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FranticDan

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Posts posted by FranticDan

  1. On 10/18/2023 at 7:44 PM, FranticDan said:

    Yeah, I didn't think so... case and point?
    You can't even use 'the teeny tip top of his head was visible' argument for this one.

    I'd also like to add, this is very likely the reason why rockets sometimes go through blocks (most noticeably terrain) and even entities though rarely, (especially arrows/bolts) as they probably share the same/similar properties as cop spit?
    A couple of months ago, during one of my horde nights, a total of SIX (6) rockets didn't detonate when I fired down at a group of zombies at an approx 45 degree angle.


    Ultimately what I'm saying is, please fix the hitboxes and hit detection for projectiles, don't be modern day Doom I and Doom II

    I think I'd prefer projectiles having a 100% chance to penetrate blocks, rather than the rare 1% chance. At least then I'll know I won't have the false security of being safe hiding behind a block to avoid being hit.

  2. 5 hours ago, warmer said:

    A T-shirt scraps to 40ish cloth. The amount of cotton is actually consistent with reality. Takes about 100 cotton plants to make a T-shirt at 2grams of cotton per plant. 100 cloth/2 is 50 scrapping usually gives you around 50% of resource. Seems dialed in already.

    where did you get 50% from?
    scrapping loses 25% rounded down

  3. My only two complaints about the change is the stack size didn't increase to at least 1000, you know, to compensate.
    Now the 250 stack size is equivalent to 50 for the old costs.

    And secondly, TFP failed in math class or something as their calculations are different to the real world math, example, is takes 60 cloth to make a padded armour piece, scrapping loses 25% resources. 60 minus 25% = 38. Or, bandages cost 10 cloth to make, a stack of 4 (40 cloth) scrap down to 3 cloth

  4. 18 hours ago, RESiDENT said:

    Hello, a great idea for fashion!
    But I think it is not passable, there are too many random things (safes, lockers, their number is random) the lack of the possibility of farming on a bloody night, the constant fear that zombies will demolish the 1st floor and the building will collapse. It does not work to repair the building, you need a very large level for this. I suggest adding traps and Molotov cocktails to the boxes or some loot, adding boxes with beds or putting somewhere higher beds for the base (VERY LITTLE LAND for creating beds and growing food) Add a box at least 1 with frames to fix the 1st floor.
    1) leave it as it is and add boxes
    2) change so that not only the boxes are updated, but the entire floor is updated (including all the decorations)
    3) add 3 more to the new building (square) 1 building is connected by 2 cranes from different sides the following buildings are connected by a bridge on the 1st floor (so that each time it was necessary to walk the whole building entirely) and you have a choice to appear after passing 1 building, you had a choice which building to go to. And turn off the recovery of production

    Wait! Hold up!
    You mean to tell me, when I played on Insane/nightmare/feralsense on the wasteland map, and I was only about 13 forge ahead books away from unlocking the crucible to craft steel on day 16, and had already unlocked the gyrocopter recipe, before I unfortunately died in combat (I wasn't hungry and thirsty).
    I was doing the impossible?

    I can assure you this challenge is extremely possible, as is!

  5. 1 hour ago, Fisher said:

    Hey.  I'm not sure if you've configured the mod for your resolution or full screen, but I play windowed and this is what the startup screen looks like:

     

    Also, I enjoyed it for a couple of hours, but now I can't go more than 2 minutes without another 5 or 6 crimson heads spawning and chasing me down.  Is that intended?  It seems a bit tedious.  Ammo is long gone, so survival isn't really possible at this point.

    startup.jpg

    Very strange, you might have to change the UI/margin settings to be smaller for the menu options to squeeze inside

    As for crimsons, strategy is required to limit the amount that spawn. If you play like normal 7 days, you're gonna have a bad time.
    1) Crimsons can't exist if you don't kill zombies. 
    2) Shotgun is your best friend (shoot the legs) However, due to vanilla code, for some reason, slugs are only good on legs when the target is at full health. Shells are good to use regardless of their remaining health.
    3) Don't leave doors open, you're just asking to be killed if you do.
    4) If you have to log out of the game, make sure you're in an open area and ready for a fight when you log back in. (Assuming there are crimsons yet to spawn)

    I've made it possible for the mod to be beaten knife only for those that wish to do so, even on the hardest difficulty and fastest speed.

  6. Ok Class, lets go some math!

    In the older alpha's, a deer would give you 5 meat, and each meat recipe required 1 meat. You'd get 5 cooked meals.

    Then TFP used 'granular' for meat (and gas), now a deer gives you 25 meat, each meat recipe costs 5. You have 5 cooked meals!

    You can now reduce the cost of recipes by perking into master chef. With the old system, this would be impossible, you can't use 0.8 of 1 meat, but you can use 4 meat instead of 5


    Class dismissed!

  7. 2 hours ago, Crater Creator said:

    When you have something like an axe or sledgehammer, that swings across your body in an arc, that’s where it’s very frustrating to have to line up the crosshairs to get a hit. I do think aiming via crosshairs makes sense for weapons that are aimed straight out from your body/eyes. That would include firearms, bows, and spears with which you throw or jab.

