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meganoth

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Posts posted by meganoth

  1. 3 hours ago, MechanicalLens said:

    @Laynie According to other forum members here, the XMl's state that every time you hit a tree it's a 5% chance that you'll get one honey, although I'm unsure if it's limited to one honey per tree or not, although I find this to be the more likely scenario. So if you want to extract the maximum amount per harvest, use a chainsaw vs a steel axe. :)

    The xml says the chance is 5%, but it is not said of what it is 5%

     

  2. "Recently" is not the right word here as it was more than a year ago now (if I'm not totally mistaken). If you haven't already, read the blog post that is linked above in bright red. The situation is still exactly the same: Their plan is to finish the PC version and THEN make plans for console. 

     

    In your case it means you would need to switch unless you want to wait another 2-3 years.

     

  3. 20 minutes ago, MechanicalLens said:

    Sort of true. But from now on, let it be known that chickens give birth to live young. Let me win this argument. Let me have that much. 😛

    It's honestly pretty simple. Chickens don't lay eggs, but vultures do. Snakes lay eggs, but elephants don't. Most humans don't lay eggs, but Roland does. Capiche? :)

    I think you are completely right. Chickens are birthed in hot oil, live in card board boxes and have a crust. They can't lay eggs. But you can order an egg salad with the chicken, though the eggs were never touched by that chicken in any way. Chickens also can't fly, otherwise we would call them vultures.

     

  4. 1 hour ago, Danidas said:

    I admit that I over dramatized it but that is the general gist of it. As every second your not doing something you might as well not be playing.

     All the looters must be throwing pitchforks at TFP because there is always a delay when opening a box. We are sooo not playing the game all the time we loot a kitchen.

     

    31 minutes ago, Kalen said:

    You can do other things while crafting or scrapping.   I also believe that stamina drain is way too high for running and melee, but thats a different argument.    

     

    But yes, balance takes priority which is why I suggested lowering the yield.  So the net result is the same.

     

    Lowering yield is exactly what you would be doing if you were using the lower-tier tool that fits your stamina regen. With a stone axe your yield may not be great but you can easily mine without pause.

     

    Naturally as a player you know from previous sessions how it feels to stomp through earth with a steel axe and then a stone axe feels just whimpy and inadequate.

     

     

  5. 11 hours ago, Khalagar said:

     

    Yeah, I do invest a point in master chef for coffee, I'm talking about blackstrap not just normal coffee. Normal Coffee isn't really enough for mining. Basically to mine early and mid game, you need fairly high to maxed out sex rex, good food, and black strap. Which is quite an investment for something that really isn't even important or very strong atm, as like you said, you basically never have to actually craft bullets.

     

    The only thing I even mine is shale and iron, and even that is only because I eat iron like mad for Junk Turrets and because you have to mine shale basically 1 time per playthrough to have infinite gas. Honestly though this time, I've not even gone shale mining, just wrenching cars has kept me at well over 10K gas without ever boiling down shale a single time and with me using a motorcycle + Auger

    Current balance is for early game to not have any iron or steel tools. Why would you need blackstrap if you only have a stone axe?

     

    In mid game you just need sexrex 2 and normal coffee (which is nicely doable for everyone without specializing in strength) to hack away for minutes before your stamina runs out. If you absolutely can't have that (some people think their inflexibility is OCD), go a little deeper and get sexrex 3.

     

    Unless you are really specializing in strength, don't use steel tools.

  6. 9 hours ago, Crater Creator said:

     

    Well then I'm genuinely confused.  Those spikes are on the ground, at waist height, rather than in the ground.  That means they're in the way for AI pathing purposes, and the zombies would prefer to go around.  This comes up often enough that I made my avatar to help spread awareness about it.  So as soon as one spike breaks, there will be a way in where they only have to go through 7 spikes instead of 8.  And it's my understanding that they will ALL switch to that easier path once created.  Maybe a few do something random just for randomness's sake, but the A* pathfinding algorithm that they're all using recognizes the lower weight path within seconds of it opening up.  In the long run, they should work their way in having only destroyed 8 spikes, plus whatever they destroy incidentally.

     

    Again, that's how I understand the current AI.  I'm not disputing your results, but they conflict with my understanding.

    Explanation could be that there is no path to him. When you stand on a big block of concrete they probably all go into destroy mode.

     

  7. 3 hours ago, MechanicalLens said:

    Has anybody tried placing a bicycle in their base and used a design to mass kill the vultures that spawn so that the player could then harvest them? 🤔

    Boring. I built a short round race track (partly through a house, partly with turrets and electric wire and partly underground). Didn't test it on horde night yet, but it probably will be "one of those interesting times" your enemies wish you to live in.

