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meganoth

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Everything posted by meganoth

  1. I don't expect the wilderness to be as barren as it is now. And you don't necessarily know where the next town is, so it is a possible challenge. One player may decide to run into some direction and hope for the best. Another would take the nearest wilderness POI as hideout for the first days. Another might build himself a wooden hideout and use the nearest POIs as quest locations. Another would take the farthest quest POI from the trader in the hope that it is in a town. Well, the game isn't finished. They very well could suggest to new players to start with Navezgane and the pregens. That solution would be my preference over treating wilderness traders as a bug in RWG.
  2. The server will create a logfile even if it stops early again because of a problem I did not fully understand your explanation of the fix. The logfile would likely have showed us what really is the problem. It should not be necessary for you to move maps around to play them, maybe you still have a problem and a "fix" that might make problems later.
  3. If he never is the starting trader, he would be almost useless. For veteran players surely a feature. New players should start with Navezgane and there it should be impossible.
  4. The main character does not throw away jars. He simply has always enough jars and containers so that he always can store water he finds. Just like he always has access to containers for gasoline. Just like he always can store food somewhere where it doesn't simply get smashed. But those containers are not simulated or shown. Just like it isn't shown when you use the bathroom, or crafting isn't shown except as a timer that ticks down. The water from lakes is viewed as so toxic that the character won't take any of it. Except he might drink it in an emergency. This part is surely not realistic and can't really be explained fully, just like the existence of zombies. You just have to accept it. The game is not a simulation, fun trumps realism.
  5. Yes, but may be easier to explain to the "public" who is used to think there is no way to get mags without that bonus.
  6. At the moment it seems to me that the loot-bonus from perks is a bad design for all the magazines that everyone needs. Especially Forge ahead, but a lot of the utility mags as well, like the electricity, vehicle and farming books. The disadvantages have been mentioned already, a need to invest in those perks and no way to not get the loot-bonus when you invest into a perk for other reasons than wanting to craft. Sure, for a single player practically a lot of perks are must-haves at perk level 1. And they could all be viewed as part of the selection you have for ANY specialization. But there are many and to only be selected because you want the loot bonus should not be the only reason to select a perk. Maybe what they did with the forge-ahead books, that two or more perks work would be nice. For example farming and cooking could build another pair. What would work is if those magazines got the loot-bonus automatically and not through perks. What already DOES work is that you can just check out specific places and loot boxes to get more of some specific magazines. Another fix would be to move the loot-bonus from perks to candy. You buy the builder-candy and you get a sixth sense for workstation-, electricity-, and traps-magazines for example.
  7. I actually found more eggs in my SP game than I could use in my blueberry and pumkin pies at the moment, but I haven't been very methodical in my farming, and well, luck plays a big part in this as well. I avoid Bacon & Eggs though as it wastes too many eggs for only low food value.
  8. I get the impression you didn't notice that there are dew collectors now in the game. If you didn't know: You should be able to build dew collectors very early in the game, but you need to buy filters to build them at the trader. Each dew collector you have will give you 3 water a day. And with enough money you can build as many collectors as you want or need. I would guess that a normal single player will want 2-3 of them, more if he plans to use explosive arrows.
  9. First something you might not know: TFP developers have said that it is intentional that POIs often can't be stealthed 100%. By that they mean can not be cleared completely while staying in stealth ALL THE TIME! What is still possible in almost all POI's, even if sometimes difficult, is to leave stealth to run away and either gun down any zombies that manage to follow or restealth out of sight and then kill those zombies stealthed again. I haven't played the new prison myself, it is possible it may be an exception to the rule but that doesn't invalidate the rule. It just means a POI designer got over-ambitious with placing his traps everwhere. POI designers probably even design for stealth in mind, but may also fall into the trap of thinking too high of the observation power of the average player for example. According to one of the POI designers the new POIs have actually high ledges or similar stuff added to help (stealth) players survive those surprise attacks. And yesterday I cleared a POI that may have been tier3 or tier4 (center town, 3 adjoined buildings with restaurant, bookshop and a company headquarter, end loot in a garage). I knew from before that the garage would have surprise zombies, but I suddenly saw a ladder in jump height attached to the wall that I think wasn't there in previous alphas(?). Is that supposed to be a hint? Don't know, but it is also one way to survive this, no matter what spec you are. I didn't even use the ladder, by the way. I had prepared to run back up the building to a safe spot. And I didn't even need that for the zombies in the room because I could snipe them all, but later zombies from the street broke in and hunted me. If stealthing were on their "wrong play" list they simply would have removed it.
