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Stranded_Napkin

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Everything posted by Stranded_Napkin

  1. Mine would be my first time playing solo. My friends talked me into playing. I'd always taken up the role of hunter/scavenger. I decided I wanted to play more, learn the rest of the game. I made my own save and went on my way. I built up a little iron hut as my day 7 horde base. I ended up causing a collapse that destroyed my food storage and weapon storage. Halfway through horde day and I'm in full panic. I build up the walls with iron bars since my forge has been running the whole time, lay out a sea of spikes out 10-15 deep, and reinforce that with solid boxes on the outside. This is console so I know I'm up sh*t creek with arrows as joysticks are a terrible way to aim. I still somehow have a few hundred though. I ended up doing just fine. Just remember that sheer panic as I realized my food and my weapons were all gone. Day 7 and I felt like I was back on day 1 in an instant.
  2. I'm at 2022.4 hrs counted. That's not including the time spent on console. Also, there's the time spent playing it with the EAC off, not sure if that's counted, as with A16 you had to break the anti-cheat to increase your backpack size. I'd wager I'm somewhere around 2500 total. Love the game even if I prefer to run a lot of mods.
  3. I'm using FAWK-LOOT-ALL. It basically sets everything back to it used to be. You can find it on nexusmods.com https://www.nexusmods.com/7daystodie/mods/1004
  4. So, I admit that I am a hoarder. I find it difficult to leave most items behind. The vanilla backpack is too small for me. I believe that I am close to having the modlet done, but I'm having a problem that doesn't entirely make sense to me. I changed the window to be 8x12, giving the player a total of 96 inventory slots. The window looks to be good, at least for the grid and the border. I've got the item icons adjusted as well as the stackValue. What I cannot figure out is how to adjust the selectable area. I only dropped the cell size from 67x67 to 50x50. The items in the cells are selectable beyond the edges of the cell, roughly a ratio of 1.5:1. The image of the pack mule cells is also vanilla. I've adjusted the controls.xml as well, but simply cannot figure out what is wrong with this. Anyone have any clue as to what controls this?
  5. I don't outright hate demolishers but I definitely do not think that they are properly implemented. It just screams to me that TFP tried to implement RPG elements into the character types and mashed together two character types into one. The fast twitch sprinter who deals large scale damage quickly but can be quickly dispatched, with the slow lumbering tank that deals damage over time. It is not whining to say that this is a balancing error that is blatantly obvious. It's not even a subjective opinion. Everybody who's played RPGs knows this. Base design can fix this, but it also does limit the usable base designs. It isn't the first game mechanic that broke certain base designs, i.e. digging zombies that dig with their knees, but it does do this. I'm sure TFP are listening and are going to decide if they think it's something that needs to be fixed/adjusted. In all likelihood the demolisher is not going to change. This is why mods are king.
  6. That I believe would be a modification to a dll file. That's not going to be an xml mod, so only experienced modders are going to be able to do that. It would be nice though.
  7. One of the old problems Hollywood had with CGI was that characters movements would be jerky and non-lifelike. I do think that the current animations are reminiscent of this, but it's a pet peeve thing. You either don't care about it or it bugs you. I don't play the game for the gunplay but I'm not going to say others can't care about it. Games like CoD (about the only thing CoD gets right), Killing Floor, Doom, and a plethora of others have smooth and "comfortable" gunplay/animations. Of course CoD also gives you a 100 round AR magazine for your RPK in Black Ops III, so realism is out the window. The thing those games have in common is that they are built around the gunplay. If they failed at it nobody would play them at all. 7D2D isn't built around the gunplay. Yeah, it would be really cool if those things were smoothed out but I don't see it as a huge issue.
  8. I for one like some realism in my science fiction. Imagine a dude who can't forge tools stop, stare into the distance, and suddenly he just knows how to make a forge. Apparently our character is a genius who can invent everything. LbD and schematics makes the most sense to me. Yeah, I get how people abused the system, but that to me just says the crafting time was the problem. I still don't like that chance was taken out of the loot system so you are guaranteed to not find anything good early game. I don't see how 1 level 1 iron tool day one is a bad thing, but I get the desire for a more elongated progression through the stages of gameplay. I don't like those things, but I get them. As for something that's purely a pet peeve, it's that you cannot find flat ground outside of a town/city. I guess also how we went from unique city layout in A16 to the squares they are now. Just liked how each and every city was different, not just in the buildings but it the layout as well.
  9. I tend to use standard ammo first and then hollow points for general use. Since armor piercing rounds can wake sleeping zeds, I don't use them when scavenging or adventuring. I save the armor piercing rounds for horde nights. This works as demolishers and a few other zombie types have armor. Hell, doing extra damage to zeds on horde night is never a bad thing. This all depends on how much you care if zeds wake up or not. I hate searching tier 5 buildings like factories and listening for 20+ minutes to a zombie breaking things, especially if those things are lootables. I am the type of player that loots everything, can't leave anything behind, and WILL make multiple trips to keep absolutely everything.
