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meganoth

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Everything posted by meganoth

  1. Ah, sorry, I forgot to add a smiley, the "get in line" is just a "classic" reply but was meant merely tongue-in-cheek. No harm done, such details are impossible to know for relatively new users. The information is real though, I heard at least one dev mention they have to ignore Notifications because they get too many. Sure, but what hinders a casual player to ignore the options page, except for setting overall difficulty?
  2. The demo usually explodes in your sight because you hit its trigger, his damage is usually also on blocks in your sight because of this and any zombies hitting on those blocks are in your sight and can be killed looooooong before any damage increase happens. I'm not talking about zombies that increase their damage as glowies increase their health if that isn't obvious. How much? I don't know, that would have to be playtested to find good values. But just as an example what values I would possibly use for a first test: A zombies would start at 80% of its current block damage After 1 hour alive it would be at 90% After 2 hours it would be at 110% After 3 hours it would be at 140% After 4 hours 180%. Probably it should be capped, so the next 2 hours at default day length it would stay at 180%. And in a normal game this would happen to only the few zombies you never killed. If zombies change their target from time to time players wouldn't even notice a change from now. If not then the zombies still have to change target after destroying a block, and I remember that they very often do not continue on the hole they made before. I don't get this "punish". In a game this is called a challenge, a task. I wouldn't survive any melee combat in insane difficulty (or at least die a lot, not sure, never really tried it), but I think it is almost trivial for me to build a base that would easily withstand those zombies (whether from a POI or I build it myself doesn't matter). I don't see how this is balanced at all. And isn't it equally magical how the player can construct buildings with those same steel blocks? Maybe this is a hoax. Those are flimsy wood blocks painted with silver and TFP just calls them steel. But we can carry them like balsa wood blocks and the zombies likewise can destroy those fake blocks 😉
  3. I assume you meant max horde night zombies. If max zombies is too difficult for someone he shouldn't turn on max zombies but a lesser setting. There is already a setting in the game that is called "Insane" and there are people who won't survive 10 minutes playing it. Do those people really set the game to insane nevertheless and then complain they have a problem? And wouldn't it be nice if there were an overall setting nobody could survive and one everyone could survive so that everyone could find a challenging setting inbetween? At the moment there seem to be players who are too good (or maybe too cheesy) so that the game is too easy for them in any setting. If you wanted to set max zombies in a game with my proposed change I would advise to turning horde night zombie speed down accordingly. This might prove an interesting game for Alpha16-lovers. Who says demo explosions have to increase likewise? In XML this is already a separate setting from his hand damage. SP players who melee might need stronger side walls, more redundancy and/or more turrets, I agree. Depending on how they fare at the moment and whether the feature would be on in all difficulties and whether initial damage of zombies was decreased or not they might need to turn down difficulty, or adapt their design. Maybe you are overestimating the results of such a feature even for a melee base though. I have played what I assume to be a melee base as single player in A19. And there were always times where I could or even had to go on top of the base and take a look around. I did eliminate stragglers hitting on walls at that time. Also I'm not sure if zombies stay in destruction mode for hours on end. Don't they retarget sometimes so they eventually appear in front of the club of the player? Well, difficulty doesn't need to change for the average case if initial damage to blocks is reduced to compensate for the higher damage of some of the zombies. This feature could be an option you can turn off again, or preferably a setting that only starts to work at higher difficulties. And it should be something that can be changed in xml, anyway. I am a player who uses POIs for bases. I not only use POIs from the first day in a new game, I also use them as a base for my end-game horde base most of the time. I get new challenges that way fitting my idea into a pre-existing building. Since I have to compromise some things, it often makes it more challenging in the end than a fully self-made base. And I have a different horde base every time even when I use the same ideas as a previous base. I would like a mode like this as well. I always build emergency exits, secondary holding postings, they rarely get used now. If I simply increase block damage I know they will almost always breach through the front where I fight them, possibly with this mode they would have surprises for me more often. Who knows?
  4. Joe Rando here. I protest the use of my name for the shenanigans on this website! Though you are right in one point, I actually do know better. And I have a great idea for a game, so the difficult part is already done.
  5. Only two people in that list are from the dev team and everyone posting ideas here wants the devs to read their posts. Get in line. While I don't know which options will eventually be in the game I'm sure that stuff like your topic 4 will not be among them, at least not in this detail. You would need a dynamic length list for this or 3 static lists of about 18 entries for each of normal, feral and radiated screamer. OR some xml (<--- yes, in other words what a mod does). I don't think a multi-page extravaganza options table for just the screamer hordes alone is probable. Except for 1 and 3 all your option wishes are for a group of options, not a single one, taking much space in the options menue, filling more and more tabs or lengthening the pages so they don't fit on the screen anymore. This is just a guess (!!!) but I would predict that options will stay as simple as now, mostly yes/no switches or a list of values to select from for relatively global settings. In a not too distant future 7D2D will have steam workshop integration so that you can simply add or remove mods from a list. Then adding a mod will be as complex as changing an option.
  6. There are more towns and traders on a map, they will give you different quests. I usually even create sub-bases near other traders to have all the comforts (aka workbenches, campfire and chests) available.
