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Kam R.

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Everything posted by Kam R.

  1. Oh, I'm sure there was a lot more in that discussion, but I only flew over it because I don't give a crap really. I just picked up on that specific part and I think what I said does apply to some degree ;] If not, ignore. The analogy still holds up in general, I'd say.
  2. I'm seeing that back and forth between bachgaman and others about how this game is sandbox or not.. Consider where the genre name comes from... An actual sandbox does not provide nearly as many settings, mechanics and assets for the children playing in it as this particular video game does. Complaining about a missing setting, or that you have to use modding or your imagination to add your dream activity/ way to play to the game is like the child complaining to the worker who built the playground that they have to bring their own trowels and sand molds and use their imagination to make the sandbox into a spaceship instead of it looking like an actual spaceship. It's still a sandbox On a different note: I'm loving the Lathan reaction face memes, I think you should incorporate some as reactions/emojis on this forum :]
  3. Hiemfire beat me to it, but still: Description of the strenght perks: "... Deal xxx head shot damage and have a x% greater chance to dismember with shotguns, clubs, sledgehammers and tools governed by miner 69'er" Description of the miner 69'er perks: "...increase tool damage by x% and block damage by y% with any axe, pick, chainsaw or auger." Now I don't know if "tool damage" translates to entity(melee) damage here, but the strenght part deffo should cover dismemberment. It would be great if all the perk induced damage boosts would be visible in the item stats field numbers some day... I did run with the axe late game and fully perked and it performed pretty well. I even preferred it to a sledge tbh.
  4. My last regular game play home in A19:] Was a decent season on our server with lots of awesome builds. A20's gonna be stylish times 10!
  5. Moin moin everyone! I guess Hamburg no longer belongs to Germany :] I'm also hot af for the A20 drop!
  6. I used to throw the brown rocks every day, but then TPF injected industrial grade stool hardener into everyone's guts.
  7. Oh, revisiting for sure! In some cases I'd just hate it to have to start from scratch In other cases it will be absolutely necessary.
  8. Good to know. Guess I completely missed that during A16->17 Thanks for the reply!
  9. So I guess this is directed at the dev team, specifically the recently hired prefabbers which hopefully still have the time to peek in this corner of the forum:] My question is this: How did all the old vanilla prefabs get ported over to the completely overhauled block system? Did you have a tool that "translated" old block IDs to new ones? I can't imagine you rebuilt everything from scratch... And if such a tool exists, is there any chance us prefabbers can get our hands on it? There are a ton of custom prefabs out there that shouldn't get lost or mangled up like that time when A16 went to A17. I have a bunch of back logged projects that I really would like to bring over to A20 and refine there, but the prospect of having to completely rebuild them again is somewhat discouraging.. In any case I'm hyped for the new systems and blocks in A20. That one will truly be the one where custom POIs shall flourish :]
  10. Undead Legacy's system solves without a doubt the one major flaw with the current system: Being forced to decide if the current loot run is a junk run or a goods run. Every place in the game is a mix of both since the dungeonification. The slot system forces annoying decisions like dropping 3 pieces of resource X that you kinda need, because now 1 piece of resource Y came along which you also kinda need. I personally consider the UL system to be the better and even somewhat more immersive one, but I have no problem adjusting my playstyle to the vanilla variant and ignoring the annoyed hoarder in me:D
  11. If I understood this right, every shape can be every material now, including "cloth". So technically awning blocks are still available, no idea if players can build with cloth though since it's never mentioned in the upgrade path...
  12. The Shamway special safe already proves it could be easily implemented to have separate containers with better loot chances and even special loot groups (cigar in this case). I'd love to see more of that. Make such containers harder to open (more hp, only damage from steel/motor tools, not lockpick-able, or at least very low chance for lockpick success) and put them behind loads of Zs. Give them their own loot group and maybe even add more special items fitting to the POi they're at. Would make exploration of the map late game a lot more fun, since it would give more stuff to collect and you could actually do expeditions with a specific (loot) goal in mind rather than expeditions where you hope rng gives you what you seek. The whole gamestage based system always felt disconnected, maybe the update will change that. But I think some "classic" in-world loot gates are possible and not a bad thing.
  13. Question: "What is 7 Days to Die?" Answer: "It's a friggin good time, that's what it is!"
  14. As someone who's been part of several player city projects my opinion is this: Everything within the city HAS to be covered in player blocks and your bloodmoon defense has to be on the edge of the city. Covering everything in blocks also denies spawn points for wandering hordes or screamers (or used to at least), which aren't really a challenge and just annoying, getting stuck, breaking stuff and feel especially stupid when you have a large wall around your city which shouldn't even let Zs pass. Don't know if you guys have a wall. But yeah, when you cover everything with your streets you can either leave a few spots of terrain for Zs to spawn on in a 50ish block radius around your anti-horde base or you build a new anti horde base at the gates of your city:]
  15. We secretly were trying really hard, but we just can't get the fuel mixture right.
  16. Kam R.

