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Everything posted by Stranded_Napkin

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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."
  8. 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.
  9. I've gotta go with a resounding no. It's more or less the only issue I have with A19. I don't like that there is absolutely zero chance that you can find anything other than stone level items until you've killed x amount of zombies and done y amount of quests to earn z gamestage. Quests have never been my thing. I play without loot respawn as well. This makes it so my style is impossible to maintain. All they had to do was significantly reduce the probability of good loot spawning. There should still be a slight chance of getting something better than stone. The excitement in looting is the possibility and the anticipation. It doesn't have to actually happen, but without even a slight possibility of getting something better it takes all the fun out of it. I find TFP's choice of acceptable exploits to be a bit absurd as well. Spam crafting is unacceptable but lighting 20 campfires to draw in screamers is totally ok. This loot system forces screamer exploits. Not too difficult if you ever find a motorized tool. The things are insane with the heatmap when mining metals. Since killing zombies is the best way to get xp it's an inevitability. There's plenty I don't know about A19 but I've found it to be like A17, a prelude to a better following alpha. I have hopes that this will be improved for A20.
  10. I don't believe that there was a schematic for the forge, but there definitely was for the bellows. The bellows was needed for the forge.
  11. No, actually it's not. Loot progression was just fine before this looney setup. It used to be that when low level your odds of finding something good was slim. You would find trash items first. Then you might find something level 1 iron. That made sense. Lots and lots of garbage slowly becoming something desirable yet low level. You don't have to have progression locked into a narrow definition. Also, the immersion level is perspective based. Just because you find absolutely nothing to relate to and connect with means nothing to the rest of us and our experience.
  12. I freaking hate this argument. This argument has zero logical reasoning behind it. In what apocalypse would it make sense that a world that has maybe 5 or six survivors in it, somehow has a store clerk restocking absolutely every lootbox in existence? That's not a survival element. If a store had been picked clean by day 1, there wouldn't be anything good on day 50. Immersion suggests you don't find a disconnect between the in-game logic and real world logic. This line varies between players. I have trouble imagining that there's any immersion to be had in looking at a gamestage number to determine if you should loot a gun store or not. Nobody wants an easy win. They just want looting to matter. The Fun Pimps aren't fostering new ideas in gameplay. They are forcing a more linear form of gameplay into an open world game. Every game prior to this was different based on loot. I rarely use shotguns but there were playthroughs built around them due to early game looting. That doesn't mean I found them on day 1, just that I found them before day 7. People used to have drop bases. Now nobody does. Nobody looted, so they changed progression to incentivize looting....that was a few alphas ago. Then this happens and they killed looting.
  13. This game acts weird. I game on a 47" tv, not a high fps gaming monitor. Until now I was using NVidia's vertical sync to prevent screen tearing. The game kept dropping into the 30s and occasionally the high 20s when under full load. I set the horde night at 64 zombies. Then I turned off the vertical sync and set the maximum framerate at 55 fps. This does a decent job of stopping screen tearing. Oddly though my framerate doesn't drop anywhere near as much as with the vertical sync. No other game did this. On the game itself, my issues with A19 are less with graphics than they are with the new system in-game. I like the variance in the trees. It does help with looks...a little. Until this alpha I didn't see the comparison between 7D2D and Borderlands like some others did. A little in the metal doors, but now I see it more. The grass has that look. The loot system is my biggest gripe. That was the last straw for me. In some ways I do think that the new graphics aid in the overall look of the game. If you look up, it tends to look good. If you look at the ground, no. Basically, if you are a perpetual tourist you'll love the look of the game.
  14. Buying sh*t from the trader is a different system in the game. You aren't looting when buying from the trader. Who cares what you bought from the trader? This discussion is about searching the world a finding useless stuff. I like the excitement of searching for loot. It was the element of expectant surprise that kept me looting. Their new system killed that. The trader helps blunt this disappointment but it doesn't make it entirely better. I modded paintings, posters, and some cosmetic type blocks to be picked up and have value. Even with that it can be a grind to get enough to buy those nice tools and weapons. If it did hit beta, this also seems close to their final iteration. If anything has convinced me why pc is and always will be better than console is this. Mods aren't a small perk, they are an absolute must.
