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RipClaw

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Posts posted by RipClaw

  1. 1 hour ago, MiTHMoN said:

    Spam-crafting stone axes to improve the stone axe crafting skill was entirely goofy. I remember just joining a game, and constantly dropping stone axes because you can't salvage while crafting. Just queuing up hundreds of stone axes. 

     

    I can't relate to people who thought that was a good system. 

     

    It made me feel powerful to be so quickly and reliably gaining progress, but it completely ruins immersion.

    Let me get this straight. You abused the system with spam crafting to make fast progress and now you complain that the progress was so fast?

     

    The problem was not LBD but players that felt the need to progress faster. I started with Alpha 15 and never resorted to spam crafting to progress quickly. I was still fighting the horde with bow and arrow on day 35. Nowadays, players complain if they don't have some kind of firearm on day one.

     

    With Alpha 16.4 the spam crafting problem was solved anyway and we had a hybrid system instead of a pure LDB system. With Alpha 17 came the skill tree and some players started farming screamers and spamming quests instead of crafting stone axes to progress faster. And in Alpha 21 the same players run from mailbox to mailbox and pump out as many T1 quest as they can to get the magazine bundles.

     

     

  2. 38 minutes ago, meilodasreh said:

    Stuff will start to show up in the trader's inventory when you reach a certain gamestage.

    Actually, it is not Gamestage but depends on the Traderstage. This is a separate value that is based on your level, the quest level at this trader and the Daring Adventurer level. 

     

    WaywardEko made a video that explains it more in detail: https://www.youtube.com/watch?v=xLvOtD7Uv14

    There is a pinned comment below the video that corrected for an error in the calculations.

     


     

  3. 1 hour ago, meganoth said:

    What I told you are the facts: In a chunk that isn't loaded there are no zombies and a screamer only spawns zombies if it has actually seen the player.

    That's how it should be, but I've also had screamers spawn zombies when they shouldn't have seen me. But apparently the line of sight thing is sometimes a bit buggy. Also, she doesn't always scream but still spawns zombies.

  4. 19 hours ago, Riamus said:

    Few developers give this kind of information out, or rarely do.  They don't have to explain themselves to us.  I agree that more communication is great and I applaud the developers who do provide a lot of details on the process involved in the decisions they make but that is rare and not to be expected.

    No, they do not have to explain anything to us, but it helps the players to understand why this decision was made. It is usually the responsibility of the community manager to communicate changes to the players and give feedback to the developers.
     

  5. 17 minutes ago, Roland said:

    I was counting the debate on forums and social media when I said the debate. That's what I meant. You might not see it because you prefer that TFP capitulate all the way to the way you want it but that doesn't change the historical facts that TFP almost always adjusts back to some degree many of the changes they made that caused in heated debates on this forum-- much to the ire and consternation of other forum users who liked the full changes and then claim TFP gave in to "casuals". (I'm not saying I agree with that--just reporting what I've seen every cycle)

    I don't expect anything to be completely rolled back but some more communication would be really nice. For example, when a change is announced, the story behind it could help to understand the decision. Why is the change being made, what is the goal and what alternatives have been considered.

     

    28 minutes ago, Roland said:

    I remember the debate over sleeper density in POIs for A17. That was a loud debate: that POIs were now like "Clown Cars". I was disappointed when TFP adjusted the POI populations back towards mostly empty-- although now with infestation everyone can get what they want-- but that's three years after the original nerf based on community debates.

    I also remember the debates and was surprised that the number of zombies was reduced so much. The way I saw it, it was the small POIs that the players complained about. In a big POI like the waterworks, for example, it's logical to assume that there are a lot of zombies in there, but when 9 zombies come out of a 3x3 room, it seems a bit strange.

     

    34 minutes ago, Roland said:

    TFP doesn't value kneejerk response feedback as much as they do aggregate feedback after longterm play collected from many different sources. They've made some changes already that I personally feel were probably a bit too hasty but I have confidence they will find the right spot on each dial over the next year or so.

    I hope that will be the case.

     

  6. 1 hour ago, Roland said:

    It's because the developers made a final decision after testing and feedback and oftentimes lots of debate.

    The frustrating aspect is that we are not part of the debate. All debates in this forum take place after the fun pimps have made their decision. And we have no knowledge of what arguments were made in that debate.

     

    And the thing with the feedback is not so simple. Player A has bad luck and progresses only very slowly, player B, on the other hand, reports that everything moves much too fast. Whose feedback carries more weight?

     

  7. 21 minutes ago, Riamus said:

    A better example would be guns.  If you only ever use regular ammo, you never see that popup to change ammo.