  10. Huh? There is no pipe smg (in vanilla)
  11. The magazines do not force people to clear POIs together. I am reminded of the other thread where you brought up Learn-by-example and someone replied that it would be a fun addition and encourage teamplay. Now if that feature were in the game and were being removed, would players complain? I don't know. But even if they didn't, wouldn't having that feature still be "nice" and "fun" in a small way? I can only say, we are used to bringing back the book series for our co-players and we got used to giving magazines to our co-players and find it another nice way to support and interact with our co-players. Lets see, in A20 we found lots and lots of glass jars and empty cans and paper, paper and paper in our loot. I hated to find paper. Now you often find magazines instead of paper, and let me tell you: If they removed magazines and let me find paper instead, then yes, I would complain.
  12. Stealth is not pointless but quite challenging to pull through. Someone demonstrated how to restealth again, and with speed and run&gun the AGI player should be able to "run around" them and away in most situations. In my SP game I am playing in the winter biome, at the moment with a quality3 pistol and wooden bow, against half of them being normal and half feral zombies with one above default difficulty. I am just an average player with bad reflexes and not good at making decisions under stress. And I could still clear POIs with stealth. As long as I remembered the way back and ran far away I could always restealth and finally kill them, or gun them down in a narrow place. At one time I had placed a few spike traps in the way of my backtrack path and when two ferals were coming at me I killed them with arrows behind that trap defense. It is intense and fun, but got me nearly killed a few times when I made the wrong decision or took the wrong turn or forgot to reload my weapon after changing a mod(!). Again and again I do this mistake, not reloading my gun and getting killed because of it. I doubt someone who is just starting with the game though would survive most of this, but as I said it was winter biome and at a higher difficulty. Stealth is in need of some changes and balances. But not pointless at all.
  13. Since when is Jost Amann part of TFP? Or can you quote a dev from TFP saying it is because of realism? If your's was just meant as a general comment, the general answer is that realism is lower in priority than "fun gameplay". Whenever "fun gameplay doesn't force a decision, realism might be one of the reasons for something. I think the shams are just a sign of the balancing effort being far from finished at the moment.
  14. Please do the math. A LotL tier1(*) farm plot will give you back the equivalent of 1 seed plus 1.5 plants **on average**. That is very much sustainable while not absolutely safe from mis-harvests. Just like reality, by the way 😉 (*) tier 1 meaning 1 perk point invested in LotL
  15. What happened between A20 and A21? The perk system was largely unchanged, just that some perks lost schematics they automatically gave because the way how schematics were learned was changed, from learn-by-reading-a-schematic to learn-by-reading-a-small-part-of-a-schematic. That is all that happened. And some rebalancing took place, so a perk vanished and its effect was redistributed to other perks. If that is completely reinventing then cars have been completely reinvented 30 times in the last century. <sarcasm>Oh look, the ashtray moved from the front dashboard to the middle console, the car was completely reinvented again<sarcasm off> Sorry, I see mostly incremental or balance changes in the progression system, except for A16->A17 and A17->A18. Whether that is expensive is a different matter. If TFP is willing to sink money into developing the game to **their (subjective)** level of perfection I don't have a problem with that.