     

  8. 10 hours ago, Scyris said:

    90 min days, making it out of cobblestone/cement works too for early hordes. only real damage will be the bars.

    Sometimes, but they are more just to delay than anything critical only time they get hit really is if a cop reallllly screws his aim lol. I finish most horde nights with the poles intact, but disabled from their self damage for shocking thing.

    Honestly though vanilla horde nights are kinda a joke you don't need much to win them. The only real threat to bases ever is demolishers, the rest honestly won't do much in a well built base.

     

    The mod I play has radiated zombies coming at you on the day 7 horde on 90 min days on nomad, and if its not radiated its feral minimum. Day 14  or the 21 horde I had a few demolishers come in the waves. They aren't that hard to handle just don't use turrets and have good aim, or detonate them away from base if u can.

     

    For the first 2 vanilla hordes I don't even build a base, I just find a poi where its at least cobble stone, and block off 3 of the 4 blocks of the entrance, which has the zombies focus on the one with the empty space, and I just melee the zombies to death while repairing that single block thats seperating me from them. I've never gotten super far in vanilla though, because quite frankly the game bores me by day 7 or 14, there just is not enough to do in the game thats actually intersting. I've experienced high lv vanilla horde nights thru the mod I play, as its day 14 horde is like a day 70-100+ horde in vanilla. Once your established in vanilla there is literally nothing else to keep playing for. Compared to darkness falls, where there is 2 weapon tiers (Titanium and sci-fi) above the normal and a whole titanium tier for blocks and armor etc, Plus the stat system was tossed in the trash where it belongs and he has a class system with each class having special recipes, and they have a mastery too which u can loot, buy off a special trader, or do enough quests to gain 30 trader reputation then he'll offer to sell it to you. Gives endgame goals, something vanilla sorely lacks.

     

    I'm just getting tired of TFP removing choice from the player, every alpha takes something away and add's nothing back, First was digging zombies, then the vultures and swimming zombies, and in A20 they are going to screw with vehicle offroading (was supposed to be in a19 but was pushed back to A20+), removing yet more choice from the player.

     

    So you listed multiple zombie abilities added and called it removing choice. You complain about vanilla being too easy and at the same time complain about the easiest cop outs of horde night made difficult or impossible. You could ask DFs KhaineGB sometime if he would have allowed easy horde night evasion in his mod if TFP hadn't closed that hole already.

     

    You complain about vanilla as if it is vanillas job to keep experienced players occupied indefinitely, while most players by now know that thats the job of mods. Vanilla is the entry level. 

  9. 13 minutes ago, khzmusik said:

    Honestly, I'd be perfectly happy with "infinite" water that didn't decrease when you e.g. dipped a glass jar in it. As long as it looks at least somewhat realistic.

     

    Also, I'd be absolutely ecstatic if it were possible to have waterfalls in the game (POI placed would be good, but even better would be random gen waterfalls). That's probably asking too much though.

    I dream of the following scenario:

     

    The map is split by a mountain range. On one side is a big lake on a higher elevation, you start on the other half. Through some event or quest in mid game a dam breaks and slowly (over say 2 weeks) the half you are in is flooded with water.

    In the 2 weeks you have to find a place on the other side emerging out of the water to build your new base in and transfer your most precious stuff to it. While all the usual stuff like horde nights happens in between and your old base slowly sinks.

     

  10. 6 hours ago, Boidster said:

    We can always hope, but I think that would be difficult, computationally, unless we want the infinite water trick that Minecraft has. Minecraft only has two water types, source block and flowing block (with a 'direction' tag on the flowing blocks). It doesn't really redistribute the remaining water when you remove a block (from a pond let's say), it just calculates whether there ought to be a flowing block where you took the water or whether it should create a new source block (the infinite water trick). A single source block will power a waterfall forever; it never drains out. And you can't take water from a flowing block (to fill a bucket).

     

    Trying to calculate 120 glass jars' worth of water out of a lake and then redistributing the water in the entire lake would be...a challenge, even if the entire lake was contained in loaded chunks. If they greatly simplify it by having, say, only 10 possible water levels in a block, the visual of seeing the pond drop down visibly after X jars/buckets have been removed would result in much wailing and gnashing of teeth in these forums.

     

    I'm no expert so grain of salt and all that, but I think of how computationally expensive it is to calculate SI (i.e. lag you see when a medium or large building is collapsing) and then think about a 4,000 block lake of water and needing to compute new water levels when the player takes a stack of murky water jars from it. Or builds a trench leading out of it in an attempt to drain it into a moat around his base. Maybe they'll find a neat shortcut for all of that which works well.

