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ckuebler

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Everything posted by ckuebler

  1. Samesies. I just don't like the litter and trash, and I end up stopping to clean up every little pile. I'm also the guy that picks up all of the rocks, and clears the tires and roadkill off of the road. (Yes, technically you could say that I have a flower-sniffing pace. )
  2. I am seeing anywhere from 30-60 second page load time. Going from one post, back to General Discussion, etc. Is that the expected performance for each Alpha release? And here I am thinking that perhaps they could just push an Apache or IIS restart or somesuch to make things go a little better.
  3. Dear The Fun Pimps & forum staff: The 7 Days To Die official forum is running very slowly / poorly. Performance is seriously taking a hit. It might be time to feed the hamsters in the hamster wheel. Or, get new hamsters. Thanks!
  4. And perhaps reputation with Trader1 actually works against you for Trader2 (because Trader2 is a jerk). Hehehe...
  5. ChickenWings, you make a very good point. Some of what you describe with the snake hissing also happens with the zombies. It's almost like they are in their subroutine to make whatever zombie sound they are going to make - it's committed... queued up as it were. And then you knock the guys head off with a sledge hammer power swing. So then they make the dying sound first, but then they also end up making the standard zombie sound that they were going to make that was queued up before you hit them. This always makes me take a double take, and spin around in my surroundings searching for the sound of the zed I just smashed. Because... how could he have made that "I'm here" alerting sound AFTER his head had been taken off? I hope that The Fun Pimps make a full sound pass, and get a rock star sound engineer person on the task. They really need it.
  6. Perhaps a single, "ninja" stealth zombie type. Maybe it only makes an occasional soft gurgling that you can only hear once he/she's already upon you (86 the zombie "shout" alerting sound). I would go for that. And not like them (in a good, game-challenge kind of way). But the birds, man. Eff those birds. They sometimes manage to get close enough too me before I notice that they are riding my bum. If their first pass or first swoop was silent... I would not enjoy. :P Again, in that good, game-challenging kind of way.
  7. I agree that some tuning is still needed here. It seems that the POI "volumes" (I keep seeing that used as a term) seem to separate out the sleeper zombies as you work the POI from room to room. One room, or one encounter point, and whatever noise you make does not seem to disturb the sleepers in the next encounter point. I have also noticed where sleeper zombies on the floor above or below will not actually spawn in until the player has actually reached that floor. I understand, functionally, why this is - the game is focusing on one dungeon crawl "scene" or room encounter at a time. But there was one particular instance in house_old_bungalo_11 where I broke out the stairs to disarm the "sleeper ambush" that hides out under the stairs. I couldn't actually neutralize the zeds there because they had not loaded in. Once I traveled all the way down the stairs, they showed up. So - I get some of this as a limitation to the systems tech and the experiences that they are trying to create. I made some similar observations in my A20 feedback thread:
  8. Oh man it messes me up and my targeting habits when they crouch like that and come at ya. I hate that (meaning I love it)!! I hope that they manage an extra large sound pass soon. But there is definitely some content here to be excited about.
  9. Any thoughts or feedback here from the community at large? Are The Fun Pimps usually pretty good about sifting the forums for feedback?
  10. This is a valid ask. When I see this bro, and I pray for a dismembering strike. Cause otherwise - he gon take a few swings. Also a change in A20 - the obese, sweaty zombie in the wife beater shirt (our friends call this guy a "Ron Jeremy") isn't worth any extra XP. But, to his credit, he is not nearly as tough as he used to be.
  11. Steel pickaxe on day 1 would be an absolute NIGHTMARE!! Think of how many hours it would take to swing that thing just to break up a rock cluster. OMG. And day 1, with no time to have spent perks on strength or sexual t!