  10. Wrong, it does work. You are arguing by changing the definition of "works". Yes, the system will run. Yes, the system will utilize SLI. Yes, it will perform better than a single slower card. It may or may not perform better than the better card alone as that entirely depends on the cards. There are definitely poorly made cards that would benefit from offloading some of that workload. It is extremely unlikely that it would work better than the one better card, but you cannot assume that without stating the cards. Is it worth it? Not at all, cost to performance isn't there. I will give you that. By most, and sometimes all, of the definitions of "works" it absolutely does work. Just because you don't see significant performance gains, does not mean something does not work. It just doesn't meet your needs. Those are two very different things.
  11. The OP asked if two video cards not configured in either SLI or Crossfire would help performance. This I would say would only be possible if there were other gpu intensive tasks going on while playing the game, such as rendering or playing other videos. Take my style for example. I get bored mining without music or a video, so I play videos on my second monitor. This isn't heavy on the cpu but it does add to what my gpu has to do. Considering neither monitor has freesync or g-sync, that is dependent on the gpu which kills the performance. Adding a second card to separate those tasks could help. Overall performance boost may not be worth the effort though, never tried it. Heard of it being done though. As to @Pichii's comment about SLI, that is incorrect. You can pair two different gpu's. Such as if you pair a 1080 with a 1060, both will run at the specs of the lesser card. You basically neuter the better card to gain SLI capability. In the end it does you little good.
  12. An option I'm taking advantage of is head-shot only zombie kills. There's a few mods on Nexusmods that do that. I've always thought that as long as you have a base, the horde really isn't a challenge. You make it headshots only and you realize just how easy vanilla was. The day 7 horde is always easy though.
  13. Just recently saw this. I think it happened because I shot the chicken when it was jumping. It messed up the animation, probably causing it getting stuck in the animation.
  14. The point of this thread was meant to be more about people's expectations. I only added the second question as an afterthought. It being inverted is irrelevant. The answer I'd expected was "yes" actually. If you expected anything else, you projected. This was not a leading question as you absolutely had to make an assumption to know what I'd expected. Way to take the fun out of a simple conversation.
  15. This is not something that seems accurate. I've only seen bears during the day on my current playthrough. The direwolves have come in day and night. Might just be that they spawned and didn't despawn before I ran into them, but that seems unlikely as some were in the afternoon. Did you look at the code? I haven't myself, so you could be right. I jsut know I've run into them during the day. I love this idea. It makes sense, covers the issue of balance, and scales the predators to your gamestage. Sadly how it is now predators are the easiest to get meat from as you don't have to have a high gamestage and you don't have to chase them, or get an insanely lucky hit with an arrow in the middle of a rabbit's/chicken's zig-zag pattern. Then again, I did punch a chicken to death today so maybe I was just doing it wrong this whole time.
  16. Usually do. Hard to avoid them when I discover they are there only after I've been bitten by them. I've also taken to climbing onto ledges that I'm safe on and peppering them with arrows. Takes a while but it works. For the most part I agree with all points made, but it's hard to pass on the meat when your only other chance for meat is a rabbit or chicken. Hogs don't show up that often. For some reason I've been seeing more wolves than boars. Haven't seen many deer at all, either. I don't know, just got the feeling that I've been expecting something unreasonable.
  17. I know that I tend to play differently than others but I got to wondering how many times people die in the beginning of a playthrough. There's the people who play one life, no respawn. There are those who play vanilla game on base settings. I don't play without respawn but I don't like dying. I like staying alive to be a challenge but that begs the question about certain aspects of the game. You have little chance of killing a bear with a blunderbuss. A pistol takes a long time to kill a bear. Dire wolves are difficult enough. I've had both of these in the first 2 days. I don't mind a challenge but the first few days gets a little absurd when you are presented with these kinds of predators on top of all the debuffs that you can incur. Recently watched a video of another player's start. They died 3 times. It didn't seem as though they took this in any way other than in stride. If I die, I continue the playthrough but I hate the effect on the gamestage. Not something I'm complaining about though. It just got me wondering if everyone expects to die early or if their deaths in game come as a surprise.
  18. No that was just in frustration. For some reason the game is instantly killing me when I touch spikes. The first time should only have been barbed wire as I was crossing over the barbed wire barrier in the Shotgun Messiah factory offices above the target range and labs. Should have done minimal damage. None of my mods should do that. I'll look them over again, but I'm at a total loss as to how a backpack mod or a loot mod that does nothing to blocks would make this happen. Edit: Oops. This is a case of misdirected frustration. It was a mod. Wanted a less infected type playthrough and downloaded a headshots only mod. Modder added block damage that made traps do insane damage....like 10k damage. I guess the Fun Pimps are less unfun now. Don't mind me while I wipe the egg off my face.