  7. I would say your chances are small, but if you succeed in surviving you have a story you can tell your grandchildren about !! 😉
  8. You didn't misread, I originally did not waste a single thought on implementation of any changes. That idea came later. No, the option does not exist. You set block damage but as RipClaw above mentioned block damage is not changed with the difficulty setting at all. What I suggested would be a settings UI where you have a difficulty setting above and individual settings below. So you would have difficulty at "Adventurer" and below a "zombie damage against player" setting at "100%" (or 75%? Who cares). If you now set difficulty to "Warrior" the "zombie damage against player" setting should change to display "150%" (or whatever else it is at warrior). And if you now increase it to 175% the difficulty above should show "custom".
  9. If your buddy has EAC on you would not be able to connect to his game (i.e. if you are directly connecting to his PC). If you are just logging into the same server as he it does not matter whether he has enabled EAC. I see a Null-Ref exception with EOS, this might be a reason it doesn't start from steam, but that is just a wild guess. And the crash seems to be in Unity's dotnet code (unless it is some callback to TFPs code). In the worst case this is something Unity or Microsoft has to fix. Besides that I see another possible problem: You don't have enough RAM for minimum specs. 7D2D is a very resource-hungry game. If you can add another 4G, do so before anything else. Also please test the game in singleplayer before you try multiplayer, the last is always the more complicated scenario. @Star69 Great catch. But I just googled the version number and it seems everything from 10.0.22000 and above IS windows11
  10. Why should they hard code it when they already have a separate setting for it? It just would be nice if the overall difficulty setting would be about more things than just the direct fighting with zombies. Because I assume most users just increase that setting when they want it more difficult and often ignore everything else. A veteran user is vastly better at resource gathering and horde base building as a newbie, but the difficulty setting treats everyone the same. My idea would be to have a settings menue like the graphics menue: You set a difficulty that changes sliders below, then you can change those sliders some more and difficulty above changes to "custom".
  11. If you are asking about the connection, read the wikipedia entry on "Native American Gaming"
  12. Sorry, that paragraph about superduper testers was above my english grokking abilities. So you are against "add more options" ? I'm not an employee of TFP, if that was directed at me.
  13. Did you notice the pictures of an indian chief in the game? This is the Duke. Since you are from the US you probably can connect the dots 😉.
  14. Lots of mods get loaded and two of them have 18 and 19 in them suggesting they might be outdated mods from alpha18 and 19. And I see errors about blocks from those mods, for example a bananaTree that doesn't exist in the base game. 1) Remove all mods. 2) Clean your clients config with the launcher (tools tab, last menu item). 3) test with a newly created game. 4) If that works you can add mods again, but ONLY mods where you downloaded the newest version and which have been specifically cleared for alpha20.5
  15. I guess the test could be done in an existing world provided it was created without crashes or errors.
  16. And how do you show an area with it or shrink it after digging 10 blocks? I meant without changing the functionality.
  17. There is nothing realistic about zombie block damage. As well as many player abilities. So comparing both is as useless as comparing Marvels Iron Man to Thor and asking who is more powerful or who would win? DUH, the answer is whomever the script writer wants to win.
  18. Now you need to post the link to it in this thread, otherwise we can't find and read it.
  19. Another user just posted about having problems with Windows 11: https://community.7daystodie.com/topic/29117-game-cant-run-directly-on-steam/
  20. Searching in Discussion won't help you when such issues are discussed in the "General Support" section or listed as bugs in the bug section (though I don't see it in the list of confirmed bugs https://docs.google.com/spreadsheets/d/1ctmU1eMhVZYoUXCZtFijnbboLQ2r8FIj_D-Ui6b6YHU/edit#gid=0 ) So I moved this thread to "General Support". I have heard of similar bugs mostly from people who have bought the game in the xbox store. I suppose this isn't the case with you. Please try a fresh new game without EAC and check if the game stops as well. Then post the logfile, there is a thread in General Support that explains how. Another case like yours, posted practically at the same time: https://community.7daystodie.com/topic/29116-game-randomly-closing-w-no-errors/
  21. Any change will basically "punish" or "reward" someone. Any difficulty increase will make some nonoptimal play option go away, in exchange for giving some difficulty to veterans. This is why such a change would better be limited to higher difficulties. Even in SP I can make sure to kill most zombies and not let them be alive for 4 ingame hours on end. And if three of them escape my scrutiny and reach say double damage after 4 hours that would effectually now be 19 instead of 16 zombies damagewise. But if all 16 reach double damage because you play an AFK base then something like the silo POI may be gone before horde night is over in late game. RipClaw corrected me with the difficulty not having any influence on block damage, but I would still be interested to know how much of the silo would get thrashed by a late game horde. Sure, you can then use multiple POIs. But seriously you can also just mine for a week and build a big concrete block, not that much of a difference. I also don't understand why TFP uses no block damage increase at higher difficulties. It doesn't need to be double or quadruple damage, even 50% more damage might already be enough for somewhat different results. The topic until now was that the struggle is gone because of rushing and now because of AFK-bases as well. THAT change would completely remove any chance for zombies to break into a POI or self-built horde base. Horde night as a pure shooting gallery Is this just a random "because realism" comment or is the horde night too difficult for you at the moment?
  22. I'm not so sure. There is no easy fix I can see apart from simply increasing block damage. By the way, does that building still work as afk base at warrior or insane in later game? Oh wait, one possible fix: Zombies could get an automatic increase to their block damage every few seconds the longer they live.
  23. Please read this: https://community.7daystodie.com/topic/3956-how-to-report-an-issue-please-read-before-creating-new-threads/ It tells you how to find the logfile, how to post that logfile on pastebin.com or similar, and how you post a link to it here in this thread.
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