  12. Apologies for the side-topic question - but what does the blue loot bag mean? Is this a different kind of loot? Spicier? Or higher level loot? I've seen a few of these to date in A20. But I do not understand their significance. I agree. I would think that the default settings ought to allow for all loot bags generated during a horde night to last the length of the horde night. Plus like a 5 minute grace period to allow the player to get out of safety fortifications / get down to the ground, or whatever.
  13. Like many of you - I always put down my loot cache boxes for a POI in the middle of the street adjacent to the place. If there is no nearby street, I look at the POI from a distance and kind of guess the squared off perimeter of a place. Then I go outside of that perimeter into the grass. And then I usually go just a _little_ bit further for good measure. There is a trick to placing your cache boxes outside of a POI. Because a particularly dense POI will have you stopping halfway through, and needing to dump loot. So you want to be absolutely CLEAN of the POI border. But not so far that you cannot reach your boxes to dump loot when the distance danger goes yellow. Typically - the middle of the streets are the ideal point for doing this.
  14. You have to measure "adding to a game's atmosphere" against dramatically limiting the potential international audience. And, therefore, the game's potential revenue stream. Not to mention, it sounds like, the game designers' own personal reservations on the topic. If this is an important idea or feature for you, I suspect that you could certainly explore your modding options to add this.
  15. They used to have a logic that seemed to "count" the number of sleepers in the POI. You could actually go in and out of the front door of one of the big towers, go far enough away from it, and then the zombies still in the "count" would respawn on the first floor. It was a bit of a cheese to clean out the upper floors easily. But I think that they quickly after this added some logic to not actually spawn the sleepers until you reached whatever floor or zone. Yes - you cannot own it or claim it until it is completely cleaned out.
  16. I'm a big fan of the churches. I'm not sure that I've explored all of the new A20 content. But the churches and the graveyards are usually pretty solid. I like both of those for their solid, cobblestone or better walls. I can gut and customize those for a pretty solid Day 7 base. Strange, though. I usually put a land claim block in my Day 7 base to prevent respawns. However - the church I am in presently would not let me. Gives me an error sound, and rejects the placement of the claim block. I suppose it has something to do with the questing system. Because I later saw my local church come up in the trader's quest list (I specifically avoided taking since I had my stuffs there!). ****** This ^^ is actually the building in my game where I have all of my stuff. A horde base a mere 6 meters away from where all ur stuff is stored? That doesn't seem like a very good idea. Go across the street and down a few plots, at least.
  17. If I am looking for loot specifics, I end up putting a couple of points into Daring Adventurer. That way you can complete quests, and have a shot of getting that must-have item that you need. I've seen beakers before as a choice for quest completion prize. I actually made the choice recently to pass it up because I needed ammo or antibiotic more. :shrug: Otherwise, get your keister survivin'! There's only one thing that is guaranteed - and that's the horde on Sunday.
  18. Sounds like it must be your mod, then. Try uninstalling, and see if your experience changes.
  19. Mountains, lol. Man - I went out in search of some treasure maps. The mountain terrain and the crevices in A20 are NO JOKE! 6km is a bit of a haul. It appears that the power up generator quests are a little more rare of a POI spawn. So, depending on where you end up, you'll have to go further away to get to one. I recommend a bicycle. Or a motorcycle. Unless you encounter those danged mountains. Lol! The one power quest I did... I _did_ pay careful attention to the timing and my arrival. I got there later than I had intended. But it still worked out okay. Gotta plan on these ones.