  15. What code are you using? I haven't attempted this one, but typically when adding ammo types you'd use a comma and the new item name. <property name="LockPickItem" value="resourceLockPick, newLockPick"/> Something like this. I don't know that that will work. If adding it like that doesn't, it would mean that it's likely hard coded to only give the single option.
  16. Happened after the last update. Keep thinking my bow doesn't have an arrow and hitting r to reload.
  17. 1. I loot certain buildings as I've modded the paintings, posters, and tvs to be picked up. Just makes sense to me. 2. I now use the blunderbuss until I find a pistol since the world spawns way too many predators. Killed 4 bears, a dire wolf, and 3 mountain lions on day 22. Not by day 22, on day 22. Thank the lord I'd found a pistol by then. 3. I don't open named crates, safes, or hardened chests until my gamestage gets higher. Waste of loot as I like to play without loot respawn as an unseen store clerk restocking crates as though his job at walmart still exists is moronic to me. Also was a way to incentivize searching the entire map instead of systematically visiting different towns over and over. 4. I play far less than I did before. I used to play 3 or 4 hours at a time. Now I play maybe 1. I'm just not as interested. Looting is a waste of time as we know what we will find based on our gamestage. Kinda takes the excitement out of it. Killing zombies is fun, but it's treated as nothing more than a leveling tool that opens everything else up. 5. And so as to not be a complete downer, I'll end on a high note. I actually will be using shotguns now. I like that new drum fed shotgun. Fires a little slow but is a nice weapon. Didn't like the sawed off and was mildly interested in the regular shotgun. Mostly just used shells for the turrets. Now I likely will use that new one for horde nights. Gotta give the Fun Pimps props on that one.
  18. You did catch the part where I said "in Adventurer" right? I didn't say Nomad was still default. Nobody said Nomad was still default.
  19. Yes, they kinda are tutorial items. How does it make sense then that you are still stuck with them until day 7? It's one thing to limit gun use early game by limiting ammo. It's another to absolutely stop them from dropping. Tools don't have that kind of mechanic, but if we are to consider stone tools as tutorial items, why should they stick around far longer than any other game keeps their tutorial items?
  20. Dude, I'm on day 7 and have only now found a level 1 iron pick. F*** off with your "games don't have to be real" bullsh**. There's realistic, not that realistic, and then there's bullsh*t unrealistic. This game goes out of its way to ensure you don't get anything good. Nothing but blunderbusses in any safe? I'm an actual gun owner and the only thing a blunderbuss is good for is being used as a paperweight. They are even less useful in game. I've seriously only got 1 kill with the thing and it's only because I got the head crit. Games don't have to be realistic, but they do have to be fun. The grind is being forced so damn much it's getting difficult to find the fun in it. Food is almost as useless as it was in A17 early experimental as you eat more in game than the 800 lbs man did in real life just to survive the day without fatigue and a random concussion. Then if you increase the difficulty to Nomad or beyond, they scale it for guns and don't give you any. In my first 7 days in Adventurer I've been mauled by a dire wolf, 2 wolves, and a freaking bear. Yeah, to some degree that is "realistic" but even you have to agree that that isn't fun. People don't expect to be fully "kitted out" on day 1, but they do expect to have something before day 7.
  21. Previously I would beeline to the nearest town and loot every car. That still gives ok loot but that feels stunted in this alpha. It used to eventually give you an iron or steel axe or pick. Sometimes both, usually just one though. Now you're lucky to get anything better than a blunderbuss in the first week. In the end I looted those, hit up one of the red firehouses for the gun safes, and then continued hitting up the largest caches I could find. Aldo's Cabinet is one. I hit up a Crack a Book for the schematics and recipes. They still sell for a decent amount. With the trader, I feel the first thing anybody should buy is a weapon better than a blunderbuss. I've been hit by a dire wolf day 2, a wolf day 4, and a freaking bear day 5. The dire wolf killed me, breaking my game due to the changes with the backpack. I have a bigger backpack mod. In A18 all you needed was an xml edit. The Fun Pimps appear to have changed the size of their arraylist for the backpack so if you have more than 45 things in your backpack, broken game. The wolf nearly killed me as well as the bear. Thank the lord I was able to get a level 4 pistol and a full auto mod. Survived that encounter with single digit health.
