Jump to content

Liesel Weppen

Members
  • Posts

    1,433
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Liesel Weppen

  1. Interesting. I always put 1-2 points in Healing Factor, but never noticed raised food drain. However i noticed food drain, even when standing still, also with full health, so no HF "active". Because i wondered, i looked up the xml, and HF is pretty simple. <perk name="perkHealingFactor" parent="skillFortitudeRecovery" name_key="perkHealingFactorName" desc_key="perkHealingFactorDesc" icon="ui_game_symbol_healing_factor"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements> <effect_group> <!-- crit hit effects heal rate is assigned in buffStatusCheck02 --> <!-- You cannot regen without food or water --> <requirement name="NotHasBuff" buff="buffStatusHungry03"/> <requirement name="NotHasBuff" buff="buffStatusThirsty03"/> <passive_effect name="HealthChangeOT" operation="base_add" level="1,2,3,4,5" value=".011,.022,.05,.1,.16"/> <!--<requirement name="NotHasBuff" buff="buffStatusHungry02"/> <requirement name="NotHasBuff" buff="buffStatusThirsty02"/> <requirement name="StatComparePercCurrentToModMax" stat="Health" operation="GTE" value="0.97"/> <passive_effect name="HealthMaxModifierOT" operation="base_set" level="3,4,5" value=".025,.0333,.05"/>--> <effect_description level="1" desc_key="perkHealingFactorRank1Desc" long_desc_key="perkHealingFactorRank1LongDesc"/> <effect_description level="2" desc_key="perkHealingFactorRank2Desc" long_desc_key="perkHealingFactorRank2LongDesc"/> <effect_description level="3" desc_key="perkHealingFactorRank3Desc" long_desc_key="perkHealingFactorRank3LongDesc"/> <effect_description level="4" desc_key="perkHealingFactorRank4Desc" long_desc_key="perkHealingFactorRank4LongDesc"/> <effect_description level="5" desc_key="perkHealingFactorRank5Desc" long_desc_key="perkHealingFactorRank5LongDesc"/> </effect_group> </perk> As you can see, it only increases health and NOTHING else. From the xml i also can't see that it reduces healing time of injuries. And it does not deplete food or stamina (which then would cause food usage). If i got it right, healing stops if buffStatusHungry03 (also with water) becomes active. And if i got those stati right, that is already almost starving to death (food at <=4%). That means healing stops under this condition, but it still does not use up food if it is active.
  2. That's right, you are not locked into a class. I didn't say that either. But there are 5 classes predefined by the skill tree, even if they disguise as attributes.
  3. Yep, but as you say, you can pick 4th grade twice with the same cost as one time 5th grade, you have picked 2 out of 5.... classes. With many points spent on attributes that massively buff specific weapons, you probably don't even want to use. But if you then tend to use those weapons, just because you have put point in there... we can call it classes. The current tree design, forces you into those classes, you can pick 2 of them but then not max out both, you can even pick a third one and upgrade them all three less and differently. But the tree tells you the way.
  4. I have to disagree on the "pre-defined" classes. Sure you don't choose a class from the start, but how the perks are layed out at the moment, your 5 predefined classes are strength, fortitude, agility, perception and intelligence. Imho that's not about min-maxing or speedrunning, but using perks from different attributes is VERY expensive. Another good point in the difficulty progression. As i often read, the game is to difficult, then it turns out people are powerleveling from the start. That raises the gamestage quickly and so the difficulty. At one point the bloodmoon kicks in with radiateds and probably even demolishers on day 21 because people have a gamestage of 150, but haven't build a suitable defense base yet or even no good equipment, to less amunition or whatever. Imho in the vanilla game it's still relatively easy, but try doing that in some mods like Darkness Falls.
  5. Imho the current lootstages are to strict, however i think it is still better than complete randomnes. Best way imho is a risk-vs-reward system. In theory you should be able to find a M60 on day one. If you are brave enough to go into a shotgun messiah factory on day one. And ofc the difficulty in the factory has to be high on day one also. But that requires lootdrops to be bound to POIs instead of just what type of lootcrate. You should not be able to find a M60 from a shotgun messiah crate in a lonely garage where not even a single zombie spawns. But you should be able to find a M60 in the same kind of shotgun messiah crate if you made your way through the factory. The second thing is, that requires also difficulty to be bound to POIs instead of just the players gamestage. There should spawn cops and radiateds in a factory, even on day one, when the player is still just gamestage 1. And if i understood it correctly, this is about to come true with A20.
  6. To get the server listed in the ingame server browser you need to have it configured correctly and also set neccessary portforwardings if you are behind a router. Here is a detailed description: https://developer.valvesoftware.com/wiki/7_Days_to_Die_Dedicated_Server For further "debugging", post the FULL logfile, your server config and tell what ports you have forwarded.
  7. I once read somewhere that it is possible to use a 2nd graphicscard (non-sli) as accelerator. But the software has to support this, and it doesn't really scale, because it just can offload certain kinds of workload to the second gpu. Iirc in that case i read about only PhysX calculations where handed to the second gpu. Even if 7d2d (or unity out of the box) would be able to use the second GPU for something in that way, i'd still not expect a reasonable performance increase.
  8. Nope. Besides it only works in multiplayer, it does not block time, especially as i already described, because it is multiplayer and blocking time in a multiplayer game always is a bad idea.
  9. Isn't there a (tutorial?) popup once you start a new game that blocks time in single player? In multiplayer however blocking time is always a problem, that's why it is not done. Even if you start solo. However you can use the dedicated server to generate a world. Since no player joins, time will not start ticking. After the world is generated, you can also start it from the game itself (if placed in correct folder) without using the dedicated server anymore.
