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ColdGate

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Posts posted by ColdGate

  1. DF mod require a much more RAM then vanilla, and amount of consuming RAM increases with each new Alpha. My PC is 16GB RAM + 10GB SSD swap, with 1060 Video, and starting from A20 I may play only with lowest possible view distance and textures, either game craches after above 20mins with memory error. With lowest settings game looks like piece of rock, but at least it not crash almost hour, to be honest RAM consumption depends on how much you are exploring map, I suspect it not clean correct from memory, so more explore=faster crash. 
    Memory consumption with heavy mods like DF or UL is just insane, multiplayer servers restarts every 1-2 hours, and reset regions each days to keep performance. SO for this game at current state 16GB RAM is nothing (I do not talking about vanilla, because do not play it since A17) 

  2. I playing last version for 4 days, and I must say, now it become completely imbalanced with difficulty. With previous version you was able to build something like defence till first bloodmoon, but now, only way to build something, is to put daylength to 3-5 hours, but in this case bloodmoon should be too long, and zeds destroy everything in first game hour...

    We're playing on server with difficulty "Survivalist", and only way to survive - use abusive mechanics, Its still impossible play normal defence, so one players swimming, another sitting on the roof etc... And its not ok, game must give a way to play without abusing.

    - Building - why do we either need mortars???? Glass jars only accessible on level 40 with Blacksmith forge, so no jars - no repairs, and on level 40 you have forge... and you may craft concrete already, instead mortars. Flagstone blocks now useless, and cobblestone not repairable, only replace.

    - Zombies block damage - quatro pole block (4x1500hp) destroyed in first BM hour, no matter then I hit zombies all time with bat. Looks like night zombies have 200-300 block damage on this difficulty

    - Melee... I chose clubs, like in previous version, and it was mistake. Action exp is cutted by half comparing to previous. Now I levelled clubs to 30 after completing 2 chain kill quest, but in previous version it was 60... And when I have clubs lvl 20, my friend with shotgun class has already lvl 60 shotgun skill. Melee was broken till A17 out, and even more it disbalanced in this mod now...

    - Bugs, I'm not sure if it vanilla bugs, or mod bugs, but there are many, e.g bug with degydration, when consuming water doesnt increase hydration until restart game...

     

    - Endless spawn. And when I say endless it literally mean endless. It may start on any POI, on street, enywhere. If you come close to spawn place - zombies spawn, move to next - zombies spawn, its ok. But then move to first place again, with zombies escort - new zombies spawn, next place - spawn again. And it has no end. I'm trying to test it, server have live map with zombies count, and once I noticed than endless spawn starts, I'm just running circless around house, and checking counter - after 5 minutes crowd of 120 (!) zombies hunting me. At that point I'm stop test, because it may cause server crash .

     

    Difficulty is good, but it must not be difficulty just for difficulty, it must be balanced, and even max difficulty must be playable withoun abusing.

  3. Hi Khaine

     

    Currently we have two rare weapons - shotgun and hammer, and they are not repairable. I found two shotguns in my playthrough, blue and almost broken, so they looks like a bit restricted in usage.

    In same time we have two rare components - Demonic Essence, and Research notes, they also very rare, but after you complete quest and upgrades, they become useless...

    Maybe there is a reason change that weapons to repairable, and add recipe like "Hi-Tec Repair kit", with Notes and Essences as components?

  4. Hello KhaineGB

     

    Maybe already asked, but, does log traps are more like some kind of decorating now? Deals 20dmg no matter wood, iron or steel, and do not slow movement.

    They're exactly the same as they were in earlier alphas. I haven't adjusted the numbers, just put the recipes back.

