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Spider

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Everything posted by Spider

  1. Spider

    True Survival

    @wolverine576- Ya Gear-head something like. "Since you were a kid you loved engines. Now you can always fine tune any vehicle you ride for just a little better performance" [+5% Vehicle Speed -5% Fuel Consumption ] On any vehicle you use. Ya I would like to keep the Professions to as few as possible for future quest reasons. So I was tryn to make them like over all game play actions (fighting, building, crafting, medical, looting, drug crafting, farming). So ya looks like I missed one we need a farmer at lest unless someone can think of other game actions I'm forgetting. If you wanted a ranger play style you might pick Farmer Profession, Hunting Hobby and Archer or Rifles for fighting. *Updated post with Farmer.
  2. Spider

    True Survival

    Ok I have been giving players picking their stats some thought. I like what we had in the past, using professions but I think I would like to give the player a little more control over their player build. Now I thought about dropping the professions and just setting up stats and giving the player a set number of choices. While this is doable it would make some of the other things I want to do much more complicated and maybe impossible. So like always I’ll do a little of both. How does this sound. In A17 the player will get 1 choice of a profession trait, one choice of hobby trait and one choice of a fighting style trait. -Professions could be thought of as what your character did as a career before the apocalypse. The Profession choice would decide your starting recipes, gear and quest line. Professions could also include other player stats or special abilities. -Hobbies could be thought of as what your character liked to do in their free time before the apocalypse.. The Hobby choice would give slight increase in player specific stats. -Fighting style could be thought of as in a life or death struggle how your character would instinctively defend themselves. Fighting style could get a special move with a given weapon or further improve its giving skills. With this system a player could more freely choose a play style that more fits them. You could be a Bare Knuckle fighting Chemist that played Paintball on the weekends or a Farmer that loved swinging his machete and tinkered in coding in his free time. Also with A17 I want to make these choices not only have up sides but also down sides. So the fitness instructor might sprint his but off but his calorie intake would be high or the Doctor is more clumsy and make more noise than other players. Stuff like that. So instead of one Profession pick you would get 1 Profession, 1 Hobby and 1 Fighting Style pick Here's what I have so far if you can think of others please post them. Professions- Medic Construction Worker(Builder) Drug Cook(Chemist) Military Craftsman(Crafter) Thief(Scavenger) Farmer Hobbies- hunting gardening cooking drugs gearhead Fitness Junky Ice Fishing sunbathing Arts and Crafts Paintball Baseball Running Gaming Coding Fighting Styles- Archery Handguns Rifles Heavy Weapons Clubs Blades explosives Traps Unarmed Thoughts? Additions?
  3. Spider

    True Survival

    New Profession & Hobbies Stat Discussion- https://steamcommunity.com/groups/HardcoreSurvivalServer/discussions/1/1742226629875497975/
  4. Spider

    True Survival

    @n2n1- Sup man, long time, yup I'm back as promised and ya it looks like I will just be deleting the whole progression file and start coding on a blank page lol..... no for real lol O! and another thought What do we think of the new stamina/hunger stat being connected? I'm not sure I like it. I could bring back a hunger stat and just use that as stamina tracker. Also Wellness! Do we want that type of thing again. Hay question has anyone started to relies A17 removed way more features/items/mechanics from the game than TFP let on. They act like they gave us some new thing but don't tell us it takes the place of 3 old ones they deleted.....geez
  5. Spider