  19. I've gotten past the other issues with the alpha. This one might be my breaking point though. How can traps be insta-kill? That makes no sense. How does a scratch end up killing you instantly? I get that the spikes were absurd in that you could land on them, essentially impaling yourself, and take minimal damage. Why is it that the UnFun Pimps always take the drastic option of swinging from one extreme to the other? I barely touched barbed wire walking over the edge of it, dead. I jumped onto spike traps after several tests, all which killed me instantly. These two scenarios are not the same. They should not have the same outcome. And for those who'd say "just mod that", it seems to be hard coded. Thanks a lot for that. The damage_received property does nothing when you change it. Still dead, still instant. I agree the penalty for getting caught in traps needs to be severe but death and death penalty is like getting a ticket, jail time, house arrest, and then walking with a ball and chain all for jaywalking. I cleared a complete factory and then died on barbed wire. When barbed wire is deadlier than more than 100 zombies you know that balance has been lost. I think I'mma still play, but I am definitely going to be annoyed with this bs. My character is a pansy and there's nothing I can do about it.
  20. We all remember the calipers problem. The only reason I disagree as to it being stupid is the focus on the RNG rather than the low number of actual sources. RNG isn't a problem if you can get something from a bunch of sources, but when it's only available from one or two it becomes a problem. Calipers were only available from lumberjacks and Working Stiff boxes, not to mention the incredibly low probability they'd drop in the first place. You have to be able to hit up those sources enough to make it possible to efficiently find them in a given time. Treasure maps don't have high probabilities but they drop often enough due to being able to find them literally anywhere due to them being in the trash.
  21. Wow, assumptive much? Where did I say that nobody enjoyed the current game? Where did I say that the current game was unanimously disliked? Here's the answer, I never did. You seem to have a serious problem with putting words into other people's mouths. I get that you like it. I just don't...and here's something that's gonna shock you, I'm not the only one. The truth is that I don't give a rat's a** if you do or don't like it. You aren't the only person playing. I know that goes both ways too. You seem to think that since you like the current state of the game that the game is perfect and everyone who disagrees just needs to shut up. Something being a work in progress or incomplete is not a reason to keep quiet either. That's just a cop-out. And FFS you couldn't even understand that my comment about respawn rates was to demonstrate the absurdity of the current state. It never had anything to do with you. Way to twist that one.
  22. I'm gonna have to agree with you on that one. If you think a single level 1 iron/steel tool on day 1 is OP, you and I probably won't have a productive conversation. That and the fact that you seem to think that the proper way to fix said issue is to guarantee that looting is a complete waste of time. No way I'm gonna ever agree with that one. It feels like a swing from one extreme to the opposite extreme. How does that even make sense? Even on the basis that it may be setting up a better system, its current form is terrible. Even if you play the game the opposite way I do and set it on near daily respawn, all you're doing is giving yourself a bunch more stone items to scrap. Yay, more materials that take longer to gather than actually mining with stone tools. I love the game and want the best for it, but this isn't a fix and I see no reason to pretend it is.
  23. Not sure what game you played but NOBODY had level 6 steel tools and firearms on DAY 1 of this game. I never did. I never had more than a single steel tool that was level 1. Now, admittedly I only played on pc since A16, but still if your argument is for version prior to that it's been a moot point for years now. Your argument is as bunk as any out there.
  24. Like I'd said before, they had it right and also had better options. They just changed it to level caps. I'd thought that that issue had been understood when the devs took the level caps out of the skill tree. I get the argument that I'm not playing vanilla but why should I be ok with it when they had it right previously? It's also not like everyone plays the game the same way. There's people who play nomad. There's people who mine and avoid the horde. There's people who play run-all-the-time. There's people who play horde-every-night. There's people who turn off horde nights and mod it so there's more roaming zombies. One of the best things about this game is the variety of options in play style. Ideally I'd only come to the forums to tell the devs how much I like the game, pipe in on a few mod questions, and offer up thoughts about possibilities in the future (Pimp Dreams). Complaining is ugly. It only shows the negative and nobody likes negatives. I make my opinion known so they cannot say "I haven't heard the displeasure surrounding the new loot system, so it must be just fine with everyone."
  25. Exactly what I'm doing. That doesn't mean that I MUST keep my mouth shut about how I feel about the current alpha. "There's mods for that" isn't a reason to stifle criticism. Game can't be all things, but it can be what it already was but better. Hell, the idea that guns require gun specific parts in part kits to repair is an easy way to allow them to drop and to keep the player from moving away from low tier items too early was a much better option. My criticism of how they chose to accomplish their goal of extending the early game is not me wanting end game stuff instantly, but rather it's just me not wanting to be forced to chop down trees with a rock when scrap metal from a random car in the hand of a brain damaged monkey would take it down faster. They forced mind numbing stupidity on the player at the expense of chance or originality. This is the result of people @%$#ing about RNG. They took the easy way out. They removed level caps in the skill trees and put it in the loot.
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