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caatalyst

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Everything posted by caatalyst

  1. Do we just copy the folders to the 7 days / mods folder? I've tried doing that but the console commands are not recognised
  2. I used to play on 90 minute days but now I prefer 60 minutes. I find night time fairly boring with little to do in recent alphas which is a contributing factor to why I use the shorter days / shorter nights. Especially during the first couple of weeks when there is no reason to risk going out at night and resources aren't coming in fast enough to do anything that productive in base. I used to like leveling my LBD stuff back in A15/A16 during night and 90 minute days were more appealing. Hopefully we see some more reasons to go out at night or more player progression stuff to do in A20 or beyond.
  3. Definitely not a fan of the current formula and direction the loot system is going. Personally I'd like to see the loot economy completely decoupled from game stage. There's plenty of survival games that do this just fine. Game stage sounds and is incredibly artificial which really eliminates a lot of the excitement and reason to explore as you would want to when playing. The A19 system saps all the fun out of looting because it has become so predictable... to the point where I'm actively avoiding containers because I know if I come back and loot them later the loot will magically grow into something better. Very immersion breaking IMO! I think an RNG system for all tiers and quality levels that stays the same regardless of player level is way more exciting as there is always a chance you will find something better than what you've got. It just needs to be balanced in a way that high tech level gear is rare, and high quality gear is even rarer. As item degradation as been written off and repairing has become so simplified it's too easy to win the game so to speak. Once you've got your Q6 load out the game play loop that once came with keeping on to it (exploring and looting for more parts / upgrades) is gone. I'd rather see loot gated organically. For example, if you want military grade weapons then go to a military site and this could be made very difficult for a low level player by packing these POIs with dangerous entities and environments. Sounds like we might be seeing a bit of that in the future from what I've read. At the moment every POI in every biome feels like it gives you pretty much the same thing. So long as you find the generic container at the end.
  4. How resource heavy is this map? I was wondering if my laptop could handle it when I jump on that to play. I thought with it containing so much water it might get away with it.
  5. I think the A19 combat improvements have really made it impossible for me to go back now. I was even going to play a bit of modded A18 for a bit whilst waiting for A19 mods to roll out but it really made it stand out what an amazing job has been done with the rag dolling and weapons.
  6. ah @%$*#!s It's my base build designing seed. I'll just have to put up with it for now.😂
  7. Can confirm I can now see one of these underground as well near my base. Running latest A19 experimental.
  8. caatalyst

    True Survival

    One other question Spider. When you say dead is dead, do you mean that once your wellness hits zero like it did before? I loved that set-up so much. It really made you careful and think twice about everything.
  9. Awesome looking UI. I'd love to see a minimal / immersive version: No orange lines around the edge Fade in and out food / hunger meters when not in use or critical Fade in and out HP / stamina bars when not in use or critical
  10. caatalyst

    True Survival

    No problem! Tag me on here or let me know on steam- Happy to help out with the development of a great mod and happy to see it returning for A19.
  11. caatalyst