    True Survival

    @xFORCERx - The SP vs MP thing is a complicated matter. It is in my thoughts and will be taken into account when things are finalized. I have to do some work testing the functionality of quest and dialogue before I get into how all this will work. Stay tuned. Im thinking, no buying perks with points gained from xp. The only buyable skill will be your "Progression Tree" (better name?). Now we can have some sort of perks I'm not against them as long as they make some logical since and not magic types like "your gun holds more ammo" , but we can award them with quest or found loot items instead of points gained from generic xp. Also most recipes I would like to put back in loot or quest BUT for the recipes of items we have learned don't work finding in loot like Forge, Iron Tools, Steel Tools. Those I would like to put in the Progression Tree so at a set level the player could be given some quest to learn those recipes. Now I have talked about how crafting to improve an item is dead but I can still track a player doing things with tools or weapons and its even a little better than before because I can track every time you kill a zombie or break any block with a specific stated weapon/tool. What's this mean? It means we could still have leveling skills for mining and weapons and players could not cheese the system by banging the item on a wall all night because it will only count your zombie kills or block breaks with it. So having the action skills you selected when you chose your profession level is no problem.
  6. Spider

    True Survival

    Good conversation of game ideas on Steam I wanted to share so I'm reposting- https://steamcommunity.com/groups/HardcoreSurvivalServer/discussions/1/3020122487783920354/?tscn=1543235062 Ya I hate the new Gun Perks. In what world does me studding something make my gun shoot more bullets? Or why on earth would anything i study or train in make the same bullet i shot 5 min ago do more damage this time i shoot it? It's just dumb. What I want to do is make the stats back on weapons and make the mods/attachment have the bonus stats. Like you are saying yes. As for vehicles as in A16 I don't see any reason why finding bikes, motorcycles and cars would be a problem in the zombie apocalypse. They would be everywhere, gas and keeping them repaired would be the problem. So bicycles will be scattered in garage loot and maybe laying around the map if I can. Motorcycles might be found in car workshops or parked in garages. As for cars I was thinking of making Car Keys a low chance drop in cars. If you found car keys in a car it would place as a 4x4. But you would still need gas. All these vehicles would only be found in world loot/map at a max quality level of 2. So early game repairing it would only be from looting repair kits and the only way to get better vehicle would be to craft one Also progression talk- Its not looking like “Working to improve” will be doable this alpha like it has been in the past. TFP have removed the code that allows it. So… I was thinking of throwing the whole thing out. Instead of leveling and picking your player attributes as you play(where now you can kill a zombie and learn how to cook from the xp). Instead what if we picked our character before hand. Like a profession, and these professions would have all the stats baked in. Like Fitness instructor could run,walk faster, have slower stamina drain but need more food, but only have quality level 1 crafting. Then a engineer might have quality level 3 crafting and a lot of recipes unlocked but lose stamina faster, be more susceptible to illnesses and a Cop could have lv1 crafting but reload faster, hip shot better,melee better. And so on, you get the point. But after that no more buying perks. We could have 3 quest set at different levels that when you completed them it would raise you crafting level one level. This way a player could only raise their quality crafting 3 levels the entire game so if you start with a “physical” character build you may only ever get to level 3 or 4 quality but you will crush with a given weapon and the “intelligent” character build would get to level 6 quality by endgame but would never be as good with weapons as the “physical” player. One thing I will give A17 is there is a ton of new stats I can adjust for the player that I could not do in A16 so “Professions” could be very unique and distinctive. I also have the ability to keep buff on a player after death which allows me to control stats on a player the entire game and not just until you die. Why this is cool is now i could give specific buffs to a profession that the player could have on them the entire game. **updated** Just got a good idea in the shower...haha I was thinking of what to do with the xp and leveling if we went with this. Then it came to me. How about you still get one point when you level but there is only one thing you can buy “Life Tree”(good name idk?). Everytime you put a point in here a random thing would happen based of what profession you are. Such as. Say your a Cop you click learn and you get +0.1 Reloadspeed added to your permanent player stats or the other side of the coin and if you haven't been hungry below 50% in the last week you get gout and have slowed movement speed and lowered weapon skills until you can cure it. The options of effects could be eminse pretty much when you click that buy perk I can make anything happen to you both good and bad. So the Life Tree would be like what happened as you gained experience since the last time you leveled. It could be good…”improved one of you unique profession stats” or could be bad just by chance ,”Developed arthritis in knee take pain pill to manage” or based off what you have been doing”If you been sick in the last week develop chest cold and lower stamina regen rest on bed for X time or find a doctor to treat you”. It could also trigger a quest or let you have an epiphany and learn a unknown recipe.The Life tree could also be Profession specific so different things would happen to different character builds
  7. Spider