    All true. But remember how in previous alphas the SI calculations of collapsing buildings brought your FPS down to single digits and nowadays got much much better? My theory is that it was eventually put into its own thread because it is a task that can run perfectly parallel to everything else. The same (imagined?) treatment could help with water:

     

    Have a low-priority thread running that distributes all water that has an air block below or more than the level of water in the surrounding blocks. If the difference of one block is less than would be needed to increment the surrounding blocks each by the minimum step it simply is removed (it evaporates) and not distributed anymore.

     

    That way a lake will always level itself out. Drop a few bottles of murky water into it and it will make a small ripple and everything is level again after 3 seconds.

    Drop one block full of water into it and it will make lots of ripples outward until it eventually vanishes and the water level will return to its previous height everywhere. Drop enough water to increase the water level by one step and it will actually increase water level a step (in practice you'll need to be careful about the order of updates to the blocks to achieve this)

     

    On a powerful server that low-priority thread would have a core for itself. And on small and slow CPUs it would only get the leftover CPU cycles.

     

     

  11. 4 hours ago, Blake_ said:

    Not a pain in the buttocks now that we have the Edit history button, isn't it ?

     

    I did change the new report screenshots to avoid inventory clutter misinformation plus added the output log of a newly created world while reproducing the bug plus edited the title and the summary to make the report clearer. So I consider your comment to be right on point with my reason why I did edit it. Anyways, checking edited posts is not a pain now that we have an Edit history log, so blocking us people from editing is just detrimental to the process of reporting.

     

    When we had the old website sure, but not being able to edit is overkill because the bureoucracy it creates is slowing down the reporting more times than not. 

     

    I was specifically refering to the edit history function. Try to compare a two pages long report by looking alternatingly for differences and you know what I mean. Without using a diff utility that highlights differences you can outright forget that. And as I said, many people can not see edits from others.

     

     

     

     

     

  12. 2 hours ago, Blake_ said:

    I know all that and I'm in agreement and I also understand why you did it ; I wouldn't trust a plain "no mods" statement either. And yet I used you to point out that I hate the non-edit feature. Me creating another similar report post allowed me to edit both the title and some wording.  Fixing my words is pretty important to me as I'm not an english speaker. It also helps in communicating bugs properly. 

     

    Just looking at the Edit history that was introduced in this new version of the website could help you guys in seing the post as it was at first, no need to block edits altogether for the sake of purity. I certainly would prefer, as a tester, to see a clean and fixed report rather than a huge, messy conversation asking for further feedback or stuff.

     

    There's much testing work to be done, and I'll be helping with as much free time as I can. 

     

    "in fact I had plans tomorrow to check it out " I like that phrase. Sounds like the imminent procastination for a college test.

     

    On the other hand a tester does not get a notification if you edited your post and it is a pain in the ass to find out what exactly you edited if he notices by chance. And don't expect everyone being able to read your edits (for example Jugginator probably can't do that).

     

    By making a new post in the thread you tell everyone there is new information and exactly what changed or what had to be corrected.

     

     

  13. AFAIK:

    5 hours ago, Sal said:

     

     

    So for example; 

    1. Setting it to 1 day means a blood moon can happen at any time between day 6 - day 8. The next BM, day 13-15 and so on....

    Frequency=6, Range=2

     

    5 hours ago, Sal said:

     

    1. Setting it to 2 days means a blood moon can happen at any time between day 5 - day 9. The next BM, day 12-16.

    Frequency=5, Range= 4

     

    5 hours ago, Sal said:

     

    1. Setting it to 3 days means a blood moon can happen at any time between day 4 - day 10. The next BM, day 11-17.

    Frequency=4, Range=6

     

    AFAIK the next blood moon is always calculated from the previous one, so the blood moons after the first won't follow a regular pattern anymore. I.e. in your last example the next BM could be on day 8 or day 20. I don't think they would expend developer time to add such a minor variation to a working feature.

     

    ATM a small bug is that the explanation text for "blood moon range" in serverconfig.xml is misleading and saying the range is like you want it.

     

  14. 9 minutes ago, Adam the Waster said:

    You fool! i have 76 alternate accounts HUMAMAMMAMAMAAAAAAAAAAAAAAAAAAAAAAAA

     

    please don't ban me... 

    Ah, thats the information I was looking for. Obviously "MechanicalLens" and "meganoth" are two of those alternate accounts and you are just faking this conversation.

