if you get better stuff too early. You may want to have a tactical assault rifle on day 1 but it is not good for your enjoyment of the game if you actually have it. Another fact is that the game is based on a gamestage concept as opposed to fixed difficulty levels and having different POIs adhere to one or the other in the same game opens up a can of balancing worms. Now the dependence of this game on gamestage is not the holy grail. It is a solution with many advantages AND disadvantages. But the same can be said about your idea and implementing it now, balancing it and making it work in the context of this game would amount to more years of development for a questionable gain.
  16. Lets say it is a mixed feeling. Like eating cake is surely fun but eating too much of overly sweet cake makes you wish you didn't succumb to your cravings. I was happy it was gone also because I valued looting in POIs (the exploring/adventuring part of the game) and this felt just like being Pavlov's Dog and TFP continually ringing a bell that instead should have been ringing when I see a POI in the distance. I would even liken that mini-game (and after horde nights it was a complete mini-game) to cookie clicker games in some ways. There are people who actually want lots of brainless activity in a loop in their games and can even play it to the exclusion of everything else. I like games to provide challenges and decisions and not dull my senses with loot I get by clicking on hundreds of icons lying around. There are enough repetitive "farming" activities in the game, I don't need another one so basic that it sometimes felt like cheap manipulation When playing "The Outer Worlds" I get a similar feeling, there is so much loot thrown about piecemeal that I got frustrated. Fun game, but pulled down by this mis-feature. Good for you. This game is moddable to provide people with the ability to tune it to their play style. I play the usual overhauls of 7D2D and some of them have turned zombie loot up, some only moderately, some even full to A16 standards. So I can compare as well and thank you, but no thank you, some of those overly sweet cakes are too much for me.
  17. The shipping crates, yes. Some TFP dev made them probably without much thought whether they would really make sense when random lot is put into them. There is no reality in which these crates where shipped out to almost all of the houses and stood there unopened. Whatever you try to rationalize, they don't make much sense. So no, these boxes are not sealed containers fresh from shotgun messiah. If you need a rationalization, think of them as used boxes locked with duct tape. "little bit" is an understatement from my point of view. Your logic would be better if you had actually listed real RPGs.
  18. We don't have problems like this in our MP group. Everyone is valuable when he brings home new schematics or books for other players (we usually allot book series to specific players so a player has first pick on "his" books). Or weapons/armor/mods that someone else needs. The INT player can be invaluable on horde night if his turrets are used well. But thats beside the point. The game has a diversity in its classes that in my opinion helps replayability. Going into INT feels different than going into agility, whether in SP or in MP. The old way was horrible in my opinion: After a horde night looting all the bags took ages. And a lot of players farmed zombies for that loot (they turned on lots of camp fires and forges to get screamers). Especially the latter was the reason the zombie loots bags got removed AFAIK. That people would lose loot was never a reason. On the contrary, the decomposition was short to lure reckless players to jump down and try to loot during the horde night. 😉
  19. I have no wrong textures and also no crashes. I assume it is because I have an RX580. That GPU series is just the right age. Not too young to still have bugs in the GPU drivers and not too old for this game.
  20. Ah right, in the know issues I found this: "Laser sight dot doesn't move properly". The error message is slightly misleading as the targetting is broken even without laser sight but I assume a dev will instantly see the connection with general targetting while looking at the code.
  21. Did you test the native version with vulkan as well? I don't know the state of Nvidias vulkan support, but I play with vulkan on Linux with an AMD card and while I can't say anything about the relative performance I can say that vulkan can be used natively too, you don't necessarily need wine for that.
  22. @theFlu I tested the crosshairs with and without laser dot right now. I used an AK47 without laser sight and shot >150 bullets at a wood block. I made it so the center of the crosshair was NOT on the block, but a large part of the crosshair area was on the block. I.e. if the target area was random inside the crosshair it should have hit the block at least about 1/3rd of the time. Actual result: I hit the block just once in over 150 tries and that might have been a mistake because of moving the mouse slighty. Three possible explanations: 1) The crosshair randomizing does not work on inanimate blocks, just on zombies 2) The crosshair randomizing does not work at all 3) randomizing works with a steep probability curve from the center outward so that you still hit a small center circle in 99% of cases. The next test could invalidate explanation 2. I tried zombies from the zombie spawner, (note to others who want to test that, '*' on the numblock turns off zombie AI). I filled an area with Arlenes in a distance of ~20-25 blocks and tried to shoot at the arlenes in a straight line through that mass. The crosshair was big enough so that less than one third of the crosshair area was filled with the arlene. And I actually got a miss from time to time, but that was about 1 in 10. In fact I could shoot a perfect line through that mass of zombies when I expected to kill a lot of bystander zombies if the shots were really random inside the whole crosshair area Next I used the Ak with laser sight at a much smaller distance (because, as we all know, laser sight at long distance doesn't work) and I saw what you meant. The laser dot moved around but stayed largely in the center area most of the time and almost never reached the edges. It seemed consistent with what I saw in the previous experiment to make the small center area much more probable to be hit. So I think you are right, accuracy is simulated with a swaying pointer, but that it is somewhat shy of using the whole crosshair area and largely stays in the center. Except for headshots you can practically ignore the miss chance even at a distance and even headshots will hit most of the time except at really long range. With or without laser sight. Next I redid the experiment with laser sight on the inanimate wood block and actually had a hard time seeing the laser dot at all when pointing slightly away from the block. The experiment was difficult because hitting the button when the dot moved onto the block is difficult when the dot is scarcely ever on the block and then very fast away again. So explanation 1 above is very probably wrong as well. There is some randomness due to the simulated sway but the dot is so seldom outside the "inner circle" that accuracy can be ignored. Actually I feel that worthy of a bug report.
  23. They are less efficient than a knife, but they do work. The only thing surprising is that the spear is practically on the same level as the club and worse than the axe, but if you assume that the spear isn't like it is depicted but just like a cone with a sharp tip then it might make more sense. Someone might make a bug report and say the spear should be better than the club at this. But the answer could very well be that for balancing reasons it works this way and balance trumps realism. Again balance I would suspect. The axes would simply be overpowered if they doubled as an efficient weapon. So they still are quite good weapons but never reach the level of a perked "weapon" weapon. They also are not full harvesting tools, I just tested it and they are somewhere inbetween spears and knifes in terms of animal harvest. At least the stone axe has to be relatively good at harvesting because it is the @%$#ty "swiss army knife" of the lvl1 character. Ah, you mean "group friendly" skill spread, at first I was confused about this paragraph. The solution is to accept that the INT player is the best support class of multiplayer games whereas all except agility have at least one group support skill. Even perception: Animal tracker is a support skill unless he uses all that meat for grilled meat instead of giving it to the cook. Salvage is a support skill since the wrenched materials are needed by the whole group. The only non-support class is agility. I don't see anything wrong with this setup. Especially since even single players can get by with specializing in any attribute (not only INT) and putting a few single points in perks of other trees. You don't need the vehicle perk at 5 to thrive in 7D2D, almost anything can be got just by looting and buying.
  24. Haven't you heard? Blunderbusses are gone, we have scrap weapons in A20. The rest is normal loot progression though, in RPGs you don't find high level items in the first few days.
  25. I never heard of this, but it might be easy to explain: If a land owner wanted a tree cut on their ground they just cut the tree and told everyone it was a thief. So that that excuse doesn't work anymore the government probably made it law that the land owner has to prove it really was a thief, otherwise he has to pay. That is just pragmatic if most trees are really cut by land owners than thiefs
×
×
  • Create New...