    True Survival

    @xFORCERx - Im sad to say how right you are. I was looking forward for this alpha for almost 2 years and the more I play it the more I am starting to hate it. Its hard to even play it for a hour or two. Where before you had dozens of things you could do at any given time to improve your player and progress in the game. Now it is exactly like all those other game you posted where there is only one point to the whole game PEW..PEW..PEW..PEW kill zombies like we are all 10 years old. WTF FUN PIMPS. Its like they took their idea that they had tweaked and perfected over the last 5 years and just said F it and threw it out and said lets lets just be exactly like all our competitors. RWG and Progression are not broken they are crap. Plain crap. I have faith in Magolie to get RWG looking good but as for the progression system its almost like they intentionally made it unable to be modded back to how it was. Unless someone can figure a way to fix this progression or someone can hack into the dll and undo the wasted crap they did over the last year it honestly looks like this game might become a $5 game in a bin at Walmart. Because the only players that like these games are casual gamers and 10 year old's.
  8. Spider

    True Survival

    Ok I spent the week with A17 now it's time to get to it. I won't waste your time complaining about the bad things because I got a lot of work to do. As of right now improving crafting quality by crafting is out unless I or someone else figures out a way to do it. So let get to what I can do. Building Progression- All these Blocks recipes would be unlocked from the start Wood Frame Block made with Wood Scrap (upgrade=Plank) Scrap Iron Frame Block made with scrap Iron(upgrade=SheetMetal) Rebar Frame Block made in Forge with Iron(upgrade=SteelPlates) Flagstone Block made with Stone(upgrade=Bricks) The recipes for the upgrade items needed for each block and the complete recipe list of shapes for each building style would unlock through quest that everyone will have on game start. Building Quest- Wood Frame/Scrap Iron Frame/Rebar Frame Would all have the same style quest. A 1 part quest that requires the player to upgrade 250 Frames of the given style. Once finished the player would unlock the recipes for the upgrade material and for all the shapes of blocks of the given style. Flagstone Block- Would have a 2 part quest that requires the player to craft 250 Flagstone Blocks. Once finished the player would unlock the all the shapes of Flagstone blocks and get a second quest. Part 2 would require the player upgrade 250 flagstone blocks. Once finished the player would unlock the recipes for the Bricks(the upgrade material) and for all the shapes of Brick blocks. Game Play Note- All world building blocks would drop some upgrading materials of that style when destroyed. To do all of these quest the player would have to loot upgrading supplies or destroy world building blocks of the same style to find the needed upgrading materials. Weapons- Stats I want to go back to the stats coming from the weapons quality and the modifications the player applies to them and not player purchased perks. So rebalance all weapons to feel more like a real weapon. I will be making it more like before where headshots kill. Loot I want to go back to finding weapon parts to craft guns. Whole guns should be super rare and only max level 2 weapons found in loot at all. Parts and Recipes We can't do gun parts like before but we could still need to find 3-5 gun parts to build a working guns(no crafting gun parts). The parts just wouldn't have a quality or effect the guns stats they would just be normal items used in recipes. We could go back to finding books to teach you how to assemble each gun. That's all I have for now let me know what you think. Die Well! Things to think on…. Farming progression/system? The process to raise your crafting quality Quest/Perk/Book? Many more attributes now to make unique Professions. Steel Block Quest/Perk/Book?
  9. Spider

    True Survival

    The eA17 True Survival Testing Server is now LIVE! 172.96.164.114 18003 Come Join Us!
  10. Spider