     

    Oh wait, who am I then? Just a split personality of Adam? Why don't I remember anything about that? Is this the twilight zone? 😉

     

     

     

     

  15. 8 hours ago, Eko said:

    I agree. It's really off-putting. I'm kind of horrified that its happening, but also don't think there's much that can be done about it at present. 19 stable is out, and a new discussion hasn't been created. Perhaps the devs are run off their feet at the moment and will create a thread when they have more time to listen to our suggestions. Personally, I'm going to hold off any further ideas i get and wait to see for now.

    Is there an actual rule list on this type of thread? Community guidelines? Just for future reference. I Don't want to stir the pot, but at the same time I feel that there are a lot of disrespectful comments going on here and its rather unwelcoming. I'm not one to let others walk all over me or be rude for no reason so that's why I'm asking. If it was you who moderated the offensive comment from earlier, thank you for listening. Not much you can really do about these "jokers" though. Just in case any of those said "jokers" read this - what you are doing is pushing people away from giving their opinions, which might have helped the devs. Please just try to remember that some people might feel pushed out due to your behavior.

     

    These are the forum rules. In addition there is the Dev Diary, which is considered Madmoles blog where he imposes his own off-topic rules when some discussion is going on and on. Lots of stuff is off-topic in Dev Diary but allowed somewhere else.

     

    The "jokers" are probably ok with pushing people away from giving their opinions, when it is different from theirs, so your appeal isn't really working.

     

    8 hours ago, Eko said:

    As for your response, Roland - I apologize. I now realize that my comment came across as if I were questioning your knowledge and effort in moderating this sub. I more meant to highlight that I have not seen any official rule book for this thread. Mods sometimes have specialty areas and whatnot and I guessed that this thread didn't have any different rules to the rest of the forum in general. Maybe if you wrote a short list of extra rules, specific to this topic? It might cut down on the amount of posts you have to manually moderate. ACTUALLY!! If I cast my mind back to before the release of 19 EXP I think there were a list of rules for posting here, but it got buried and hardly anyone followed the rules anyway?? I believe one of the rules there was not to argue over other people's ideas? Is that list no longer in force? This is my memory, which is shoddy sometimes, so apologies if I got that wrong. Anyway, my idea to cut back on your workload would be a stickied rules section for posting here. It would be awesome if people did actually try to follow the rules. I remember thinking it was nice that the devs wanted to hear ideas without having xyz person jump up and down complaining that it would ruin their experience. (That's what the reacts are supposed to be for, am I right?) Because at the end of the day, all we can do is give our opinion on things that "sometimes makes the game feel better and more fun FOR YOU." See what I did there, lol. This is precisely why we are here... But I misunderstood you earlier. It seems that I can talk about features I've seen in mods, but from the standpoint of them being possibly implemented like any other idea/opinion put forth on here. So... just don't mention you got the idea from a mod, right? Anyway, sorry I was rude, not my intention there. 

    PS: I didn't mean MM emotional outbursts lol I just meant maybe he told one or two people off or something. I don't want MM thinking I think he's emotionally unstable.... That's our job as players. We are the ones who get to have meltdowns over xyz minor game change!

     

    It was me who said that - and it was about something completely different. Something along the lines of real men something something. I don't want to bring it up because the mods listened (thank you) and removed it, or the poster did (again, thank you). I was just trying to keep discussions civil and not personal attacky. Even if people are joking, it can sometimes feel a bit cliquey, you know? So anyway, this guy had nothing to do with the toxic masculinity comment. 

     

    There is no rule to not argue other ideas. If you post here you have to endure that others post their dissent or agreement. If they get personal you can report them and moderators will intervene, but don't expect a friendly welcome by dissenters if you post controversial opinions. Biting sarcasm and irony are not forbidden and the internet is a rough place.

     

    The rule to not mention mods isn't about Madmole getting heart attacks whenever someone mentions a mod, it is good practice to not let forum users change the subject. (which is vanilla A19 in the dev diary). That you like a feature or change in some mod better is not a reason for that feature being implemented in vanilla. The only reason to change vanilla is if something isn't working correctly in vanilla. They will look for the solution themselves, because their solution will likely be different (they have other constraints than the mod author). Mention the mod if you like, but TFP will simply not care.

     

     

  16. 3 minutes ago, iamnuff said:

    The fact that the Blunderbuss is useful again makes me happy, but it does kinda shoehorn early players into having to use shotguns, which is a problem. 

    I hope A20 adds a pipe pistol and maybe a rifle, along with fixing the primitive bow so it doesn't suck so much. 

