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caatalyst

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Everything posted by caatalyst

  1. Ahh so i just need to find any trader on the map to complete the quest?
  2. Hello, I've just installed this for A19 and everything works fine except when the find trader starter quest begins it says "No Trader" and provides no way point. Is there a way to fix this? I've tried creating two different maps but both end up with the same issue.
  3. Sounding good Spider! I really hope you find a way to get progression through doing back. Looking forward to getting stuck back in! :-)
  4. Thanks dude! :-) Do you know if there are plans to bring in animal farming?
  5. Man just doing my first run throw of this mod and i have to say - amazing! Even stuff like putting kettles on the cooker and how they appear - great immersion. My only comment would be; - Quest chains that unlock new items and recipes. Currently it's a bit overwhelming as you have a lot of the modded content available from the get go. It would be nice to be taught about the new cookers, recipes and stuff. - Make some of the modded item recipes a bit more interested. I some how managed to make a blender / kettle / meat grinder all in my inventory with just the resources and no need for tools ha! A least make me use the anvil :-) Amazing work!
  6. Hey @Spider, Few of questions; - Is animal farming in True Survival (If not it would be really cool) - Is there a way to set the zombie movement speed to always walk (day and night except for ferals and boss zombies like in vanilla) - Is there a way to run vanilla style RW - Will you be updating to 16.4? Many thanks.
  7. Another idea I thought about was making the effect of the LCB dynamic depending on where the base was placed vertically. At a height of '0' the LCB could provide it's maximum set protection but as the player builds higher or lower the protection decreases. So if a player builds at the sky the protection bonus is almost zero, same for bedrock. This would encourage players to create more designs other than hiding everything underground or at the sky. Where you place the LCB vertically shouldn't effect the decrease. For example, if you place the LCB at bedrock it will still only provide minimal defence at bedrock and the maxmimum at 0.
  8. What this does is forces the player to connect rooms together and instead look at using actual clever base design techniques like trap rooms, fake rooms etc... Rather than just locking all their loot away from other players forever. Raiding and been raided is part of PVP.
  9. Unfortunately dude I don't have time to Debate with you all day over a topic which you haven't even explored as a player. Notice we are in the PVP section now... How you choose to build and design in PVE I have no interest :-) If you want to discuss further I'll be more than happy to once you've done some PVP. With that said, you are right I'll explain the points I've raised and why they are a problem. Hatch Elevator Exploit I've copied my text from the A17 thread for you Stallionsden because you keep coming back with crap that I've already addressed. Raiding times are massively increased because of this exploit. There is currently no counter measure and in PVP every defence or offense needs a countermeasure or it becomes imbalanced. Teleporting instantly through solid steel from one location to another causes major problems when it comes to balancing raiding. It's a big problem in multiplayer because players create 'safe spaces' that are inaccessible. It's a raid breaker. I expect it is also an issue in PVE because players can teleport themselves instantly to safety rather than fight hordes. It's a cheap tactic to get from one place to another instantly. No exploit in the game is a good idea or smart. Players should be encouraged to design their bases well using the traps, tools and turrets available because right now they don't need to use any of those things with the hatch elevator making all of their loot inaccessible. Let me lay out a stereotypical scenario for how this goes in a PVP environment just in case there are people who are inexperienced. A player builds a tower base, surrounds it with a 5 block wide pit to bedrock. They've got multiple LCBs hidden in their tower at different locations providing only 16x protection. The LCB covers 40x40 which is standard now since electricity was brought in. Lets say they build their entrance level with the ground that's at around +1 and you manage to find a way in (For the sake of this conversation this part can be easy when usually it's not). Bare in mind this tower goes to the maximum height of the map. I can't remember what this is... maybe +160 blocks. This means there is no jumping across. When you get in all you find is a hollow space except for a hatch elevator in the centre that goes up 60+ blocks to the room in the sky. The only way up is to knock out the wall blocks and make stairs out of them. If every block takes you 10-15 minutes to knock out because they are solid steel you will be there all night and day doing it. @Stallionsden do you get from this alone why this is a huge problem? If raiding goes on for an entire day then you are basically telling the vast majority of the community that they can't do it and putting them at a huge disadvantage... and anyone who even has an entire day to do it, are they going to want to stare at steel / concrete for hours and hours listening to an auger for a bit of loot? Do you still think its fun? smart? This is a fairly common approach to base design in PVP because it is enabled by exploits. As ever player starts to do this all that happens is players stop playing for two reasons; - Raiding is not practical, worthwhile or fun - Players get bored because they create an inaccessible safe space where there are no threats for them Raiding in PVP is a fundamental part of the game. If you take that out then there is only PVE and the PVE on large pop servers is broken to hell. Naturally players will go for the easy safety option because that's the survival part of the game kicking in. Just like players in PVE hide underground at bedrock to avoid any threats. If that was me I'd just go play creative mode. This isn't 7 Days to hide.... I'm not saying I want raiding to be easy, I'm saying players should be rewarded for base designs that are actual good and NOT using exploits. I appreciate that PVP isn't on the Fun Pimps priority list, but some small changes like eliminating the hatch elevator glitch would certainly help in both PVE and PVP environments. One solution would be to make the hatch block take up 2 blocks (one block higher than it currently is). This would stop players building them directly on top of one another. The other solution would be to add a lock pick to get access to the bottom hatch. I could live with it if that was a viable option. I'm all for an actual elevator but the devs should keep locks off it unless they intend on adding a lock picking tool because it will just lead to the same issues in PVP. It could still lead to the same issues in PVE though where players flee horde night to their sky space as well. Nerf Polling / Ladders A little bit trickier to deal with but if you take away the hatch elevator system we are left with nerf polling and destroying ladders instead creating the same issue. Somebody suggested on a different topic about player threats that when a player knocks out a ladder all of the other ladders break. This could be one solution. Nerf polling could also be an option that can be switched on or off in the game menu. True Survival did it and it played just fine :-) Hopefully that clears everything up for you Stallionsden and go play some PVP then come back to the PVP thread to discuss :-)
  10. The problem is if you take away the LCB then it makes raiding way too easy. Also you open up to all kinds of trolling. Peoples bases will get dropped and painted pink inside and out :-D I think the LCB is a great thing. We just need some additional raiding tools to make it more fun. Additionally to the raiding rocket ammunition and explosive charges lock picks would be a great idea. Maybe they take a long time (2-3 minutes) with a chance of breaking / failing. They could be quite hard to get. Despite the lack of optimisation for large scale PVP, 7 Days is very close to been one of the best PVP base building survival games out there. A few extra raiding tools and some of the glitches / exploits eliminated would have a huge impact. Hatch elevators / Nerf polling / breaking out the bottom ladders would have to go too. Instead of using glitches players need to be rewarded for designing their bases well with traps and turrets and fake rooms.
