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meganoth

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Posts posted by meganoth

  1. 1 hour ago, Blake_ said:

    Oh, I wish. But Madmole said that there are no plans for it currently. If smelting really was out of the picture though, it would solve A LOT of problems. Aside from obvious performance/gameplay/time gains by making the forge like a workbench (but with mods) , all the brass items could just be gone and just get "brass" from radiators, doors, etc. Lots of redundant things gone that can make way to new items and even new mechanics (not really, but smelting gone = performance you could use for electricity or farming or even more base raids).

     

     

     

    You are correct. It was just an idea he mentioned.

     

  2. 8 hours ago, MechanicalLens said:

    I know I'm beating a dead horse here, but I'm going to add one final point to the "brass predicament". What is one the most inconvenient tasks in 7D2D? That would be babysitting brass as it smelts into your forge. At least with candlesticks, trophies, and doorknobs they stack up to, what is it? 500? Brass radiators are the main culprit here. Having to place 10 in at a time (max stack size is 5) and wait for 10 minutes before you can deposit more into the input slots is a far less elegant method than any other smeltable item in the game. I'm no game developer, but I don't see how increasing their stack size to 25 or even 50 would affect much balance wise. The constructive consequence of this is that instead of being forced to hang around your base tending to your forge in between tasks (this all depends on your current situation) we could simply plonk in a large stack of the suckers and let them smelt while we perform other tasks. What do you think @madmole?

     

    Isn't smelting on the way out already? You are beating a horse that will be dead in A20

  3. 9 hours ago, AndrewT said:

    sadly they did have plans for a big beefy zombie ironically called the behemoth but it was eventually scrapped due to having too many glitches. but i did find a mod that add the behemoth back into the game fully functional as well as a radiated version.

    With the added difficulty that it glitches through walls sometimes 😎

     

  4. 10 hours ago, 7daysexpert said:

    the only thing insane difficulty has done is turn zombies in do bloody damage sponges 😛

    So what? It makes the game more difficult. Now increase zombie spawn like in most mods and zombies get harder. I listed 4 things to do, do it all and you will find yourself challenged.

    Or start A16 again and feel as bored as you are now. I know, I have visited the hub city in A15 when I had more experience with the game and it was much less dangerous than when I had been a newbie.

     

     

  5. 44 minutes ago, Also0 said:

    Oh ok, and where is from the x1.2 multiplier ?

    This is the difficulty mulitiplier. It depended on difficulty setting in earlier alphas but in recent alphas is just fixed at 1.2

     

    PS: Made a bug report. Probably won't help you in your game, except if they fix it fast and backport it to A19.

     

  6. BlockPenetrationFactor is also mentioned 4 times in items.xml

     

    -----------

    Hint:

    Get yourself an utility to search for strings in lots of files, makes looking for stuff like this much easier. Or it might be possible to activate Unix-support in windows and simply type

    grep "searchstring" *

    after changing to that dir in the shell to get a nice list of every occurence of that string

     

  7. 5 hours ago, MechanicalLens said:

     

    I can also raise my hand to this. You should have been there, it happened just last week as a matter of fact. That cowardly son of a beach was trying to run away from me! So I just yanked its tail and pulled it right back as I waved my finger and said, "Nah nah nah, you started this fight, and we're going to finish it." ;)

    I see your mouth is capable enough to take on a mountain lion 😁

     

     

  8. The field above your base has to be plated in cobblestone or concrete, not just the ceiling of your base. So that a single digger does not create a hole that eventually presents a faster path. Also there needs to be a field of spikes and later turrets to pick off the zombies that go into destroy mode instead of following paths.

     

    Headspace may be a problem, even if you can walk down there without hitting your head the pathing of the zombies might see it differently.

     

     

  9. I made an empirical test:

     

    1) Sat around somewhere safe measured food use while nothing was happening. It was one food every 2:15 minutes. Lets call it base digestion

     

    2) Jumped on a spike trap then let myself heal by natural healing. It was roughly 10 food to heal 10 health, after deduction of the base digestion

     

    3) Then with Healing Factor 2 did the same. It was again 10 food to heal 10 health after deduction of base digestion. It just happened about twice as fast (5 minutes instead of 11-12)

     

  10. Usually this means the other players data is borked in the save game. To make sure it isn't the world data itself your friend should move 500m in any direction. If the error still persists it is probably the player data

     

    Then you could try this:

    First let your friend join again so he can write down his level and the books he knows. Then he should put everything he owns and wears into storage

     

    While the game is NOT running locate your savegame, go into Players and delete the two files that are named like your friends steam-ID. To be safe your friend meanwhile should delete everything in SavesLocal (which should be located in the same dir his local savegames are).