     

    Lets investigate, and compare blocks.xml from 17 and 18 Alphas mod versions:

    A17

    <block name="steelLogSpike6"> <!-- log spike 6 Steel -->
       <property name="Class" value="TrunkTip"/>
       <property name="CreativeMode" value="Dev"/>
       <property name="Damage" [color=#f1c40f][b]value="40"[/b][/color]/>
    ...
    </block>
    

     

    A18

    <block name="steelLogSpike6"> <!-- log spike 6 Steel -->
       <property name="Class" value="TrunkTip"/>
       <property name="CreativeMode" value="Dev"/>
       <property name="Damage" [color=#f39c12][b]value="7"[/b][/color]/>
    ...
    </block>
    

     

    Overall damage changes with upgrade:

    A17 - 10 - 15 - 20 - 25 - 30 - 40

    A18 - 3 - 4 - 5 - 6 - 7 - 7 !

     

    So truth is - Its not in changes list, but log spikes are for decorations purposes now :smug:. Looks like trolling of players who relied too much on passive defence when plays previous versions.

    P.S. Mod is great anyway

     

  5. And again about Caitlin xD

     

    On multiplayer servers always present players, who don't care about others, and players who had used trader abuse in previous version, and try do it now... Damn, even building around titanium walls doesn't help a lot now :upset:

     

    But possibly if you adjust guards not target demons, and also demons to not target guards, it should prevent massive destruction

  6. Where are you finding demonic sleepers? In 18.2 I was around level 210 and would occasionally get 1 demon in a screamer horde. Maybe 3 demons at most outside of radiated area, ever. Never saw a sleeper in a non radioactive area. I'm only around level 55 in my current game and still haven't encountered a demon. Are you playing with people that are much higher level than you? Maybe on max difficulty causing gamestage to be inflated?

     

    No, Server wiped, so I'm highest level there. Demonic sleepers always in all kinds of scyscrappers, also I met them in large stores

  7. I'll adjust their ai later to not target demons.

     

    But on multiplayer server players may attract demons and cause destruction... And today I saw how it happens...

     

    And about demonic sleepers - looks like them spawn too early. I meet them from my lvl 40, maybe even earlier.

     

    One more question - ammo dissassembling miss casing, is this bug, or this is how it intended?

  8. Hi KhaineGB.

     

    With new demonic zombies regeneration, there are problem with Caitlin appears - Caitlin guards cant kill demonic zombies...

    I was interested how they deal with demons in 2.5, so I wait at Cait until nighttime. At night 10+ demonic spawned around base, I'd hide at roof and wait what happens. So what we have now? 3 guards shoot at demonic nurse more then minute, yes, at least they manage to kill her, but she even was not aggressive, just walking around. So, if now few zombies will be attracted at a time, trader base have no chances, and should be destroyed in a minutes...

  9. - Advanced forge (which is the better forge) DOES make exactly the same as the others, and the Big Forge uses the same craft list as the normal forge. You can check that in blocks.xml to see what crafting area it uses. (DFBigForge)

     

    There are at least two differences noticed:

    - Advanced forge have no bulletproof glass crafting, only big forge

    - Cement recipe for big forge requires 12 stone, forge and advanced forge - 3 stone

     

    So I thing there are more differences, also craft window for big forge and advanced looks bugged - missed top left sidebar icons

  10. Anyone else have an issue when they use a schematic to learn a recipe that you could learn through a perk, the game won't recognize that you know it? I read the chilli dog recipe. When I get a 2nd chilli dog recipe the icon shows that I've read it already, but when I try to make one there is no way to craft the item, it just says <perk> Same thing for hobo stew for me. Not sure if this is a bug or I'm doing something wrong.

     

    It happens when you try craft item in wrong workstation, read item description

  11. Fix lockpicking perk description please, it still says about lvl 2 crafting, I just wasted 3 points into it. And in my opinion lockpicking perk without crafting recipe looks useless.

  12. In a kinda bad situation with the mod. i have the 7D2D mod launcher installed and Darkness Falls is installed.

     

    When i click "Play Mod" it just runs the default game and NOT Darkness Falls ?

     

    [ATTACH=CONFIG]28657[/ATTACH]

     

    I did have this running a few months ago but updated the gaming rig etc, etc... And now can get the damn mod running as intended.

