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meganoth

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Everything posted by meganoth

  1. Make sure those are peas and not pears !!! The picture is very lowres, but it looks definitely like the can below is different from the can in the recipe, so I am pretty sure this is the problem
  2. Yeah I know. There is a very fine line and it has to do with using the console. Everyone knows he is stepping over a line when he uses the console to give himself xp or god mode or items. But a button in one of the normal menues of the game that just gives you the reward whenever you feel you have done enough? No, as a game designer I definitely would not do that. What I might do would be a console command that resolves quests somehow. But IF this is a bug, it needs to be fixed, not given a bandaid like this. So I would make that console command print out data to be sent to me so the bug can be found and fixed. Also, again, I have played A20 for a year now and not had a single quest fail to me (in multiplayer). Now if you regularily have quests fail then a bug is one but not the only possible explanation
  3. In the quest menu there is a button to simply remove a quest so you can take a new one. If you meant "finish quest successfully" THAT would be just a magnet for players to auto-succeed quests immediately and test their resolve. Sure, TFP could do it, but I don't think it is advisable. Also, it isn't really safe to say there is a bug.
  4. If they ever had placed electric traps in POIs (which surely was an idea they were thinking about and I think even were talking about) and a player generates a map it wouldn't work if those turrets then recognized him as an owner.
  5. Killall obviously does not work on unspawned zombies. Since the zombie does not get spawned it means you have not triggered the spawn, either because of a bug or you simply not going there. In big buildings it is quite possible to miss a room. And does anyone know whether you spawn sleeper zombies in god mode or when flying? If it is a bug, it is a hard to reproduce one. I did a quest in that school a few times and never had a problem. And a bug that can't be reproduced is very difficult to fix. Just like solving a murder without evidence. If you often have the game act in unexpected ways you should observe your FPS. Maybe you are too often below critical values (~20 FPS) and that makes the game behave erratic. I had a similar problem in a skyscraper. I eventually found the zombie stuck on a walkway. Sadly I don't remember whether I actually walked down the walkway before finally noticing him. So I am not sure if I just did not notice him or he had not spawned until I saw him.
  6. I would guess the reload speed has to be low so the ammo capacity of the weapon is an important characteristic of the weapon for the player. This is part of the balancing. For example sniper rifles have high damage but need to reload often compared to assault rifles in the game.
  7. In what way? Random Zombie speed variation is already implemented as zombie rage-mode. When they get damage they have a chance to rage and move faster.
  8. I can easily agree to it not being the only solution. And if by "reasonable" you just mean "immersive/realistic", then I would agree as well. Nothing hostile in my answer to my knowledge, sorry if you have that impression. Churchill once said "“Democracy is the worst form of government – except for all the others that have been tried.”. I agree that you don't even need to show that there are more immersive solutions. Almost by definition anything that simulates real life in greater detail is more immersive for example. Only when you would claim that solutions exist that are actually "better" overall in solving the game play issues (like a good way to have water scarcity in the game) then I would object and ask for an actual method as proof. If you didn't do that and I just misread, then my objection is moot.
  9. Well, it was your claim that other solutions exist that are on equal footing with the current solution and more immersive. Almost everone who doesn't agree with this change automatically makes that claim, some others even add the word "easily" to imply that they thought about a solution for a minute and got one that works. Until someone comes along and pokes holes into that scheme. My point is that those minutes are not enough to think through an idea. And even if someone (you for example) only postulates that such a different equivalent solution exists he still is only offering an unsubstantiated claim. Such a solution may exist but one can only be sure by actually designing and testing one. And no, you can't just be sure it must exist, for that the variables involved are too many. At the moment you simply showed almost nothing: You only showed that you believe in the other solution existing because you started to think about it and saw a few promising directions where a solution might be found. Other ways to make water scarce do exist, no doubt about that. But whether they work for single player, multi player, newbies, experienced players and don't disrupt other systems or open up new problems, THAT is the important question to ask.
  10. Riamus already answered the questions. About that line. I once played the Exitus Extreme overhaul mod, it actually had you going to the toilet and afterwards use toilet paper. The author team obviously thought it was a good idea and seemingly wanted to play that way, everyone in my group hated it. There's many lines that can be drawn, I personally have no problem with gas cans in the game and don't expect to have any with water behaving the same. I have played RPGs for years and most or all of them did not give me back empty potion bottles after I drank anything. Maybe that is the reason I don't think a second about this being strange. Go on. Your idea is to make the process more complicated or timeconsuming. I don't see how exactly more complicated helps here. Are we talking "new-players-won't-understand-it-and-die-of-thirst"-complicated? Obviously TFP can't go that far. But then what? Lets see timeconsuming. Just tell me what you think should be the time to produce 1 jar of water be? Just like now produced in the campfire? If not, where? If in the campfire how can you prevent the player just setting up 10 of them? If not in the campfire, how can you insure that the player has access to it from the start?
  11. There is no dark magic that makes jars dissappear. There simply are no jars in the game at all. Containers for liquid are implied as being there but not simulated just like your digestive system and your bladder, the car keys or whatever else is used for locking, the scaffolding, a flintstone, the hammer and chisel and screwdrivers, wooden spoons for cooking, ...