     

    That way in the early-game we'd have ranged weapons for almost every build available in the 'stone age' 

    Getting ammo for them would be a pain. Maybe if they all use something like blunderbuss ammo, which can be made without needing lead or brass? 

    Oh, and blunderbuss ammo scrapping to paper instead of gunpowder feels like an oversight. The gunpowder is definately the most valuable ingredient in there. 

     

    No idea what the stone-age intelligence weapons are going to be.

    Neither electrocution or robots lend-themselves well to caveman tech-levels. 

     

    Probably you missed the announcement that makeshift pipe weapon will appear in A20 as T0 weapons, including a pipe shotgun that will replace the blunderbuss

  17. 18 hours ago, hiemfire said:

    1. The cone needs to be narrowed. This is a survival sim/1st person tower defense game, not quarter slots at a casino.

       1b. I think you're mixing up RPGs with Gatchas. Character abilities/perks don't affect accuracy in 7D2D. Damage dealt and effect on hit yes. Accuracy is fully dependent on rng, either where the shot lands or adjusting the cone via rolling lucky on loot.

    2. Here once again all you're saying is "Get lucky.".

     

    1. You know which word isn't even once on the kickstarter page? sim or simulation. except for "Our physics system simulates real-time structural identity...".

     

    2. You are correct in one respect, accuracy isn't affected directly. The arrow perk only influences draw speed and aiming speed (i.e. the time for the target cross to narrow). Interestingly they diminished the time so much already (yay), that the faster aiming speed is not even noticable anymore. But the drawing speed reduction is noticable.

    Quality and type of the bow increases projectile velocity, Which indirectly influences accuracy and range for effectie

    ve shots.

     

    I'm not mixing up RPG with Gatchas. In a shooter player-skill determines how well you hit your enemy. In an RPG your characters abilities and your weapon stats predict how well you hit enemies, and this is usually simulated through random rolls where you can influence the chance not only through perks but also equipment, distance, height, sometimes even weather or whether you are prone or standing, The target circle has RPG written all over it, and rng is an ingredient of that formula

     

    3. I'm saying that the primitive bow is a short range weapon, long-range it is not effective because your hit chance is low. Adam is not bad at aiming, he probably just uses the bow at an ineffective range. Please change your accusation to "Git gud" 😉

     

    16 hours ago, Adam the Waster said:

    With out the aim thing.

     

    it would be like this.

     

    You hold you're bow Side ways when you're just roaming around. Say you see a Zombie that wants to take a Nice bite out of you

    But when you aim, you hold you're bow in a Normal way!

     

    While you're bow is in the Same piston with a Arrow on it, you just click and you quickly fire a Arrow, You may it it or you may not. ill have to draw it out, because im as Useful with words as a Arrow without a Stick.  

     

     

    Also i got 964 Hours :)

     

    Just do this in the game. Have a bow with arrow in your hand. Click left mouse button. Notice you are shooting an arrow instantly without aiming. The feature is already in, just not in Gangsta-style 😉

  18. 1 hour ago, Adam the Waster said:

    why not both.

     

     

    my idea to make the bow at least simi better is

     

    Sight (it has a Base sight and you can put reflex sight on it)

    Faster but less accrete Fire when not ADSing

    Slower but stronger shoots when ADSing

    New way of holding it

    Able to fire more then one arrow (by holding R and selecting Muilti shoot. you will need 3 stone, iron or steel arrows) 

    More Mods to uses (Laser sight, New sight and Flashlight)

    Does bleed damage (10% with stone, 25 with iron, 50% with steel)

    Does More cripple damage when hitting the knee. (i took a arrow to the knee)

    i guess that and for me most of the time they don't hit the thing i want. (but i may just be bad SMH)

    All weapons hit a random location inside the inner circle formed by the target cross. The bigger the circle the less accurate the weapon.

     

    So unless you are near enough to an enemy that the circle is filled completely with its head you have a chance to not hit the head even if you pointed absolutely accurately at it. This is done because this is an RPG where the abilities of your character are important and not only the accuracy of your mouse hand like in a shooter.

     

    If you want to be accurate with a bow, get yourself a composite (because the target circle is much smaller than with primitive and wooden bow) and invest in stealth so you can get near enough to your target.

     

  19. 13 minutes ago, Adam the Waster said:

    But Crossbows are boring! There i said it!

     

    REAL MEN uses Bows! But Still Bows need some Good old TLC. i may make a post a Idea about bows on the pimp dreams.

    Maybe explain why bows are hard to aim. The only reason I see for it being hard is because you have to adapt to the ballistic trajectory. But that is exactly the reason why the bow is not boring and the crossbow is.

     

     

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