    True Survival

    I've seen enough to get the old mental juices flowing. Share your opinions about A17 and make suggestion for A17 TS in this thread- Suggested A17 Tweaks for True Survival A17- https://steamcommunity.com/groups/HardcoreSurvivalServer/discussions/1/3020122487783920354/ Come On Monday!!!!!
  11. Spider

    True Survival

    7 Days to Die Experimental Alpha 17 Streamer Event starts 11/16. 7 Days to Die Experimental Alpha 17 release date 11/19 Are you still a True Survivor! It's time to find out!!! The True Survival Mod will start A17 development when the Experimental build is released! Join in here- https://steamcommunity.com/groups/HardcoreSurvivalServer
  12. Looks great Sphereii keep up the good work. Cant wait for A17 to try it out
  13. Spider

    True Survival

    Correct info- You slowly lose Nutrition over time (Metabolize) and must eat healthy foods to keep the stat up.
  14. Spider

    True Survival

    Ive had a little time with it too. @djskagnetti I can guarantee it is the 120 min days that is breaking your game. It breaks a few of the buff systems. That is the reason for the listed required settings and 60 min days is one of them. Those settings ensure a balanced, challenging game experience. P.S.- Where the *$%@# is A17!
  15. Spider

    True Survival

    @skolano- -Hitting things already makes noise that attracts zombies in the vanilla game -Opening doors and containers also make noise that attracts zombies in the vanilla game(Tip:quick searching also makes more noise than normal searching) -Going into your inventory/map also already makes a noise that attracts zombies in the vanilla game(Tip: -Crouching makes all noises your create less) -Scratches and Broken legs do not attract zombies but if you don't tend to your scratches in a timely manner they can get infected and attract zombies. -All in all I like the way you think though. Some of these things do not work in A16 because the smell system has been turned off by TFP. Hopefully it will be back in A17 its a very important game mechanic. @Ezrah Karotan & naxter60- I haven't looked at the Mod code in ages and I'm too drunk atm but I think TS brought back the stone arrow/bolt and dropped the carbon arrow. I think.... or maybe you just cant craft the carbon arrow...hmmm.... don't remember........ there's my beer mmmmmm .(thank god for spell check)
  16. Spider

    True Survival

    @Reddevil- Use a Claw Hammer to break the wooden blocks and frames. You will get more nails
  17. Spider

    True Survival

    @ SlicksGirl- If it doesn't fix its self with a re log then it might be an error with your character skin. Delete and make a new character skin. Not your player file just your appearance. @ True Survival Survivors For those in the know check out the Dev Forums in the TS Groups Forums on Steam- https://steamcommunity.com/groups/HardcoreSurvivalServer#
  18. Spider

    True Survival

    You might need to find another server provider. A lot of them do not allow you to edit .dll files. Before you get a server make sure to ask if you have COMPLETE file editing capability's. What is more than likely happening is the Tech is installing the mod like a xml mod and not installing all the SDX stuff. Bottom line if the provider does not let you do it your self then you need another provider. Hope this helps.
  19. Spider

    True Survival

    @ramble_on_rose- Hi Rosa I’m glad you are enjoying the Mod. As far as Alpha 16 is concerned TS is not getting any more updates. I have been lurking around the forums keeping an eye on what’s coming for 17 and it looks promising but I’m a veteran around here and I know better than to get my hopes up or get too excited waiting for a release. So I’ll just wait and see what actually gets completed and included in A17. As for TS getting updated in A17. I’m going to want to play A17 7D2D and I can’t play vanilla anymore, so I’ll have to update TS if I want to enjoy a play through in A17. So yes TS will get updated but I don’t have near the same amount of free time I used to (picked up a second Job $$$$) so it might take me some time. The good news is if all goes as stated a ton of the stuff I had to mod in looks to be getting added to the vanilla game so updating A17 might not need as much work. I’m hoping that TS will be more of an over haul to all the stats/recipe/skills and less building modded systems from scratch like now. I’m really excited for the behind the scene infrastructure they are building to make modding easier and more powerful. So if you wanted to do something with TS 16.2 have at it. I still think we are months away from A17 if not more. Then it will take a few months to update TS so you might still have a year before TS A17.x. (It’s sad but true:sorrow:) I cleared my mail box but you can reach me on steam faster If you still needed to ask me something- http://steamcommunity.com/profiles/76561198071700260/
  20. Spider