  11. Thanks for such a detailed reply dude! All sounds great. I know you said you plan to expand farming - I just wondered if you planned on adding animal farming and breeding too? :-D
  12. You could probably reduce the amount of loot in general. I mean the amount of food and items that people have left in their abandoned homes is pretty silly even on 25% loot :-D your average house can take 3-4 runs which seems a bit too much in my opinion. This is such a great mod though, it feels so polished even at the current build. I'd definitely like to see; Animal farming So many new recipes and focus on cooking it only feels right that we can capture animals and breed them :-D Custom Zombies I think we need a few tough guys in this mod too. Please don't make them all run though! Hygiene and well being You've added tons of medical and well being products. Some sort of shower / advanced smell system that puts you more at risk for been dirty. Maybe add new infections as well? Do you ever plan on adding custom 3D models Subquake? A few extra guns would be great.
  13. Aww that sucks I hope you manage to get in on there! Makes it so much easier to install without effecting the vanilla game.
  14. Get this bad boy on the mod launcher
  15. After 1000 hours in game playing on a PVP server I have to say one of my biggest pains is raiding. With the current raiding system the game forces you to use primarily augers to break into another players base. The problem with this is that the LCB introduces potentially massive amounts of defence to the player bases. A well designed base can take hours to raid. So far I've spent 8 hours in alpha 16 raiding a single base. This is just silly and boring as hell to sit in front of concrete / steel blocks for hours simply holding your left mouse button. Why not reduce the damage multiplier you say? Because the argument on the other side is that we have to give the base owner a chance which i totally agree on. Why not introduce additional methods for raiding? - Explosive charges What about if we had explosive charges that we place and detonate? They could deal huge amounts of block damage to player made blocks. They could be craftable and locked behind perks and cost a lot of resources to build. Maybe 10-15 minutes in the work bench. Maybe some of the items needed are rare and loot only. We could have tiered charges - wood, metal and concrete / steel charges. - Raiding rocket ammunition Name says it all - rockets that deal a lot of block damage to player made blocks. They could also take ages to craft and maybe are super rare and expensive at traders behind secret stash 3. Rather than spending ages staring at concrete blocks with the auger, if we could at least go and enjoy the game instead searching for raiding materials it would make it far less boring. Also give admins the ability to control the LCB vertical effects as well as horizontal.
  16. Will you release this UI standalone as well?
  17. When I first jumped into this mod I also struggled but now I've got my bearings and I understand the nutrition system, what combination of foods are good and in general to be efficient and survive in true survival I think the difficulty is just fine. If anything I think the speed buff you get from healthy diet is a little too much. Not sure if it's because I'm a fitness instructor but I can fly across the landscape haha. I love perma death as well as it makes up really think about every decision.
  18. This looks amazing... will there be new 3d models for the weapons and work stations? Also is this mod aiming to be more difficult than vanilla... I hope so!
  19. waaaghhhh i want to play reset me pleaseeeee
  20. Hey Spider, I haven't played in about a week and a half. Had done quite a lot of stuff and I've come back to log in as a fresh character except it didn't even give me any starter quests or the suit case. I guess I'll have to be reset again if you could please do that for me?
  21. Anyone got any recommendations for when you get stuck on 'starting game'. I haven't played on the server in just over a week. Now it gets stuck. I've tried reinstalling 7 days, deleting and reinstalling the mod and i followed the instructions to start a single player game before joining the server but still keep getting stuck. Single player worked fine.
  22. It really isn't that annoying with the cut down craft times. The crafting is very well reworked out and thought out. This mod is awesome dude go play it.
  23. AmaZing dude thank you and thanks for creating such an awesome mod.
  24. Is there away to disable NPCs? I love this mod but not fussed for bandits or survivors.
  25. Some crops like sun flowers are really hard to collect, you have to move around them to get the interact option
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