  22. So I have a lot of issues with the game. I am a zombie freak that likes a game that feels like z's in reality. The progression system was perfect back in A15 with LBD. I am willing to mod in specific calibers...the redneck M4 should not use 7.62mm rounds...maybe 300 AAC. The unbalanced demolisher is absurd. I also hate the knee smashing form of digging...or the digging period. It's not so much that they dig, but that the digging entirely makes bunkers a waste of time as the zombies are way too efficient at it. That stuff being less than ideal, I can live with though. I've been having another issue though. I am on day 6 or 7 of my current playthrough and loot is dragging. I've bumped the loot up to level 3 in the skill tree and am still getting base stuff. I just got my first level 1 iron pick after looting 100+ vehicles, hitting 2 traders twice, and opening ~20 working stiff boxes. I've only seen 1 level 1 axe as well. I do not like to mine ore with a stone axe as it is less efficient than literally everything else in the game. It just feels like the loot is stunted. I have found a level 6 wooden club and a level 4 robot sledge, but I can't tell if that is because they are lower tier devices or if I'm just nuts. Every playthrough I've gone through before, I have found at least level 2 sledge hammers, or level 3 wrenches, or even a gun by day 6. Everything beyond stone has dropped ONLY level 1. Either my luck has gone sour or something has been done to slow down the pace of loot progression. Only firearm to drop from loot has been an overabundance of blunderbusses. I do appreciate the attempt at making them less irrelevant, but when every safe has a blunderbuss and no other firearms things are a bit off. Hell, I've only found one set of loot goggles and they were a pitiful +3. Just saying that loot feels a bit off.
  23. I had a plan for a base and I'd added the Mall POI into a generated map, so I've still been playing on A18. I've just started having an issue though. I have a bunch of modlets running but they've never caused the issue before so I believe that the issue is something else. I am running the bigger backpack mod, vehicle storage mod, increased stack sizes, Harry's M4 mod, increased zombie loot mod, and a vehicle mod that varies up the spawned vics. Like I said though, never had an issue before even with the mods. My base is massive so I'm thinking it's that and all the mining I'm doing. Anyways, the issue is that blocks go invisible when I'm staring at them and too close to them. If I move about 10m away or turn 90 degrees to them, they reappear. My forges have just started doing this. I started thinking it might be the mine when the area on the surface showed just how massive an area I'd mined, roughtly half the size of a small town. For the most part I've gotten what I wanted to out of this playthrough, but this issue's been bugging me so I thought I'd ask about it. Edit: Specifically the main blocks that do this are my signs. I barely cared at all with the signs but the forges worry me.
  24. Zombies being able to dig isn't bad in and of itself. It does kind of make sense. The problem is the way they do it. The zombies dig by smashing their knees into the dirt. That's got to be the goofiest way of "digging" that I've ever heard of. Then, absolutely every zombie digs. It's not just a single zombie type. On top of that, they all pile onto a single block. The devs decided to also put in a bonus that increases block damage when zombies attack the same block. In the end they dig through concrete faster than you can say "Oh @%$*#!, this was a mistake?" They built the zombies to absolutely destroy bunkers. I love bunkers. I've found a way to still kind of have those, but they're not true bunkers.
  25. It's entirely random for me. Until my current playthrough I'd never spec'ed into the skill. Just didn't see the need. I'd collect more than I'd ever use, and it rarely took more than 3 to actually open a safe. Then in my current playthrough I went through 21 lockpicks on a single safe. That drove me nuts especially since that was all of the lockpicks I'd had at the time. Not sure why that safe was so stubborn but it did open when I beat it senseless with my stone axe...love how that works. Sometimes I feel like the caveman mindset really works for this game.
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