    True Survival

    Me again 😛 Having a bit of trouble with the end game quest - planting the crops for making the cure ingredients. The engineered seeds don't seem to follow the same mechanics as normal seeds or maybe something is bugged/unfinished? I killed a bunch of Zs during BM in the forest biome, got their "fluids". Made the forest fertilizer with those fluids. Planted the engineered carrots (indicated to be the crop you should plant in the forest). Tried to use the watering can on them with the forest fertilizer in inventory - nothing happens. Waited a day and a half thinking maybe with these seeds you have to use the fertilizer in the next stage. Returned to plants and their description has changed to "this block is can be placed but is mostly decorative". Ok weird. Tried the watering can on them now showed a missing resource (fertilizer) icon. Having either forest fertilizer or normal fertilizer on me - still the icon. Tried to recover the seeds to plant them on actual forest ground instead of planter positioned in forest biome - but they just poofed. Annoying. Since there was no other source I knew, of where I could get the seeds again, I took another 5 from cm ...and tried the whole thing on forest ground with exactly the same results. What am I doing wrong? Also another small criticism/feedback on the journal entries and quest instructions for the "end game: the brawn" quests: All of the 5 biome specific quests only talk about "the military's mutant attractor" you're supposed to craft. None of the words yield a result when searching for them in the crafting menu. Because the item you're supposed to craft is called "sonic projector". I only happened to stumble across the "sonic projector" by pure chance, when typing some random letters while searching for something else and decided to try it out because I saw one in the CDC earlier. When the bloodmoon starts is the first time the words "sonic projector" ever are mentioned thru the quest instruction changing. But that's a bit late imo, because that's when you should have the thing already and place it to trigger the special zombies to appear. No time to craft it then - another week wasted if you haven't found the right thing to craft before. Simple solution would be changing the quest descriptive text to mention "sonic projector" already. Or instead of a vague quest instruction "xxx bloodmoon" have it say "craft sonic projector". It's confusing if one text says one thing and another text says something different. It needs consistency. Similar example "something something mutant spores" - item is called "something zombie fluids" in crafting though... There are a few more instances of that - maybe 2 different people wrote text and names for items? Anyways. aside from these minor troubles I really enjoy this mod and can't wait to hopefully make the friggin Z-virus cure soon! :] Seriously, love this mod. No being OP after a week. Constant surprises and changes to your plans happening. Food supply never becoming too easy. Feeling endangered way longer. Massive kudos to the CDC POI as well - I had to spend like 4 days going thru that horrible place because I was blind and probably passed by the soldier's note sitting on a shelf 1000 times, constantly being swarmed by all the experiment subjects Going on day 60 of my run and not nearly done!
  17. Kam R.

