Jump to content

meganoth

Moderators
  • Posts

    9,450
  • Joined

  • Days Won

    56

Everything posted by meganoth

  1. Stone age items are not randomized. That is intentional because they are very cheap to craft. Result would be that people would start by crafting multiple axes to get a better-than-average one.
  2. I read the docs on the website today and didn't find any mention of this command. Maybe the OP had the same problem. "updateengine" is mentioned only once in the page describing the initial install (without mentioning "experimental"). But it should be listed at least in https://7dtd.illy.bz/wiki/Instance%20management. Does the command line utility have a help option? Is "--experimental" listed there?
  3. Did you restart the server after updating? Did you do "login anonymous" or similar before the app_update? If your answer is yes and yes then post the logfile of your server.
  4. Ok, that was the short version. Now please post the long version of what you typed into steamcmd and what steamcmd replied. Just try a download and copy-and-paste everything here. I can assure you the command works in principal, because I used this update method on my own server lots of times and never had a problem with it. 99% of problems are typos while entering or copying the neccessary commands.
  5. Yes, for stealth that would be preferable. We'll have to see how they implement it, an icon that immediately shows key locations would be a whimpy half-solution, icons that only show up if you are near to the key would be much better. But I'm sure we will hear lots of players complain that they missed the icon and had to backtrack through the whole factory again. I also would be ok with keys on zombies though if you got an icon or some other indication which one has the key. We are not talking about a pacifist playthrough, just a stealthy one.
  6. It is difficult for the game to know about "rooms", it already is difficult for the game to find out if you are "inside" or "outside". That loot score sounds very gamey. Sorry, I would much prefer the keys, they don't seem out of place. And they can be implemented with very little additional code (especially if they store keys in boxes). And low implementation effort counts for much in this phase of the development.
  7. I'm not sure whether safes are worth it in the stone age, definitely not worth to use a stone axe, I open them only when I have lockpicks. But I can say that in my game the brownish chests in the loot room of many pois still have a lot of stuff I want: For example mods or armor of all kind. In my current SP game I don't have points left in the first week to boost both my weapon perks and build a quality 5 stone age melee and ranged weapon and if I don't go strength or agility my ranged weapon will only get better if I find it in loot (or get them as quest rewards). We get higher quality stone stuff relatively fast which means you potentially have a use for up to 4 mods for 5 armor pieces, one gun, one melee and up to 3 tools, all together 40 mods. There are also schematics you want to find, some make sense in a gun safe. But in general yes, I agree, there should be a very slim chance for better loot.
  8. It isn't a bad idea. One flaw though is that potentially a stealth player could go non-cheesingly through the poi with very few kills and be punished for that. One idea the devs are considering at the moment is one (or more?) keys you find on random zombies or in random locations in the POI, which sounds at least for the stealth player to be a somewhat better solution.
  9. So you say it is different to A15 where you got pistols at first, then shotguns and hunting rifles? After a while you found AKs and snipers. Sure the actual moment was quite random, but there was a loot progression that seldomly varied. And everyone did the same things every playthrough. I partly liked how the minibike book and the calipers sometimes could be found immediately and sometimes almost never but those were single points of uncertainty in A15. If you are talking about even earlier alphas, ok, that is unknown territory to me.
  10. No, up to now only one programmer was working on RWG, besides other jobs. It may have been that an artist or designer helped for a time (not sure, my memory is very flacky) but AFAIK always just one programmer. And if I understand MM correctly, for A20 there will be a real team effort to get remaining kinks out of it. I agree that dangerous cities would be a good feature, but it also means that good players will just jump ahead of any loot progression and then complain about a missing end-game on day 10. Balancing that is almost impossible. But as I said it would be a good feature. And I also liked that you had to find and hit specific POIs if you needed something specific. Which is still the case but less than in previous alphas.
  11. I don't know if they ever get more difficult POIs in the game that can't be just exploited but at least more difficult biomes are in the works AFAIK. It might even happen in A20 where RWG will be one of the development hot spots. So a sandbox is a game where you can get the best stuff at the start of the game? Surely not. At the moment there is still a small chance to get tier1 weapons like pistol or double barrel shotgun in the first few days. And that is fine, otherwise the game enters easy-mode just because you had an unlucky "lucky draw" Food and water meters are the thin blue and red lines directly above or below your toolbelt. Easy to overlook