    I would use the brush as an example of how it might work. You can set different modes and toggle options, such as paint all sides.

     

  8. 21 hours ago, faatal said:

    Zombies only attack blocks that are in the way of them getting to what they want. What they want is flesh.

    Sometimes, however, the air seems to get in their way. Anyway, you might get the impression when zombies just stop and try to hit the air during the horde. Oddly enough, a block underneath them takes damage when they do that.

     

    You can see this behavior in this video at 28:20: https://www.youtube.com/watch?v=NIDnCjmD-uE

     

    Moe punches the air instead of attacking the player.  At 29:10 a business man also starts swinging.

  9. 37 minutes ago, meganoth said:

    Please differentiate. I never said that and I don't think it is a relevant argument.

    Well, maybe I should have written that one moderator and one developer made this argument. More precisely SylenThunder and madmole.

     

    I empty my dew collectors at least once a day. And because there are a lot of them, I often have screamers since the update.

    It's not that I can't handle them, but these screamers are annoying. It will probably do some renovation work in my base to get rid of them.

     

    9 minutes ago, Rince said:

    Is that much? Because being honest, I like to put torches in my bases, but usually use only one forge. And I never had many issues with screamers.

    A single forge is no problem. I think the minimum before screamers spawn are 4 forges or workstations running.

     

  10. 1 minute ago, Rince said:

    Much more? Didn't fataal said that a dew collector generate similar heat as two torches?

    Well, twice the heat generated by a torch is much more than what one torch generates. If I interpret the XML files correctly, the heat of a torch also dissipates more quickly.

     

    3 of the dew collectors generate the same heat as a forge and the heat dissipates at the same rate. If you have, for example, 6 dew collectors in your base, that is the equivalent to 2 forges that run continuously until they are full.

     

  11. 2 minutes ago, Riamus said:

    In my game tonight, I already had 3 screamers come by and I wasn't there all that long.  And I only have 6 dew collectors.  I did have 2 forges and a chem station in use but even so, they came far too quickly, imo.  The odd thing was that after that, I came back later and stayed at the base for over twice as long and no screamers showed up.

    As far as I know, when the heat reaches 100% there is always a chance that a screamer will spawn but it doesn't always happen. 

  12. 6 hours ago, kryzzk said:

    I don't like the way the heat map change was implemented, but I'm not sure how much I disagree with the Idea behind it hence the suggestion, after all, making water has always raised the heat map now it just makes less sense that it does.

    The difference is that the heat has always increased only for a short time and not permanently. But if you empty the dew collectors regularly, they run permanently. In this respect, they are like a torch or a candle on the wall, but they increase the heat much more.

     

    The developers and the moderators constantly emphasize that the dew collectors no longer generate heat when they are full, which does not really help.

     

  13. 4 minutes ago, Gr.o.m. said:

    What about placing a landclaim block, picking them up and putting them in a box?

     

    I don't like the watechanges, but complaining about a workstation generating heat, is not the thing I would protest about.

    If I put them in a box then I don't need to set them up at all.

     

    The dew collectors are too slow not to run them constantly. Each dew collector produces 3 jars of water in about 60 minutes of real time. And during this time, 3 dew collectors generate the same heat as a forge that runs continuously.

     

    The heat thing has only been an topic for about the last 12 hours since it was added with the patch b232. There have been other complaints about the water mechanics before in other posts.

     

     

  14. 15 minutes ago, Vaeliorin said:

    I recall coming back to my base and finding holes carved in it by screamers (you could tell it was screamers because the trail of destruction always ended underneath my crafting stations) while I was gone, but I think that was mostly from A16.4.

    It is possible that a screamer spawned while the chunk was still loaded. The chunk is not immediately removed from the memory when you leave it.

     

    But as long as you are far enough away, the chunk does not exist. You can see this, for example, when you still see zombies lying on the street that you killed days or weeks ago. The chunk was basically frozen in time and the despawn timer of the corpse was not running.

     

  15. 5 minutes ago, meganoth said:

    I am sure that Heat is supposed to be an internal mechanism that normal players should not know about except that some tooltip says "Your activities can make you conspicuous and you might get visited by zombies" and they would experience slowly what that means. The players would then find out by themselves that the more stuff they set up in their bases the more often they get visited.

    Depends on the player and his playing style. Since the heat is only relevant when you are close enough for the chunk to be loaded, players who are mostly on the go won't notice much. And it's too late for it to be just an internal mechanic and that the player has to find out how it works. There are videos out there that show you how to set up a screamer farm and how the heat mechanic works in detail.