     

    The bad news is that afterwards your friend will start at 0 again. So you have to give your friend admin rights (there is an admin command in the console that should do that, otherwise use serveradmin.xml which is located in the savegame folder as well). He can then get back his levels with the command giveselfxp and use creative menue to get back book knowledge and items.

     

  11. 3 hours ago, Liesel Weppen said:

    Interesting. I always put 1-2 points in Healing Factor, but never noticed raised food drain.

     

    However i noticed food drain, even when standing still, also with full health, so no HF "active".

     

    Because i wondered, i looked up the xml, and HF is pretty simple.

     

    
    <perk name="perkHealingFactor" parent="skillFortitudeRecovery" name_key="perkHealingFactorName" desc_key="perkHealingFactorDesc" icon="ui_game_symbol_healing_factor">
    		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
    		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
    		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
    		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
    		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>
    		<effect_group>
    			<!-- crit hit effects heal rate is assigned in  buffStatusCheck02 -->
    
    			<!-- You cannot regen without food or water -->
    			<requirement name="NotHasBuff" buff="buffStatusHungry03"/>
    			<requirement name="NotHasBuff" buff="buffStatusThirsty03"/>
    				<passive_effect name="HealthChangeOT" operation="base_add" level="1,2,3,4,5" value=".011,.022,.05,.1,.16"/>
    
    			<!--<requirement name="NotHasBuff" buff="buffStatusHungry02"/>
    			<requirement name="NotHasBuff" buff="buffStatusThirsty02"/>
    			<requirement name="StatComparePercCurrentToModMax" stat="Health" operation="GTE" value="0.97"/>
    			<passive_effect name="HealthMaxModifierOT" operation="base_set" level="3,4,5" value=".025,.0333,.05"/>-->
    
    			<effect_description level="1" desc_key="perkHealingFactorRank1Desc" long_desc_key="perkHealingFactorRank1LongDesc"/>
    			<effect_description level="2" desc_key="perkHealingFactorRank2Desc" long_desc_key="perkHealingFactorRank2LongDesc"/>
    			<effect_description level="3" desc_key="perkHealingFactorRank3Desc" long_desc_key="perkHealingFactorRank3LongDesc"/>
    			<effect_description level="4" desc_key="perkHealingFactorRank4Desc" long_desc_key="perkHealingFactorRank4LongDesc"/>
    			<effect_description level="5" desc_key="perkHealingFactorRank5Desc" long_desc_key="perkHealingFactorRank5LongDesc"/>
    		</effect_group>
    	</perk>

     

    As you can see, it only increases health and NOTHING else.

    From the xml i also can't see that it reduces healing time of injuries.

    And it does not deplete food or stamina (which then would cause food usage).

     

    If i got it right, healing stops if buffStatusHungry03 (also with water) becomes active. And if i got those stati right, that is already almost starving to death (food at <=4%). That means healing stops under this condition, but it still does not use up food if it is active.

     

    There is more in buffs.xml:

     

                  <effect_group>
                            <!-- set the speed at which crit buffs heal naturally -->
                            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1">
                                    <requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="LT" value="1"/></triggered_effect>
                            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1.2">
                                    <requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="1"/></triggered_effect>
                            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1.4">
                                    <requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="2"/></triggered_effect>
                            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1.6">
                                    <requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="3"/></triggered_effect>
                            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1.8">
                                    <requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="4"/></triggered_effect>
                            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="2">
                                    <requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="5"/></triggered_effect>
                            <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="multiply" value="2">
                                    <requirement name="HasBuff" buff="buffDrugHealthBar"/></triggered_effect>
                    </effect_group>

     

  12. 4 hours ago, Pichii said:

    Its happened to 3 players across 3 countries for us.