     

    And now its keeps on refreshing the mods for Darkness Falls ?

     

    Where have i gone wrong ? :crushed:

     

    Did you "Pre Sync Mod"?

     

    Sync Cancelled by user: Incomplete Sync

    Looks like not. Click Pre Sync button, and wait until mod downloads. It may take long time

  13.  

    Traders Giveth and Taketh

     

    Economy has had a major major overhaul. Its gone. Traders no longer buy ANYTHING but you can still buy from them. How do you earn? You earn Tellers by completing quests and searching. Teller amounts have been increased everywhere so you can find more. There are also new pois with slot machines in the world where you can gamble found Tellers for even more Tellers.

     

    Hm... In my opinion economy in A17 is destroyed already. There are two stages - first you see items in trader you want them, but have no coins. And later, when you earn coins and check trader stash, you note that you already have all this items you need before, you craft them or loot in process. You got them in process! Only unique trader items is Solar Cells and decorations...

    So, question is next - Does ravenhearst have more unique traders items added, or unique quest rewards added? Either this overhaul is questionable

  14. another user had it not show up in the poi it was supposed to be in, and later went to a different poi for a trader quest, and they got the trader quest item AND the pen from the journal quest in the same satchel. so that was a new one, and something to share/test.

     

    Wow! Thanks! That really works! I take "Fetch" quest from trader, and found pen there with quest item!

  15. Pen quest bug seems happens often. I'm not sure, but have idea why it happens: It based on quests which fails when you leave area, so maybe pen quest fails if you die or leave quest area, and pen dissappears from courier bag, but indication remains and quest stay active.

  16. Let's agree to disagree. I don't know the demand for that, for I don't feel any urgent need for it. As you said, being a game about survival you need to watch for warning signs, not expect them do be delivered to you...

     

    Any urgent need? Temperature indication is much more important as hunger and thirst. Usually overheating equal to death - you cant run, and become easy food for zombies. Or they kill you when you stay opening character menu and take a look where there temperature indication. You may stay hours without care about food and water, but easiest way to die - forget about temperature management.

  17. My first look at new Starvation:

    - Tomahawk nerfed - description says it 100% stun chance, but in v16 it no more stun zombies.

    - Advanced crossbow - Wow, it so OP! Im on difficulty 5, and one headshot decapitate almost every regular zombie, including fatties.

    - Modified zombies are cool! Looks like they now have affixes like Diablo mobs: extra strong, tank, extra fast, etc. (But possible it was only becouse server lags...)

    - Almost all campfire recipes moved to Big Oven, and now it become useful! At least I may boil water without campfire! Thanks a lot!

    - flu mechanics reworked, thanks, now it looks more legit, swimming now allowed ^^

     

    Dark side

    - Dedi servers very lagging much harder then A15... and snakes and running zombies looks like teleporting. Spawn zombies have high delay, few times I die when open inventory in the middle of street, cleared from zombies, checked twice streets clear, and in next 1-2 seconds got death stunlock from spawned zombie.

    - Bug with hazmat suit: Body part dissappear on equipping. Completely. First time tried equipping with hotkey, second with Shift+click. It just dissappear both times.

  18. how viable is it to simply remove skills from pvp servers?

    This means that all weapons will be able to be levelled to 600, and all armor, BUT finding blue and purple weapons (including guns) is perfectly likely to happen as well. There will still be a "skill" curve, and established players will be stronger, but not nearly as bad as a new player with a QL 130 pistol or bow vs. a player with 100 armor skill, 600 iron armor, and purple automatic weapons with 100 skill...heck...remove the quality difference and skill 0 vs. skill 100 makes the game unplayable in pvp....you'll never win...EVER. Instead, you'll have to grind those skills up for ages on a server where that godlike killer will gladly kill you any chance he gets.

     

    Yellow hunting rifle with 5 only points in "Rifles" skill one shot me in full 500-600 military armor with 120HP. Skills and quality is nothing for rifles type.

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