    True Survival

    This sounds AMAZING! Can't wait to get stuck in. Pain for pleasure is my game. Also @Spider when you start to test and balance for A19 I'd be happy to help and report feedback if you need any assistance.
  12. If this doesn't sell item degradation then I don't know what will. In particular the fact that this introduces an end game loop and activity should be enough to make it worth implementing. Items don't even need to degrade in quality after a single repair. Maybe they last 2-3 repair kits before losing a quality level. Level 1 items could break entirely. Schematics or perks could also impact how quickly something degrades in quality. Of course It would be much better if you got better at repairing the more you did it using an LBD system rather than perks but that's a hot topic for another day 😉
  13. I sort of touched on this in another thread but it would be a shame to write off item degradation because it creates a bit of an end game loop that could encourage the player to go out and explore the world and loot long term. If your gear doesn't sustain it's Q6 status then players will always be actively looking to find replacements, whether it's the item itself or parts or both depending on the system and how it works. Either that or a system that allows you to upgrade your gear to a higher quality level if it does degrade. This could have been expanded with books and schematics that maybe taught you to do a better job of it and allowed you to reach better quality levels or that allowed you to repair for longer without losing quality.
  14. It's a shame really as I think weapon degradation if done well would have added a bit of an end game loop that kept players actively looking for new weapons or parts. If your weapon of choice didn't sustain its Q6 status and either needed maintaining, upgrading or replacing then that would have been one more reason to keep actively exploring and looting the world. I can see why some players might find the idea annoying which is why it would have just needed balancing well and one that could have tied in with a series of books or schematics that reduced how quickly a weapon degraded or provided the player with the ability to upgrade their Q5 to a Q6 etc... given they went out and looted the necessary tools or parts.
  15. I think too much emphasis is put on stopping players finding guns and game stage / player level and perks when it comes to looting and exploration. If the game stage continues to becomes the main system that determines what loot players find then it's going to lose the excitement that comes with exploration and looting. The whole process becomes too predictable and the desire to start over gets lost. Players are essentially getting funneled to play the game in a specific way which is eroding away the sandbox fun. It just feels very artificial and gamey (I know I keep banging on about this but it's just frustrating to see the path that the devs are going down with looting). It should be perfectly fine for a player to find a gun on day one, even a top tier gun if they take the risk and loot an end game poi successfully regardless of game stage or player level. A way to tackle these weapons being too OP could be handled by quality and ammo types. For example, the difference between each quality level (1-5) could be made much more significant. A level 1 rifle could be very unreliable, prone to break often with poor performance (poor accuracy, slow reload speed, poor recoil). Quality doesn't need to be coupled to game stage, player level or POIs (maybe some nasty POIs have a slightly better chance of awarding better quality items). Instead quality is pretty much determined by a solid RNG system that includes an incredibly low chance to get T6, very low T5 and low chance to get T3 or T4. Of course the RNG would need to be tested and balanced. It makes sense in a post apocalyptic world that most things left over from before the war would have degraded over time with the exception of a few well hidden stashes. Yes you might find a q6 rifle on day 1 but it could be balanced in a way to make that odds incredibly low. Additionally to keep a bit of a game play loop active you could make repairing weapons reduce their quality over time so they would need to be replaced (or have parts replaced). This doesn't need to be too severe, maybe repairing a Q6 rifle 5 times would take it down to Q5. Repairing a Q1 weapon a few times could result in that weapon breaking beyond repair. Maybe there could be a perk that allows players to master repairing weapons so by the end game they don't degrade when repaired or it is significantly reduced (Although i'd much prefer a LBD system for this). Damage doesn't need to be assigned to the weapon or perks but instead the types of ammo and these could also be tiered. T0 Hand made bullets - Easy to mass produce but terrible damage and maybe reduce recoil / accuracy further. Yeah you find a AK on day 1 but you are going to be relying on these. T1 Standard bullets - A bit harder to craft and slightly better damage, maybe has a slight negative impact on recoil / accuracy. T2 HP Bullets - harder to craft but even better damage T3 Armour Piercing bullets - Very hard to find and craft The systems are pretty much already in place for all this to work. The types of bullets could be expanded further. More calibers for different rifles etc...
  16. Love the new zombie rag dolling and the way this works during combat. One of the best changes in the most recent alphas that really connects the player with their weapon. Hate the game stage / perk focused progression and looting system and how it continues to become artificial and shallow.
  17. The motor sound for the auger seems to be at a sensible level, it's the impact / thud sound that is insanely loud. Same applies for ranged weapons in some cases. I can hear the thud of auto turrets 40 blocks away as if they are right next to me yet I cannot hear the weapon firing. Also mini bike engines are silent except for the person driving them. I'm sure the devs are aware they just have higher priority tasks at the moment.
  18. Of course and I know I didn't provide any specific solutions on how to make them more difficult but based on what the devs have hinted at, including the radiation and biome difficulty changes you've highlighted I think this could absolutely work. Even keys as you also suggested would be great as it's another system that encourages the player to play the game in a more organic manner (go out and explore to find them) so that they can access so juicy containers.
  19. I think weapon crafting is a good thing and could provide a viable alternative option for acquiring high quality tools / weapons. The more options to craft and reasons to explore the better IMO. You could take weapons crafting further and offer some unique cosmetics or functions that could be built into your crafted weapons but maybe require that you go and farm some real nasty POIs to get them.... a bit of an end game activity. So long as it isn't tied to bloody perks.... Let the parts quality determine the tool quality and maybe some schematics or books.
  20. I didn't realise the new steel axe was a tool and so I never bothered crafting it. I just assumed it was a weapon considering it looks like it was meant for war. I prefer the look of the iron fire axe and to be honest so far it makes an awesome secondary melee weapon even though its main function is cutting through wood. So many times my bat has died so I've pull it out and insta exploded zombie heads 🙂
  21. Update: The weapons in this mod look awesome! Only thing is I'm having some issues: Applying scopes or sights to weapons doesn't visually add them to the game. The USP pistol shows up a weird white colour Some full auto weapons bounce around in your hands as you shoot them
  22. Hello, Does this mod work in A19 experimental? And where to download? Also is there a guide for the installation to to get the PIP working? Thanks
  23. caatalyst

    True Survival

    Very nice! Spider are you bringing learn by doing back like you did in previous versions of the mod?
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