  10. SI doesn't necessarily rely on one specific block. It's just the case that SI is not recalculated on every "static" building every frame. It may even have invalid SI, it just doesn't collapse yet, because SI is not recalculated. But removing (or even adding) any block causes SI to recalculate and then it probably turns out that the structure is not supported. Also common problem with custom POIs if the designer built it without SI active and then didn't reenable SI before publishing his POI.
  11. Hmm, i'm not sure if i'd say it that way. That's where i'd use "Schuß". However it is technically correct, because there is only one bullet in your revolver.... practically doesn't matter if the cartridge is still attached to the bullet. But if you ask someone to give you a bullet, it makes no sense if he hands you just a bullet. You need the whole cartridge including the bullet.
  12. Interesting, i never thought about this, even if i know the difference. In english imho it's often called "bullet" if not in general named "ammunition". Thinking about it, in german i never name it bullet (Geschoss) nor cartridge (Patrone)... so in my mother language i'd never say literally translated "i'm out of bullets".... i always say "i'm out of ammunition" (and i'd also never say "i'm out of cartridges"). However, in english "i'm out of bullets" sounds acceptable for me... Is this commonly mixed up this way in english? In german if talking about amount of ammunition we also say "Schuß"... don't know if there is a specific translation but in general "Ich habe 20 Schuß" means "i can shot my weapon 20 times". That is independent of a weapon using cartridges or bullets (like the blunderbuss). Probably that is "rounds"? I have 20 rounds left?
  13. Nope, it can't be picked up also with a LCB nearby.
  14. Doesn't need to be real sleep. Some mods do implement e.g. stamina regen and/or healing while standing on a (your?) bedroll. Imho there could be a real additional use, especially for real beds. I guess it's not necessarily player-crafted, but player places, and since you can not pick up whole beds, not even your own one, it confuses players. Not being able to pick them (at least your own one) up is especially anoying if you use multiple bases and want to switch your spawn point between them. At least an interaction to "activate" a specific bed would be very usefull. Currently you always need to dismantle a bed, craft a new one, place it again.
  15. With the mechanic of blood moons every X days, it makes absolutely no sense to keep server time running while nobody is online, because then people would just log off before bloodmoon and log back in once it is over, and so skip the main mechanic of the whole game. Probably you are playing without bloodmoons and so for your usecase not stoping time would be preferred, but that is not what the game was intended to. I somehow understand your request, but on the other hand it's something like asking for "why is using a wrench with nails so bad"... Because both don't fit together. If you prefer using nails, a wrench is simply the wrong tool. Just like a hammer is the wrong tool for screws.
  16. Pretty sure not. The connection speed between clients and server should be at least at 3G-speed. If playing in LAN, THIS connection part is way faster than 3G. Not tested in a real environment anyway: The server in opposite only verifies the logindata of players via internet. That's very few traffic volume and not time critical (at least not in matter of ping times, of course the requests will timeout at some time). Basically from what i saw from all my traffic, this should work with minimal internet connectivity (like GPRS) and should even work if the clients have no internet access, but only the server. So if you e.g. put up a LAN with 4 clients + server on a boat and (only) the server hast internetconnection, e.g. by using his built in cellular device, you should be able to play multilpayer.
  17. No, it does not work without internet. However, the only internet traffic that is required is the server authenticating the steam ids on player connections. The actual game runs completely in the LAN.
  18. I still often got said: "You are almost 40 years old. Why are you still playing video games? Those are for kids!" 🤣
  19. Perhaps better just copy the text into your opening post.
  20. Huh? Why? Was this announced? Nice one. Is it some kind of open source? What framework is it made with? I'd appreciate a download source where no login is required. Not everybody wants to use discord.
  21. Then let it run. It does generate, but under heavy system load so that the UI may not respond anymore for some time. You should also see in the taskmanager that it is still doing things. And depending on your system this can take indeed a while. 1-2 hours are not rare, also depending on map size. Or simply use Nitrogen.
  22. "From the game" means from the steam installation directory? Well, but the worlds are in your user folder C:\Users\<username>... something. Imho that's why SylenThunder mentioned the cleanup tools from the launcher .
  23. Just a guess: 180fps might be a limit of the unity engine? Many engines have limits somewhere around 200-250fps. And are you playing from HDDs? A Ryzen 3950X with a 3090 and still HDDs?
  24. 10% CPU utilization on a 16c/32t system may still be up to 3 cores at 100%. Probably packed your game full with mods? Perhaps it helps if you provide your logfile.
  25. Sorry for me, not being sorry for people with absolutely no self control and intentionally destroying their own game experience. If i'd be mod in this forum i'd instantly ban everybody that complains about cheating possibilites because that makes the game boring. Because that's harming yourself. I suggest you to play in creative mode anyway, since you obviously are not interested in elaborating your own progress and take any shortcut however possible. And even if the game itself wouldn't provide such possibilites, there would be mods or 3rd-party-cheats to make that possible and you would use them also. Open world games seem not to be the right type of game for you. Search for games that fit your needs instead.
×
×
  • Create New...