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FranticDan

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Everything posted by FranticDan

  1. I'd like to see this one justified... https://clips.twitch.tv/StormyIgnorantMeatloafTriHard-mraOSO_0P0drMj2k
  2. Longer days = longer time for water to generate in the dew collector
  3. 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.
  4. That's super unfair and cheaty of the game though. Why can cops hit things through blocks, and yet our explosives can't? Consistency, please and thank you.
  5. Here's my ideas for what I feel would be an improvement to the critical injury system. 1) Being at full health gives you 100% critical immunity: It is infuriating to get a stun, broken leg etc on the very first hit when at full health. 2) Make critical locations logical: Can someone explain to me why my character was born with their brain in their leg? Getting stunned/concussed by a crawler makes zero sense! How did that vulture give me a broken leg by pecking at my face? 3) Critical stages / Progressive injuries: Getting a break, concussion, laceration without the lessor injuries is unforgiving. I'd like to see a progressive critical system. Examples: Sore leg/arm > Sprained leg/arm > Broken leg/arm Bruise > Abrasion > Bleeding > Deep laceration > Bleeding 2 Sore head > Stun (Sore head stage 2)> Concussion Winded > Fatigue First stage criticals are just warnings, they don't have any negative affects (including zero chance of giving infection) and allow for stage 2 to trigger if another trigger occurs for that critical type while stage 1 debuff is active. 4) Max health loss to make more sense. Also, to be % based, instead of whole number based: First point: in the early game, a critical injury cuts off max health by a LOT, having 3 criticals is minus 75 max health, leaving only 25. Having max health loss be % based instead will help reduce the large loss in the early game, but will also make them just as hurtful when max health is 200. Second point: It makes no logical sense that a sprained arm/leg and broken arm/leg lowers max health by the same amount. Lessor criticals should be halved. Example: sprained arm/leg lowers max health by 8% and breaks by 16%.
  6. It's a real shame. I was playing a mod that greatly increases wild and roaming counts. I was fighting them in the open and my molotov exploded in my hand, killing me (no water)
  7. Ah yeah, molotovs. If there are too many entities active in the world, they will instant explode in your hand. Molotovs are an entity and the game don't like it when you add another entity into the world.
  8. The hitboxes in 7 Days, although they get improved every alpha and point alpha. They still need polishing. IMO, the cop spit should have at the very least hit the side of the block I was standing on, since he was mostly directly under me. (roughly 0.5 metres apart). I intentionally positioned myself under him to avoid getting hit. My biggest frustration for hitboxes in A21, and I get that it's brand new and a great addition to the game, is the holes of doors. The amount of times my crosshair is completely within the hole of the door, yet the game still says I hit the door anyway. A lot of the time you have to get pixel perfect to hit the zombie on the other side.
  9. Absolutely I was! There was a solid block between the cop and me. Therefore, I (should) be protected from projectiles from below. I was expecting the puke to be stopped by the SOLID CUBE block which has 10000 max HP. The cop was directly below me, and this protection worked many many MANY times before. The block was never destroyed by the puke either, so it had no reason to go through it. Slowing down the video to 25%, you can clearly see the puke go through before hitting me. Several? I only see one...
  10. 7 Days to Die has some tolerable bugs, and some not so tolerable bugs (I'm looking at you, pixel tight door hole hitboxes) But this one is unforgiveable https://clips.twitch.tv/AstuteCloudyLouseTF2John-wt1OFtaLGKEoeMa6
  11. The rebalance TFP made for A21, regarding the mod slots and damage. The shells have 10 projectiles while slugs are only 1, therefore, shells benefits 10x more dmg with the Pump and Auto shotguns. Pump has +5 dmg bonus so shells get 50 and slugs get 5. Auto has a +10 dmg bonus, so shells get 100 extra base dmg while slugs only get 10. The Pipe has a -2 dmg debuff, so shells are super weak, losing 20 dmg, while slugs only lose 2 dmg, therefore, slugs absolutely WRECK with a Pipe shotgun when compared to shells. You can see the results clear as day with a Q6 Pipe/Auto comparison when you look at the stats for each ammo type EDIT: The slugs are so weak in to Auto, that shells do more dmg to soldiers that have 50% dmg mitigation
  12. Slugs are only good in the pipe/double shotgun Use slugs in to Auto if you want to add to the difficulty by doing approx 40% less dmg
  13. health is already randomised there are 3 different lines for zombies, animals and zombie animals in the entityclasses xml <passive_effect name="HealthMax" operation="perc_add" value="-.15,.15"/>
  14. I wish we could dismantle ammo into their base resources so we can convert them into other ammo (for a 20% loss to not exploit the bundle crafting)
  15. Some perks only have 3 and 4 levels, for example lockpicking and master chef have 3 levels, so max drop chance for those is 25%
  16. That happens when custom blocks are missing, which means the game isn't reading the blocks xml. Or a foreign mod is conflicting. Did you do a fresh install? 1) copy vanilla files (A21.2) and rename folder to identify it 2) delete Mods folder in the copy AND AppData (so there's no foreign mods) 3) paste Spencer mods folder into the main directory of the copy
  17. The damage difference for power attack on the machete is always 20. All bonuses get added evenly for normal and power attacks. An extreme example of this is having a normal attack of 100 and power of 120. The knives get a 50% extra boost for power attacks. Base dmg for hunting knife is 12, so each mod adds 1.2 to normal, and they way TFP did dmg for power attack, the boost is 1.8 per mod. So power attacks are always worth it for the knives If you really wanted, you could change the animation of the knives to be the machete animation The knives have a tighter hitbox detection, not as tight as the spear though.
  18. Strong disagree, hunting knife is far superior to the machete: Dealing slightly less dmg for much less stamina, and can also knock down while machete can't.
  19. Too bad TFP don't believe in cold drinks keeping you cool. They believe in cold drinks keeping you warm in cold environments *shrug*
  20. Yucca juice smoothie is better than pure mineral water. Change my mind
  21. I play max settings, and tend to prefer deleting traders from spawning in the world. There's plenty of water in the world. I've sometimes had to in the first few days, resort to using a vitamin and painkiller to help keep hydrated and healed due to not being able to find a cooking pot. Once you unlock yucca smoothies, any water found can be used for glue crafting
  22. V3.10 - Fixed an issue where is was possible for enemies could enter the first boss room - Japanese localisation for Cerberus and Web Spinner - Destroying the rocket launcher 'should' no longer give the player an intact rocket launcher - Removed the excessive sleeper counts for sleeper volumes. (I initially added extras, because for some reason, not all counts were spawning. However, having excess meant more than intended had the possibility to spawn) V3.11 - Buffed Passive Healing perk to healing every 4 seconds instead of every 5 seconds.
  23. Just wanted to point out that the permadeath setting in A21.2 doesn't clear the kill count and death count back to zero
  24. I've played around a bit with the A21.2 update. It appears that some fixes have occurred, still not working 100% though. I reworked this puzzle slightly in A21.2. The goal is to turn OFF all of the lights, to open the door (24,25,26,27,28). However, the door opens when the green light is on (the rest are off)
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