  16. Which modder needed just a week to implement a full LBD system? What a load of nonsense. Ask Khaine how he does it. Or let me explain: He simply doesn't take any XML from TFP and just adapts his own huge code-base to work with the underlying engine changes. His whole mod including the LBD system in it has been in the works for more than 3 years if I remember correctly. As he throws away all (or almost all?) XML from TFP he doesn't need to care what changes they implement, he only needs to see that his XML works with whatever changed below that. That can be done in a relatively short time, but the code that Khaine uses for his mod has cost him countless hours of many years. Get it in your head, they didn't want the LBD system. They still don't want it, and about half the players are perfectly fine with that. And I am tired with you argumenting with the "playerbase". As far as appeal for players to buy and play it, TFP seems happy about how many players buy and continue to play it, so what lesson do they need to learn? That they have to avoid success now? Redesign their progression system again when they are blamed all the time for too much redesigning? That is a matter where *I* have no answer as I don't know the reason, don't know the technical foundation of it. I suspect you do not know either, but are fast in claiming it is debunked. Has any of those modders explained to you how he did it and maybe given his assessment that there is no reason to not add it? I would call that a first step to actually calling it "debunked". Just of the top of my head, if DF uses some resource for doing it that TFP has reserved for some specific future use, then DF including it is perfectly fine, but TFP still would have a reason to stay with the current system in vanilla. And there may have been other reasons they changed it. Which doesn't mean they could simply have lied to us, sure. But it isn't just as easy as you make it to determine such stuff. And lastly, I am glad you hoe the ground in DF, where you also have your LBD system. I just don't get why you then say mods are not the solution. They are!! Why should TFP copy DF when DF already exists? This is why balancing would have needed to make sex t-rex 3-5 times as weak as now since it otherwise would have been unbalanced. Or simply not change sex-rex at all, because everyone would draw the same conclusion and then complain that there is no way to avoid STR. And that explains why they changed it, because the complaint that sex-rex was practically unavoidable was valid. YOU like sex-rex so much **because** it was OP.
  17. It already took a bunch of time to make, specifically most of A21 was used for bandits though they didn't get finished in time. The most simple answer: Because it was one of the promises in the kickstarter. And if kickstarter promised a story as well, bandits aka NPCs make that possible as well. PC and armor were developed hand in hand with bandits, I assume we will look like bandits and they will look very much like us. <insert philosophical piece of wisdom> TFP did 10 years ago 😎
  18. I don't think LBD is unworkable, it has its advantages (mainly the instant cratification, for we are all hamsters in a hamster wheel). Valheim shows that it can work very well (as in "not have serious faults"), though Valheim also shows how useless it can get when you learn everything automatically. In Valheim the main effect seems to be to give a death penalty.
  19. If he uses light armor or has read the absolutely OP book in the urban series, yes. But STR was always easy mode, I don't expect this to ever change. I love parkour, even with the detriment of having to be careful with some jumps. I don't want an extra key for it.
  20. I definitely don't need to re-examine it, as a simple player. Horray. If I ever need to be the farmer of our group again then 1/4 of the farm plots can be scraped. Corn is in even more recipes than potato so be thankful for work you don't have to do anymore Still you can get enough to start a farm, and then it is your decision at what size to stop After finding out its only 2 potatos you could have edited your conclusion as well: "That's great, 7.5 stews!" 😉 You should always afford to turn enough seeds into crops, otherwise your farm shrinks. And then the next harvest will be even smaller. Would that make long-term sense? You harvest what you sow, so to speak. Farm with LotL 1 and you are a rather bad farmer. But still a farmer. Someone with LotL0 is a bank manager trying to farm. You are correct that meat is rather difficult to use. But meat is very easy to get. So it is balanced in a way, very easy to get but you have to eat lots and lots of grilled meat to fill yourself up. Bacon and Eggs is one of the most inefficient foods in the game IMHO, because it uses 2 very expensive eggs for a rather low-level food. I may cook that in the first few days because of necessity, but each egg is much better used in blueberry pies. And blueberry pie is, if you can save up the eggs for it, a very good food without potatoes. Seeds are totally useless except for planting and plants have the chance to be used in a recipe. So even thrown out of context that sentence is objectively true. Mmh, I am not convinced either, I thought it was 6. I don't understand that last sentence above. Not sure what you are saying. If I have a handful of plots with some specific plant and want to enlarge that I convert everything I have to seeds. in the meantime hungry guys at my door have to eat grilled meat or pumpkin bread or dine at the trader.
