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meganoth

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Everything posted by meganoth

  1. 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
  2. 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.
  3. 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.
  4. 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 😎
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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?
  10. 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.
  11. 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.
  12. 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.
  13. For 1 I have a suggestion. Start a server on your machine and connect to it locally. The advantage is that you can change stuff like daylight length in serverconfig.xml and there you can use any value you like (ok, there will be some max value, but it is much much higher than what you can set in your client) For 3 you can use creative menue. Just think about how much such a barrel would cost, get some from CM and pay the price by throwing away Dukes.
  14. You also have to factor in the time opening a box with a stone axe. That is a lot more time than the repair time.
  15. That looks quite impressive, but when we say overpowered then we should note that you actually got killed 😉 (if we substract god mode) Would you expect to clear the whole building with a high probability without getting killed? It seems for that you probably would have to do a perfect stealth rehide in each trigger location, maybe 5 of them in this building alone. In the video I don't see you have any indication to determine whether your stealth worked until they are actually stepping on your shoes. So if it fails you are totally surrounded and I'd say you have to endure at least 5 hits and multiple conditions before you can jump out, if at all. Normal low ceiling and you are simply done for. Stunned and it is guaranteed death as well.
  16. Not only that, but giving money AND loot for quest reward is too much. Dukes should be just one guaranteed choice and probably a bit less than now. Because ideally the trader could have better weapons on display if buying it would mean you would have to save up for it and get nothing else from rewards in the meantime. The typical player would then start the game by saving up dukes for the filter in his first 2-3 quests, then either going full on saving up money or mixing it up and getting quests rewards or money whatever seems better, For example on day 5 the save-all player could then actually afford an iron quality 4 weapon by giving all his money, the other player could just buy a stone tier5 or iron tier1. As it is now, my group of 4 gets so much money from questing that we could afford to buy everything of iron level useful to us the traders had offered. AND I got a quest reward from a tier2 infestation quest of a q4 steel pickaxe. On day 7! The only iron level item we actually crafted is a q2 turret, nothing at all was looted(!), about 5-8 iron level items were simply bought from the trader or were quest rewards
  17. I am a bit confused about your post. For example if say magazines and fake randomness(?) were removed, of course players would not say "because of this change nobody will help me clear POIs anymore!" because that was a result of the shared xp, not magazines or a fake randomness, right? And which of the things we talked about forces players to be farmers, builders or miners ???
  18. TFP surely won't do anything about the balance. But there is a difference between having to install a cryptic mod that modifies low-level stuff in the game and depends on one talented guy who could loose interest in supporting the mod at any time, and a rather "simply" XML balancing mod for servers lots of people could write.
  19. I don't remember exactly what the description of BB says, but I know that it was a bonus on buying AND selling for as long as I can remember.
  20. NOT AGAIN! This is wrong and I had hoped these false rumors were gone after more than a year Lotl1 is perfectly enough to have a self-sustaining farm and making seeds out of plants will generally grow your farm. The only drawback is that with a string of VERY bad harvests you could be left without seeds eventually. But for that you have to also be so unlucky to never find any seeds in loot. Only without a single point in Lotl it makes no sense to convert plants to seeds. Just put any seeds you find into your plots and grow them. But if you have Lotl1 or more, you can just convert any plants you have into seeds and on average expect to get more out of the seed later. And mathematically it makes sense to start planting as soon as you have plants, there is nothing gained by waiting except if you plan to put more points into the perk later.
  21. He knows. The optimizations used could still have positive effects for <=8 players too, and making more players happy is nice if the changes are easy to implement and have no detrimental effects on normal play.
  22. Players getting upset? Pfft, happens automatically at any change. The magazine and water redesigns and the last patch had, IMHO, more massive ramifications for players than some flipping points for weapons or tools moving up or down a quality level. The group that will notice it the most will be expert players and I expect them to adapt to new circumstances. Not call for preservation of the status quo. Maybe lost maybe gained. Maybe both in different places. The progression discontinuity between the tiers is quite a big "hole" in the design. You may have a different opinion, but I think it obviously violates design rules TFP seems to follow. For example that all items in the game should have value at least once in the game. And tier1 iron items have none. Nobody would ever craft one currently.
  23. Do you know that you can have more than one dew collector? Yes, you need to factor in that damage. Either drink only a few sips, eat something afterwards or have a first aid bandage ready.
  24. I am pretty sure it once was only 6% per mod and could well go down again, even to smaller values. I still think it has a positive effect since you'll never be sorry when you find an installable mod even if you are not interested in the function of it itself. But I also would not shed tears if it vanished completely. Mainly I think that adapting that percentage as well as the random variation are balancing details that would be "automatically" looked at and adapted when doing the range shrinking. And yes, the 10% are very probably too much, but consider that currently a q5 stone item has 3, a q1 iron item has 1 mod slot. If all are filled the maximum bonus the q5 item gets from this is twice that bonus. Once the actual gap between q5 stone and q1 iron after the shrinking is known that bonus should be less than half that gap. Fast and easy balancing I would say. Sure, you still have two more mods installed, which could skew the balance. But on the other hand many iron tier items have additional advantages. For example the q1 pistol has also more ammo capacity and the ability to load the magazine extender mod (though that could be a false rumor, I heard it but didn't check it myself). I am not saying that your ideas are bad. Just that the current system has enough knobs to turn to make it work as well
  25. Oh yes, Q5 gets nerfed but now players learn to change faster to iron tools tier 1 and 2 because those are actually taking over the place of stone q5. While currently you stop at Q5 stone and there is a "long" stretch of progression where you are NOT progressing at all. Naturally that is till a change overall, but now you have a smooth progression instead of a jumpy one. I don't think the jumpy progression was intended. There is no guarantee for a q5 stone axe doing the same damage between alphas. The interesting thing with this change is though that the length of overall progression is exactly the same. If you have a q5 steel tier weapon on day 40 on average before you will be there exactly at the same time. As it is now stone q5 is miles above iron tier 1, not only in damage but also like you just explained in repair cost. I.e. even if compression is not enough it still changes the balance in the right direction. And if it wasn't compressed enough it can be compressed more or more advantages added to the higher tier. So? I have done that in the old system as well, ignoring steps because the change was not worth whatever dukes or work or material was necessary. That is every users personal choice how much damage more is worth a change. If you get the next tier for naught (aka through looting) even 1 more damage may be enough to switch, if you have to pay 12000 dukes for it, not even 6 more damage may be enough to sway someone. But when you already have something lower-tier that is objectively better, NOBODY will ever switch to it. Remember that one reason the crafting system was changed that there almost never was a reason to craft a large section of the weapon progression, and this is still a remnant where progressing feels like not worth it.
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