  20. So - based on the new system - a sufficiently stealthy character could still potentially fail a stealth check "roll" in any given situation or POI? That seems to be a good change. But it still does not explain many of the situations that I have observed. There are some POIs where there are clearly "trigger points" where zombies that are not in close proximity are triggered, and they aggro. I am careful to consider my character generated lighting (torch, headlamp, etc.). I know that the headlamp is often a surefire way to get the Z's attention. Speaking specifically, I recently cleared house_old_bungalo_11 (2 story house, 2 story separate garage, w/ underground base, will attach reference image). I always clear the quest POIs twice. I clear it first, reset with the start of the quest, and then run the quest. Several spots in this POI are obvious zombie sleeper trigger points. In one of the underground "dug out" refuge areas, the sleeper zombies trigger from VERY far away. It is obvious that is a trigger point, or an ambush point. Because every time I run this particular POI (I am fond of this one, and I've run it many times), I cannot "sneak up" on the sleepers unless I specifically and very deliberately "drill" or "mine" a different path that does not cross that trigger point threshold. Again, to the specific point with this POI... are The Fun Pimps changing the paradigm of how the sleeper zombies operate to a more "ambush" style as opposed to the true "sleeper" style? Because it feels like with several of the new POIs - that they are. house_old_bungalo_11:
  21. Fun Pimps Team (and 7D2D Community): I have noticed with several of the new POIs that there seems to be a shift with the behavior and aggro'ing of the sleeper zombies. It used to be that when you entered a POI, the sleeper zombies would simply "sleep". They might be slumped behind a couch or a table, or something. And it would be up to you as a player to perform a careful stealth approach so that you could kill (or heavily damage) the zombies before they wake and attack you. Now it seems that rather than being asleep, the sleepers are straight up set to ambush - or to all activate once a certain "trigger point" is reached. I am fine with the occasional ambush, especially the floor fall "trap" ambushes (those are GREAT! ). But it seems that many of the POIs now give preferential treatment to zombie ambushers as opposed to zombie sleepers. Is this an intentional shift in zombie sleeper behavior and design? Because I would hope that if I get my stealth stats up high enough, that I ought to be able to outmaneuver waiting sleepers, or even see sleeper trigger points. I thoroughly enjoy rolling stealthy through a POI and putting either arrows or silenced firearm rounds into sleeping zombie heads. And I simply do not want those experiences to be diminished or removed. What would be exceptionally cool would be if one has enough points Agility and Perception, that perhaps the trigger points would be subtly indicated or highlighted for the player. That way those trigger points can be avoided, sidestepped, or otherwise worked around. Once again - thank you for reviewing and considering my feedback.
  22. Fun Pimps Team: I am writing to convey some feedback regarding the ambient noises system. I believe this "feature" was present even in late A19. But just while being still, crouched in stealth, occasionally the music or ambient noises will do one of the following cues: The bear snort The wolf muffled woof The boar muffled oink The sleeper zombie "shifting" noise Along with several other random noises (like the PVC pipe "flute" / tube air noise). Is there a list of all of these ambient sounds, with names for each? The first four mentioned above are highly confusing, and disconcerting. When stalking at night, and when hunting sleepers in POIs - I depend on these noises. When these "ambient" featured sounds happen when I am in my own base, or in an area that is clear of bear, wolf, and sleeper zombie threats, it is quite frustrating. I get trying to create ambient noises that distract or spook the player. But the rando stack of queued up sounds that duplicate those key indicators of a threat nearby are really distracting. And, frankly, disappointing. I have become accustomed to hearing the "soundtrack" sounds, and depending on my circumstances, I wholly disregard them. What would be better would be to include some different noise that are distinctively different than the existing danger/mob queues. For example, in the forest, if there is no wolf, but you want me to believe that there is a wolf, perhaps loop in a twig snap. Or bark scraping/scuttling from some squirrel or some other rodent. Or a random bush shuffle. The sound of mud or turf shifting or settling. Etc. In a house, perhaps consider adding a water drip, or a floorboard squeak or creak. If I hear a sleeper zombie shift, and there is actually no sleeper zombie present to shift, that diminishes the immersion. There is a lot of promise and potential with the ambient noises system. But please ask your sound team to work on it a little more. Make the spook sounds different than the very obvious and distinctive danger/mob queues. Or perhaps design some kind of subtle difference between the two that can work to maintain immersion. Thank you for reviewing and considering my feedback. Really enjoying A20, and looking forward to your other improvements!!
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