  12. I think they said "trader only a little better than what you can find" (?). And that sounds a lot more like the usual way. Wouldn't it make a lot more sense to look at your gamestage to balance the trader with looting? EDIT: I see that the first page says "Trader inventories rebalanced with the new crafting progression" which might give this impression of crafting influencing trader stock. But this has lots of possible meanings. For example with crafting having a smoother progression and a lot more opportunities to craft weapons I would assume the trader would have a lot less weapons available but a lot more weapon parts. I am not sure, but I think in A20 the trader usually has absolutely no weapon parts. That can't work anymore. And that is the rebalance they are probably speaking of.
  13. I didn't bring up the term "tower defense" to make an argument, Vedui did that when he said "There are no more tower defense elements of 7dtd as a result." And I also said "Now I would immediately agree if you said you don't care for nomenclature, the more important thing is whether one of the two is more fun." Double-Gasp. I do that all the time. My horde bases always have multiple (and usually differently constructed) attack lanes, because zombies spawning on the other side won't find the entrance when I only have one. And often I have more lanes for redundancy where I can switch between them. And I always have fallback-positions if the primary position is overrun. And it can get overrun because I always try something new and my first versions often have bugs. Yes, that happens to me. But I don't make the mistake of copying bases from youtube. My bases are often as close to tower defense as it can get. But I think we agree that that is not important, right? Where I agree is that the zombies of A20 are not what they used to be. But A17 showed that it can be different with the same AI, we would just have to find a better balance of block damage and group-damage-buff somewhere between A17 and A20 to give the zombies a better chance. And the fact that zombies actually hit blocks for minutes on end before they get through shows that currently their damage is too low. I don't see your 10 seconds in A20 They didn't in A16. That was my point. I assume you meant Vedui with that? 😉
  14. There is already a percentage of zombies that randomly act dumb. But if TFP makes the percentage of dumb zombies too high then you eventually loose the control of the zombies as the 50% that are all around attacking random spots have to be dealt with as well. And in SP that also means that you can't have a path to you to steer the zombies as that path usually has to be actively protected
  15. I don't think gear (aka weapons or armor) is a problem at all. A miner/builder type single player can make money too and with money can simply buy weapons and armor at the trader and make ammo himself. His only problems are workstations and food/seed magazines. And we already know that a likely way to "control" what magazines you get with the least "scavenging" effort is checking the trader for hardware stores and supermarkets and concentrating on those quests. How well that works? We'll have to find out. In that vein: It would be nice if TFP eventually adds a hint to quests what type of reward the player can expect. It would suffice to give a hint about the first choice and ignore any additional choices added by the adventurer perk. It also would improve player agency as the decision between taking random_house_4 500m away and random_house_12 700m away got another dimension to it.
  16. If arrow slits had never been in the game you would find it quite natural that you have to build accessways to your defense turrets just like you need ladders to access a platform or doors to cross walls, or batterybanks and relays that have to be protected from cop spit. Below you say players have it too easy with the zombie pathing. But here you want easy build mode where you can just add unlimited traps everywhere on the floor without thinking much about the practicallity of it. In development of a game anything you like can be removed again if necessary. All this "punishing" talk is players thinking what was once given is yours by right. Psychologically understandable, this is how humans tick. I am not saying that the arrow slits are necessarily OP, but besides the comfort they brought they made a much higher density of traps possible and I think the builder is not the one who needs that buff. And it was important that the bug was fixed, for balance AND because unsuspecting players could be using the slits on floors and then would be expecting the zombies to run over them. So someone makes a nice funnel, puts arrow slits on the floor and then is surprised that no zombies take that path. Nonsense. Play a traditional tower defense game some time. Tower defense depends on enemies who usually go along fixed paths where the player distributes his traps and turrets, one main game element is to add traps at chokepoints. So A17 is the true tower defense, independent from advantages and disadvantages of that. Now I would immediately agree if you said you don't care for nomenclature, the more important thing is whether one of the two is more fun. And in my view pre-A17 you had a slightly more active role as you were shifting positions while shooting the zombies, and I would agree that it might be more what you would expect from traditional zombies though I would hesitate to term that "realism". The disadvantage though was that it was an attrition game where it made no sense to have differently designed sides on a building. You always built a pillbox and it only mattered how long each side withstood the zombies and how much you could distribute the damage by walking around or the luck of zombie direction changing. The most serious problem was that all bases got damaged all around which made repairing a long and boring task. I remember in A16 many players complaining that the repair time became a weekly grind On the other hand A17 and later you have to put much more brains into building, it is more interesting to try out different designs, you have more variation and possibilities. And traps suddenly make sense to add them, they have a much higher effect. And I strongly prefer those advantages to the 20 brain cells you need to use in a A16 horde night to see that some part of the wall is near braking and doing a few steps to the side. From A17 on I actually have build all sorts of horde bases that all had in common that I (tried to) direct the zombies along paths, I was the architect of their doom, not the passive observer of which direction the zombies might come this time: "Oh, they spawn in the south, let us go ... mmmmh, let me think, ... let me think ... to the south wall then". Pre-A17 it was an attrition game where it made no sense to have differently designed sides on a building. You always built a pillbox and it only mattered how long each side withstood the zombies and how much you could distribute the damage by walking around or the luck of zombie direction changing. The most serious problem was that all bases got damaged all around which made repairing a long and boring task. I remember in A16 many players complaining that the repair time became a weekly grind
  17. No idea, unless you have a mod installed. You could post your logfile on pastebin so we can check if something is showing up there. More info in the pinned thread in this section that tells you to read it.