    True Survival

    @obsidianmcbovril- What are you trying to change about the Professions?
  21. Spider

    True Survival

    @skolano- I have answered you questions and explained why it happens and how to fix your problems. If you choose not to read my reply then there is really no point in continuing to attempt to communicate with you. I wish you good luck and a quick death.
  22. Spider

    True Survival

    Skolano- The reason you are not getting zombies and when you do they are crawling/eating the ground is because of a bug in the base game. I think it has been fixed in the newest version but I haven't played it so can not confirm this with any certainty. The cause of the bug is you dying a few times and the game does not recognize you as a living player anymore. This causes 2 things, 1) You will not trigger any zombie spawns. No Sleepers no Hordes no nothing, to the game you do not exist.2) If any zombies do see you they will see you as a dead corpse and begin their crawling and eating you animation. This is truly a game breaker but can be easily fixed once you recognize it. Simple restarting your game and should fix it. Also as a posted before-
  23. Spider

    True Survival

    I'm not dead or nothing. Just taking a break and gathering my forces. Working on a RimWorld mod atm and taking a Unity/C# class I bought with the donations I got doing this. I'll be back!
  24. Spider

    True Survival

    People are still posting here huh... lol. Thought I'd check in. All ya'll talking about the Nutrition custom variable . The information about the variable resetting on death is known and was accounted for when the buff was built. I spent more than a week testing and understanding how the code deals with the custom variables resetting(because it handles them strangely) to get the system to work as intended. Its working as intended, the only thing that I know of that would make it not work properly is changing the Day Length setting to be more or less than 60min. Changing that setting will cause a unbalanced Nutrition System causing the buffs to fade to quickly or last to long..
  25. Spider

    True Survival

    Announcement!! The Official True Survival Server will be closing down today. I will also be stepping away from 7D2D for a while. I plan on letting a few Alphas pass or maybe even wait for Beta or Gold before completing the Mod. I'm just tiered of constantly rebuilding the mod and with the speed of development my interest in the game is starting to wain after 2 years of maintaining TS. So instead of forcing my self to continue maintaining TS until i began to hate it I will take a long break and hope that TFP can get some work done and get to Beta soon* Feel free to use anything in my mod you would like. Code, assets, icons, modded systems or whatever. All I ask is that noone hijacks my mod name "True Survival" I would like to still use that when I eventually complete the Mod("Terms of use" updated on first page) Dead is Dead Note- And because I'm a man of my word. Add this to your progression.xml to edit the "Dead is Dead" feature <perk name="DeadIsDead" icon="run" description_key="DeadIsDead" title_key="DeadIsDead" max_level="1" skill_point_cost_multiplier="0" skill_point_cost_per_level="0" always_fire="true" group="health"> <effect name="MinWellness"> <add perk_level="0" value="[color="#FFFF00"]??[/color]"/> <add perk_level="1" value="[color="#FFFF00"]??[/color]"/> </effect> </perk> Put what every you want your minimum wellness to be where the yellow ?? are. Use the same number in both and it should work fine. Nutrition Note- Also the nutrition system works fine when you understand what to expect. It takes a few in game days of eating Nutritious foods to raise your Diet Level and if you want to keep it there you need even longer of eating Nutritious Foods. Also it will take about 3 days to lose a complete diet level. It is not a buff you work on for a day and are finished but also not a buff you have to worry about immediately.
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