  21. I largely agree. The focus of the RWG developers for at least two alphas now seems to have been with improving the cities and it showed, but it ended with the wilderness in A20 being especially barren and uninteresting. On the other hand they developed new ways to fill the wilderness in these two years, although less random and more handcrafted. My hope is that the focus of RWG devs and POI designers, now that cities seem somewhat finished, goes to making wilderness stamps and pois. I really hope that actually happens, as having wilderness just as a distance to the next town is just like an underground where zombies can't dig to. One idea to make the wilderness a bit more interesting may be if TFP added some "danger" that makes having a permanent crafting base in cities difficult again. But I don't think that is a priority to them. They want to finish the game and apart from bandits there will not be many new features coming before release. One of the player I play with won't touch UL with a ten foot pole. And even I wouldn't play it twice in the same year. But it is a fantastic mod and if you can stomach the increased "grind" may be your ideal game. In other words, not a system I would like as a replacement of vanilla, but an excellent mod on par with DF.
  22. Now we are getting somewhere. Agi players have "run and gun" but not the firepower to take a stand when there are so many zombies, so I suppose this should be the solution. I can see in the big room of the video a player could run around evading zombies for a while and do "run and gun" until he can actually run out or the situation is under control (though run stamina could be a big problem). I'll have to test if I can actually do this without getting killed every time. Can I assume that encounters where run-and-gun is obviously not possible (like say a small corridor with zombies on both sides immediately blocking the way) will be fixed when reported?
  23. Ihr habt vermutlich die passenden Ports im Router des Servernetzwerks nicht geöffnet, deshalb wird das schlechtere von zwei Netzwerkprotokollen genutzt. Ausserdem sehe ich das folgende: 2023-06-23T12:16:02 174.291 INF World file dtm_processed.raw is different than server's version: received 33B2C353, calculated 585C9B13 2023-06-23T12:16:02 174.291 INF World not matching server files, request from server und 2023-06-23T12:18:18 310.177 WRN [Steam] Tick took exceptionally long: 33 ms Eine Erklärung für das erste wäre, daß beim vorherigen Beenden des Spiels nicht mehr alles synchron gehalten werden konnte. Das zweite scheint ebenfalls auf langsames Netzwerk hinzudeuten. Falls eure Netzwerkverbindung das Problem wäre, könnte öffnen der Ports helfen, i.e. im Router port 26900 TCP und Ports 26900-26903 UDP des Servers nach aussen öffnen und schauen, ob im Logfile eurer Clients dann diese Zeile nicht mehr auftaucht: INF NET: LiteNetLib: Connection failed: ConnectionFailed Ansonsten, falls ihr Windows nutzt: Sicherstellen, daß ihr ihm Virenscanner Ausnahmen setzt für die Verzeichnisse wo die savegames und Weltendateien liegen (der launcher des Spiels kann euch sagen, wo das ist, auf dem zweiten Kartei-Tab). Ihr könnt auch mal ein neues Spiel generieren, z.B. mit einer der pregenerierten Welten, und testen, ob eventuell einfach nur euer bisheriges savegame mal kaputt gegangen ist. Habt ihr vorher A20 gespielt? Falls ja, solltet ihr mal den Launcher benutzen, um alle eure Einstellungen zurückzusetzen, und dann erst ein neues Spiel generieren.
  24. Fair enough. How about showing a real playthrough of the hospital then? 😉. At the moment the forum seems full of prospective stealth players (mostly veterans) who seem rather mystified about how to tackle those ambushes. Naturally I will have to test it myself as well to get to some conclusion of my own.
  25. If you count Autohotkey, then yes, but I don't know any game that wouldn't consider that a cheat and not balance for it. For me opening a box with stone axe means sitting there the full x minutes hacking on it and pressing a key. We would also need to add the time we would need to wrench and or mine the materials though. But even including that time you will save a lot of time. Maybe lockpicks are too expensive to craft. Don't know. But I crafted some just yesterday and was happy that my stone axe-on-box days are over. As soon as the strength player has a fully perked shotgun or steel pickaxe though I might reconsider.
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