    True Survival

    Ouch, I read way too much into the journal entries and didn't even try that. Thanks! Edit: "She's says that she saw something strange in the horde" "She's asked you to get some tissue samples from the strange creatures she saw moving with the horde" "Now that you have the Extractor craft a Tissue Extractor spear to use it on Mutated Creatures during the Bloodmoon..." I think these can be somewhat misleading, or not? If the word "creature" would have been "zombies" or "undead" I wouldn't have focused so much on anything but the zombies lol. Or change the phrase "moving with the horde" to "moving as a horde" maybe.
  18. The predictability of the bloodmoon event makes it a short lived source of excitement. I'm definitely seeing it more of a chore these days than something to look forward to. Sure until a player has figured it out there will be a few exciting weeks of figuring it out. Then it's pure routine. Sure, we have randomization for the day they happen now, but it's still pretty predictable, even with the red warning day number turned off. After playing a bit every player knows "at 22h I got to be ready, so watch out for the glaring warning signs roughly 10 minutes ahead of it happening". Whatever ready may be, in the fortified trapped base or on the roof of a strong prefab. Khaine's random hordes mechanic is a step in the right direction, imo, however the pathing of those wanderers is kinda messed up since a few alphas and they often straight up miss you and end up scattered somewhere on a meadow. If the bloodmoon event mechanic with the GPS-Zs could be randomized in a similar fashion it would be epic. No specific time of the day! No sound effects, music or skybox giving it away, only Z sounds and footsteps. A randomized duration for the event. A randomized set of waves of enemies only ROUGHLY based on gamestage, but with a chance to be way more difficult. Biome specific hordes attacking. Modified and stronger GPS events when near heat sources aka tower defense situations - just with the twist you have to always be ready for them. This would keep the player on their toes and guarantee a lot of fun oh-@%$#-moments. And then have a new rare event type - actual bloodmoon. The sky turns red as we know it, but as soon as the sky turned red you have 7 days before a massive mega flood that lasts for 7 days will come for you. :] As a main premise current BM-mechanic feels pointless to me. I applaude mods like "true survival", which actually put in obtainable long term goals through long chain quests that make you explore, craft, build and fight to find a solution to the problems of this world and not just make you kinda live with it until you're bored. That's the sorta stuff that should be the main premise of a Zombie apocalypse game. I'm curious to see whether TFP will ever cook up some good main quest line for the vanilla game.
  19. So.. wait til mods can be stable and don't have to adapt to a changing base game anymore (which a lot of them do - incredible dedication some of these modders have!). Or mod yourself, I already see the helpful people of the modding community spring to help you learn. And/or play something else. From everything you write here it seems like it's just not your game anymore and that's maybe sad, but not the end of the world or anything.
  20. If it goes that way then in the spirit of "what I want to see in the game": Add the duke or whoever came up with that annoying idea, so I can kill them. :]
  21. Good work with the A20 promotion here ;] Looking forward to playing it next year or so. Jokes aside, the feral sense setting sounds like it might make the world feel more zombiefied again. Since A16 towns and cities have been incredibly boring to traverse.
  22. Remove Demolisher as generic (BM) spawn and turn him into a unique boss for a POI, like Grace. He'd work much better as a unique boss. Give him more HP, force the boss fight in a rather small area... scary as f..k He could be the leader of a Zombie biker gang or something. I can accept one zombie who retained enough muscle memory to remember the bomb he strapped around himself before he turned. But not 20 copies of that dude rushing my base on BM. It's stupid. Also zombie rabbits. Long overdue.
  23. I have a feeling that the common denominator you're asking for is a tad too low. I've been exploring a bunch of the overhaul mods while waiting for a20 recently. Most of them add stuff. and difficulty. and crafting complexity. Only one I've seen that seems to revert to simpler, older game mechanics seems to be "Classic Style Hardcore". But that one would still be too harsh by your standards because it has a heavy focus on struggle for food/weather survival. Also barely anything to loot. (It's different fun! :] ) The general tendency in this community seems to be towards less casual. The general tendency I even see with the many new players popping in our server is that they get bored faster every alpha and frequently start discussions about moving on from vanilla and get modding more stuff in or leaving the server fast never to return. But they at least seem to have fun with the game while it lasts for them, so as a common denominator it's probably not in a bad spot as is. Your only hope will be a mod that makes stuff easier and simpler, just like for (what I perceive to be) the majority of the game's fans the big overhaul mods are the only hope of continued enjoyment.
  24. Source? I find red mesa to be rather unbelievable as origin location. It's a rocket silo/ army base with maybe one room that could be a lab of sorts. Also it's a remote location that easily could be isolated (in Navezgane). ...Idk, at least not the place it's been manufactured, but maybe the place where some dullhead trooper dropped a case with the vial of virus, seized elsewhere.. Higashi tower seems more suitable, though I assume that one might represent the efforts of a private company to stifle the outbreak before nukes were lobbed. Of all the theories I've seen I still like the shamway special meat causing the outbreak the most, even if it's silly:]
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