  18. I am only half guilty, I was refering to this:
  19. 2 points in miner69er and motherlode both is not "no mining skills" and easily achievbable without specializing into strength. And by increasing hordes you also surely leave the balanced "area" and may have to adapt with modding. But I think I agree mostly that this part of the game may need more balance. Because 1) Tools are also central methods to break walls, doors, resource heaps and safes in POIs. Who needs lockpicking? 2) Three, in A21 only two perks that multiply their effect in mining is maybe too much difference between unskilled/slightly skilled and skilled. An easy balance method would be to reduce miner69 and motherlode both to go to max 4 perk points or reduce both their buffs per perk step, i.e. making them less effective (and increasing the base effect, i.e. for no mining skills). Additionally iron tools stamina usage could be decreased a bit to make it the viable mid-game tool for non-miners. I think TFP will wait how the sexrex change plays out in A21 before doing anything more. They have telemetry, they will know when in A21 still too many people go into strength for the miner perks.
  20. Good point with the ammo. At least for non-AGI players. I also noticed that gunpowder is relatively cheap at the trader. Lately I got into the habit of buying it there whenever I see it. In SP I have most often played AGI, but never needed to put more points into miner than 1 or 2. And that isn't much different from other trees where a single player usually puts some points into Living of the land and Advanced Engineering. The counter-question: Have you ever tried SP without maxing miner?
  21. There might be a small change. For any single player who is not primarily a builder the auger is the low-stamina alternative to the steel-axe. And with magazines a player now has a dependable path to crafting an auger. Sure, you will only get out about half (?) of what a dedicated miner gets out of the earth even with auger, but that is more than enough to build bases. In the early game you still have to use much more time than a miner to get basic materials. What I usually see with my group is that we have a miner and our boxes are overflowing with materials and our base is completely built from steel relatively early in the game. We could very well do the same with much less.
  22. Naturally all other options are not appreciably better than the overpowered method. In the sense that a survival game has you hunting for scarce resources mostly, getting unlimited water anytime is overpowered. And what surprise, players like overpowered methods. Remember when the fireaxe was a melee weapon as good as any other AND able to chop wood, saving you a belt slot? Many players loved it and there were complaints when the axe was nerfed. Remember the arrow slits that zombies could not traverse at all? Many players loved it and simply made unbreakable bases on horde night. And complained that the obvious bug was fixed. Overpowered items and methods for a game are like sweets for a child. The child will cry and not understand that they are taken away from him, but it is better for it in the long run.
  23. Sure there are logs. The real logfiles talked about here, if there is any question what I am talking about: https://community.7daystodie.com/topic/3956-how-to-report-an-issue-please-read-before-creating-new-threads/ How do you know there is no relevant information in there? Have you read many of them already? Do you know what to look for? I can't promise that anyone here finds a smoking gun in there but I would wager our chances are better.
  24. Oh right, I didn't notice that the antivirus FAQ was only about excluding the directories, not about opening ports at all, though you should do that step anyway. I am a linux-user so I don't even know whether the windows firewall has those ports blocked or not and what you can do about it. @SylenThunder : Do you have a moment to enlighten us? One thing you should do: Use to find out your routers current outside IP adress (also shown in the router webpage surely). Then start your server and ask one of the other players to point a port sniffer program at that address. He should see port 26900 TCP and at least one of the UPD ports in the range 26900 to 26903 being open. If not you failed at forwarding them. If the ports are open but your friends still fail to connect, then maybe it really is time now for you to post full logs, one of the server and one of a client trying to connect and failing.
  25. Ok. That means that you did not forward the server ports in your router. Or the servers firewall blocks the ports. I assume you have your server in your home network, right? Then you need to forward a few server ports in your router. The ports are (if you kept them at default) 26900 TCP and 26900-26903 UDP. This part is different for all kinds of routers, more information is in https://community.7daystodie.com/topic/3998-support-faq-information-and-common-solutions/ Especially the info under "What are the system requirements for a dedicated server?" is important for you, there is a link to a page where you can get info about opening ports on all router brands. And " Why are you telling me to exclude the program from my Antivirus software? " gives you info how to handle your PCs firewall so that it doesn't block the ports. If you do that, players should be able to join without steamnetworking and your latency should drop. Another thing: WLAN is generally not the best idea when playing networked games and especially bad for a server. If you have your server on WLAN, change that. If you or your friends have their client PCs on WLAN, well, it works most of the time, but if they have the option to connect them via wire(especially if they live in a densly populated area) it would be a good idea.
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