     

    I can’t really speak to the difference in A21, because I couldn’t get into using spears before A21. I’m thankful for the redesign, and now I’m using a spear as my main melee weapon. If a spear’s main advantage is superior range, that makes it a very appealing option for me. And I don’t find it more cumbersome to aim that other melee weapons.

    In a perfect world, it would be cool if we had the same hit detection that zombies do. A crosshair that takes up the entire screen AND the ability to hit through doors and thin walls ;) oh and being able to take off their head by shooting them in the legs (I'm looking at you crit system)

    But serious though, yeah it would be nice if all melee weapons had better hit detection based on their swing, Fallout 4 does this very well and feels natural.

    If you go back to A20 just to test it, you'll see a clear difference with the spear. Was it too forgiving, kinda, but now its super narrow and I swear some of my hits go right through, even at point blank. I find it MUCH easier to hit using knives than the spear, despite both being a stab animation.

  8. 9 hours ago, Riamus said:

    It is different from A20, but it is very easy to use.  And it is very powerful in A21 compared to A20.  I can run a tier 6 infestation with just a spear except in certain high volume areas like the loot rooms, so I think it is good as it is.  I even got most of the way through the big prison on tier 6 infestation with just the spear.  Of course, that was a default settings game.  I wouldn't try that on a max difficulty game. I don't think there is anything wrong with having to aim a bit more carefully.  It was too easy to hit in A20, imo.

    I definitely agree that it's powerful, I rarely use guns regardless of melee weapon, I play max settings, and save them for panic situations. It hurts a lot when missing with the spear. I've also noticed the range with normal attacks is shorter than power attacks.
    I just feel the hit detection is slightly too small, I feel like its the very middle of the crosshair and not the entire crosshair. I play on 1080 with 100% UI margin/size

  9. I've been giving spears a fair go in A21, since they now have a power attack. But I've noticed a HUGE difference in hit detection when compared to A20. It feels like like A17's hit detection where your crosshair has to be directly on the zombie or you will completely miss.

    In A20, spears were a lot more wieldy than they are now in A21 and had a much bigger hit detection.

    I wonder if this is a bug or TFP's way of balancing out spears?

  10. 9 hours ago, Riamus said:

    Regarding #3, I think this should be more circumstance based than tier based.  If you fall from 30m, you should be getting a broken arm or leg (at the least) instead of a sprain or sore arm/leg.  And even for normal attacks from certain stronger enemies or perhaps even if attacked from behind, I can see jumping to the top tier injuries.  But I do agree that profession for injuries in some cases makes more sense.

    My idea of progressive criticals is through physical hits by enemies, other criticals caused by the player like falling is not what I had in mind here. I fully agree that criticals from falling, or drinking dirty water etc are to remain the way it is now.

    In regards to stronger zombies, I will say at the very least, we should NEVER EVER get a critical hit when above 90% health, even more so when at full health.
    I've lost count the amount of times I've gotten a critical from the very first hit in a new playthrough, and it's purely rage inducing!

    Many many times I've gotta a broken arm/leg instantly from a hit, and the text above my toolbelt saying I have a SPRAIN, like the game has clearly bypassed the sprain, given me a break and says I got a sprain first before then saying I have a break right after.

  11. 10 minutes ago, Sophresh said:

    hi I'm loving the mod so far,, but I've done like five runs and I'm still not able to work out how to do the puzzles in the painting room and the armour room?? I keep dying trying to work out how to do the puzzles 😭

    Sounds like you're playing on A21.1
    You need to use the experimental A21.2 for the switches to work

    EDIT: After updating, you'll need to start a fresh game, switches still won't work if a game was started in A21.1

  12. I figured out how to disable the darkening (indoors) and lightening effects (outdoors)

    using xpath

    worldglobal xml

     

    <configs>

    <set xpath="/worldglobal/environment//property[@name='ambientInsideSpeed']/@value">0</set>
    <set xpath="/worldglobal/environment//property[@name='ambientInsideThreshold']/@value">0</set>
    <set xpath="/worldglobal/environment//property[@name='ambientInsideEquatorScale']/@value">1, 1</set>

    </configs>

     

  13. 11 hours ago, Vaeliorin said:

    Yep, there's maybe 6 POIs in the entire game with lootable dew collectors and they have something like a .25% chance to drop a filter.  Basically, it's nigh impossible to get them without the trader (or a mod that lets you craft them.)

    yeah, 5% of a 5% chance. I remember a QA tester of a Dev responding to me and said yeah filters can be found in loot, I was expecting to be able to find them rarely in working stiff shipping crates and T4/T5 loot chests. But no, they essentially, for all intends and purposes, don't exist in loot at all.
    I'm one of those players that prefers removing traders from spawning, and yeah it's possible to survive on looting murky water. But knowing that I'll never be able to make a dew collector without cheating is a bit of a downer.

    On the plus side though, Once you read 26 cooking magazines, you unlock yucca smoothie, so unlimited hydration and all water found can then be used for glue instead of drinking.

  14. 1 hour ago, RipClaw said:

    To be fair, the zombies are at a disadvantage. They are AI-controlled puppets and have to face humans with fully functional brains. 😁

    I dunno, zombies have the ability to hit us through fully intact doors and thin walls, particularly with their hugging animation. They can also instantly get into their crawler animation within a single frame which gives them more reach and make us miss them entirely.

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