  12. Maybe it is only a 25% increase because it is AOE damage. It would be interesting to see the actual total damage for two or more zombies per arrow. You wouldn't use explosive arrow for a single zombie anyway. Maybe it is balanced so you only get a benefit if you get at least 3 zombies into range of the arrows explosion.
  13. Maybe it is only a 25% increase because it is AOE damage. It would be interesting to see the actual total damage for two or more zombies per arrow. You wouldn't use explosive arrow for a single zombie anyway. Maybe it is balanced so you only get a benefit if you get at least 3 zombies into range of the arrows explosion.
  14. Well, then you should also complain about Trader Joel in a big fur coat whatever the biome 😉
  15. Maybe we don't need to but I also don't see it as a problem (naturally as a male I have a lot more tolerance for that as well). Her cup size is somewhat extreme. But the form of her t-shirt would be a common occurence in summer. She also doesn't look like a fantasy character. What youtubers do is not my concern, I mostly ignore them, but would definitely ignore someone who thought talking about her cleavage was funny or interesting in any way.
  16. There is an option to turn off horde night and there is an option to give you 400% lot. There is an option to spawn in a T6 M60 on day 1 or give you 1 mio XP. There is an option to make you invulnerable and fly. This has absolutely nothing to do with the default vanilla game that everyone is playing. And it definitely can't be used to conclude something is not necessary because you have an option somewhere. Default vanilla game must be dangerous and balanced, this is TFPs resoponsibility. If you use OP options, creative mode or giveselfxp then balance and fun is all your responsibility.
  17. If there are two survivors, which one will the zombies prefer and attack first? The brain in the spiffy mouth-wateringly good looking package or the carelessly cloth-wrapped brain?
  18. The fact that you landed on Pedalu County again shows that you probably didn't choose a new map seed. Check the folder ...\AppData\Roaming\7DaysToDie\GeneratedWorlds . Write down the Counties in there. Create a new world and make sure it is in a county that isn't already in GeneratedWorlds
  19. You still have a mod called "Hal's Run and Gun", I assume from a previous alpha? More I couldn't find out as that logfile isn't complete. But just make a test and delete everything in ...\AppData\Roaming\7DaysToDie\GeneratedWorlds\. If you have older worlds you still would like to play, make a backup first. And then, when creating a new world, change the game name (i.e. not "My Game" again) and fill in some word as game seed when starting a new world, don't use the empty string. You can even use the same string for game name and game seed
  20. Do you mean the thing that the block rotates so it still is oriented the same when you are facing a different side? Yes, that was in A18 already.
  21. I moved your post to the appropriate section. Please use the link on the big red banner above, it leads to an official blog post that explains why there won't be any updates to the current versions on console.
  22. That reddit post is slightly misleading in its summary of Richards talk then. In that talk all is still a plan, a "we want", not a hard fact, not at all different to what was said in the official blog post 8 months ago. That nothing is different about their desire to finally go back to console could be interpreted as a good sign though. Also IMHO there are no unsurmountable difficulties in porting to the new consoles so I don't think it is likely that the plan will change. And since they have payed so much money for the console rights also means there is a big incentive to not let that money go to waste.
  23. What information do you think is missing? Everything in https://7daystodie.com/console-news/ is still as true as it was 8 months ago. The plan is to wait for the game to be finished and released on its original platform before it can be ported to other platforms. That is AFAIK the normal method when parallel development in-house isn't possible. Just today I read Persona 4 came out for PC now, only 12 years after its console release, and 7D2D isn't even out yet.
  24. Sorry, I threw away the files when we restarted with a new world
  25. My group had built a horde base with a large staircase (3 blocks wide) coming up to our level, with a platform half way up and turrets behind). It was something like this (P = platform, T = turrets). T >>> P <<< V V [upper level] There were 4 shotgun turrets there. I didn't see much of it as I was running around at ground level (I was shotgun guy), but judging by the low damage on the stairs demos generally did not get activated by the turrets. Probably most were activated or even killed before reaching the platform, so I'm not 100% sure about my conclusion. But I'd say there is a good chance that design did work quite well against demos. ------------------------------------ I'm also sure that TFP wants to hear feedback of all kinds (this is one of the two main reasons to do EA in the first place). Everyone is free to **discuss** this subject, but (and this is me speaking as a moderator now) please keep it civil
×
×
  • Create New...