     


    That doesn't say much. It could be a setting some providers use for their routing or traffic control, it could be the internet router brand given out to customers of the provider. In both cases it could happen in any country.

     

     

     

     

  13. 12 minutes ago, Pichii said:

    The game is forgetting where multiple vehicles are, deleting them completely from the game, forgetting locks/passcodes and delting storages from the game as well.
    Since A19.4, server has also been randomly disconnecting players who are then able to rejoin immediately. I as an admin via LAN connection to my server was once disconnected. I just bought all-new hardware for an unrelated problem and highly doubt its the new hardware. I think this bug might be a little more obnoxious than you think, especially in PVE situations with multiple vehicles.

    At least in me and my gamers experiences. There are also quite a few random bug reports and threads on this topic now over the past 2 months.

    I had to disable EAC and Sparks to get 2 players with meh connections playing. (220 ping, 50mb down) connecting to server with 100mb down/6mbup. Pings via CMD and speedtests showed stable connections with no packet loss.
    "Server timeout." Yet no timeout is actually taking place on hardware end.

    Possibly.

     

    In our 4 player co op game it is always the same one player that gets disconnected frequently. One difference is his provider which looks like it could be the reason. Any other hypothesis?

    We also have locks being forgotten, again he has it all the time but it seems we do too sometimes. Which is something that points more in the direction of a universal bug instead of one induced by FPS or very bad connection or latency

     

  14. 16 hours ago, 7 Days One Cup said:

    I played a new map almost every day, for multiple hours per day with no issues for over a week. Absolutely no issues. Then it just stopped working. No idea what caused it. I can't play my modded version of the game, nor my vanilla version of the game. Both have the exact same issue. And before anyone goes and makes suggestions about troubleshooting my OS or hardware, I promise you there is absolutely nothing wrong with my computer or my hardware.

     

    Sorry, but you can't promise that. 😉

     

    16 hours ago, 7 Days One Cup said:

    They released 19.4, I simply selected 19.3 and now nothing works.

     

    Before you had said "Then it just stopped working". But here you say the problem started when you tried to go back to 19.3. If it happened at that time that would be a HUGE pointer to some registry settings for either 7d2d or unity that did change between those versions having a detrimental effect. Since you cleared 7d2d settings and since the culprit seems to be graphics and the unity crash Log crashes I'd say there is a big chance there is some unity registry setting at fault here.

     

     

     

  15. 6 minutes ago, Liesel Weppen said:

    Yep, but as you say, you can pick 4th grade twice with the same cost as one time 5th grade, you have picked 2 out of 5.... classes.

    I'm not saying it is a class less system and I think neither is Roland. But you are not locked into a class.

     

    Lets assume it was a typical skill-tree. In such a system you would as well either have to choose between knowing one skil branch perfectly at some point or know two branches less perfectly or far. Does that lock you into a branch?

     

  16. 1 hour ago, Liesel Weppen said:

    I have to disagree on the "pre-defined" classes. Sure you don't choose a class from the start, but how the perks are layed out at the moment, your 5 predefined classes are strength, fortitude, agility, perception and intelligence. Imho that's not about min-maxing or speedrunning, but using perks from different attributes is VERY expensive.

     

    Not from the start, in the early game it costs you nearly nothing to branch out. And it actually costs you the same to make a dual-class without the 5th perk level than to make a single-class with 5th perk level.

     

  17. 8 hours ago, 7daysexpert said:

    you nailed it perfectly my friend the game as it sits now has virtually no challenge till you hit minimum the day 35 horde and then by the day 49 horde teh difficulty is all but gone because the hordes are just rinse and repeat after that

    i actually disagree and this may be nostalgia talking but the loot system they had for A15 when hub citys existed was miles better than what it is now there was an actual need to be careful the way it sits now there is little to no danger early on except for maybe a ninja dire wolf i feel the loot system ahs regressed not progressed

     

    If you started in A15 then you have progressed from beginner to expert in that time which changes a lot. Yes. vanilla at default is easy, but vanilla is made that way for beginners and at the same time for people with minimum spec hardware. Experts are supposed to do some of the following things;

    1) use mods

    2) play on harder difficulites like insane

    3) increase zombie numbers if your hardware allows it

    4) decrease loot amount

    ...

     

     

     

     

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