     

    And as I wrote in a different post, screamer hordes can get pretty quickly out of hand. Calling it a visit from a few zombies is an understatement.

     

  16. 34 minutes ago, Khalagar said:

    Just because you've had even more, doesn't mean that's not still a lot lol

    For a single player maybe but a single player needs 2 or 3 dew collectors just for cooking and drinking and maybe a bit in glue to production. So 12 dew collectors might be enough for a group of just 4-6 players and the game is designed for up to 8 players.

     

    34 minutes ago, Khalagar said:

    I guess I'm still not understanding the issue.

     

    Build mega base with tons of heat generation = Zombies notice

    The problem is that it is too frequent. You also want to have a bit of peace and quiet. In addition, such a screamer horde can get out of control extremely quickly at higher gamestages. Then a screamer spawns a screamer, which in turn spawns screamers. I've had so many zombies in a screamer horde that I've had frame drops that were far worse than on horde nights and I play with 32 zombies.

     

    Also, screamers are extremely annoying. They don't just run towards the heat source in a straight line. They sneak around and make their whining noises.

     

    34 minutes ago, Khalagar said:

    AFAIK heat map's range is affected by vertical block count too, so building at bedrock on top of a big building will stop screamers from spawning if it's that big of a deal.

    That used to be the case, but not any more. The bedrock has been raised so that you can no longer build deep enough for it. The only possibility would be to build under a mountain.

     

  17. 7 minutes ago, SylenThunder said:

    The dew collector is only working when it's making water. If it fills and you haven't emptied it, it is not doing anything and not generating heat.

    But only then. Otherwise I have no control over the heat production. With all other workbenches I can control when heat is generated.

    I don't want the screamers to spawn when I turn on the chemistry station? Then I switch off a forge and the heat remains at a low level.

     

    I do not have this kind of on/off switch with the dew collectors. When they have been emptied, they run uninterrupted for the next 60 minutes.

     

  18. 1 hour ago, SylenThunder said:

    All they have done is given the dew collector the same cost as the other crafting stations. Maybe the current level of heat generation is a bit high, but that could be adjusted. 

    There is a difference between the dew collector and the other workstations. I can switch the other workstations on and off. Heat is only generated when I am actively doing something. The dew collectors, on the other hand, passively collect water until they are full.

     

    The only way to stop a dew collector would be to place a block over the dew collector so that they no longer work or you would have to pick them up.

     

  19. 7 minutes ago, meganoth said:

     

    Ok, not as deadly as I suspected. I didn't even try to touch that flame because I thought that looked like insta-death and I was often enough killed because I walked into my own spike traps 🤪.

    As I understand it, it is pretty deadly for players. We are slowed down and get a lot of damage. The zombies are not affected in the same way.

     

    7 minutes ago, meganoth said:

    Still that flame trap has no cost. Can you craft it from day 1? Or do you need creative menue to place it?

    You can not craft it at all. You have to build your base around existing traps in POIs and if they are destroyed you can not replace them.

     

  20. 23 minutes ago, meganoth said:

    I don't know the details, sorrry. But I can imagine that flame traps were simply OP. Were they? They don't seem to need any sort of fuel or upkeep and they don't wear out. Would they kill ferals or even glowies when they walked through? If yes, then they were OP.

    As far as I know, the damage of the fire traps (5 HP per tick) was only half that of that of Molotov cocktails and the zombies only burned for a short time after they went through the fire trap. Not a single zombie was killed by flames. The zombies were not even slowed down.

     

  21. 8 minutes ago, meganoth said:

    There has been no problems with dew collectors. But there seems to be a problem with no screamers showing up. In my SP game I am on day 35 and I haven't seen a single screamer. In our group game we are somewhere after second horde night and again, not a single screamer.

    The problem seems to be that all the screamers are in my game. I can't mine iron for 5 minutes without some stupid screamer spawning and I have to take care of the screamer horde first. This morning I did a quest and had to use my M60 for the end room. As I was leaving the quest POI I was approached by a screamer.

     

    In A20 this annoyed me so much that I made a mod to reduce the heat output of iron and I probably will do so for A21 as well.

     

  22. 5 hours ago, Khalagar said:

    I don't get the backlash to this honestly. Yes if you have a big base you will have zombies and screamers show up, that's like, the whole point of the game

    The question is how often the screamers spawn. Once an hour, I can live with that, but at the moment it looks like they are spawning every couple of minutes.

    3 dew collectors are currently equivalent to a forge in terms of heat generation. I have 12 dew collectors and currently have 2 forges and a chemistry station running.

     

    That may seem like a lot to some, but I've had bases with up to 10 forges and 4 chemistry stations running.

     

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