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lord_ahriman

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  1. Difficulty is a major player because warrior and above zombies will hit harder and harder (I don't play below survivalist) that's why, imo, screamers should not be able to be spawned if a T5/T6 infested is active. Not to mention, I always go feral sense on all the time, so yeah, screamers are a problem in this case. As I mentioned, I couldn't care less about the increased spawn rate and you don't really need much to defend your base: 2/3 double rows of wood spikes is enough to kill radiated screamers, so not a big deal at all.
  2. Try it as a solo player, then came back here and tell me "it was a lot of fun". I have no problem with the increased spawning rate, but screamers should not be allowed to spawn if a T5/T6 infested quest is active.
  3. Am I cherry picking? Stop BS, man. Your question was "about spawn and horde night not lasting all night". Now you are adding a lot of stuff to change original question. So yeah, don't say is cherry picking because you are the one changing info all the time. What I said: "hordes don't last all night", that's it. When I say "nerfing" it wasn't in an offensive way, just to pointed out that hordes would last longer if you don't allow maxAlive on each wave. That's it. And horde nights can be exhausted on 60 minutes day. That's it. But, it seems you failed to understand that and start saying "we are all cherry picking". Did I say hordes not lasting all night wasn't a problem? Nope. Did I say you don't know how to play the game? Nope. Like I said before, everything I posted was to stress hordes don't last all night.
  4. Nobody is cherry picking in here, you are the one believing "hordes last all night" and that's simply not true. It's pretty clear you're are not killing fast enough and you are nerfing waves. As I mentioned before at GS 123 you should get: <gamestage stage="121"> <spawn group="feralHordeStageGS109" num="171" maxAlive="39" duration="2" interval="15"/> <spawn group="feralHordeStageGS115" num="171" maxAlive="39" duration="2" interval="14"/> <spawn group="feralHordeStageGS121" num="171" maxAlive="39" duration="7"/> By setting 8, 16 or 32 alive, it's obvious there will be more waves on each big ones. Max alive means the ammount of zombies per wave, so any number below 39 you are nerfing the full potential of said wave, therefore it's gonna take more time to spawn and kill. If hordes indeed last all night, doesn't matter settings on how many alive: game should adjust "num" (total zombies per big wave) to match "maxAlive settings" in order to last longer. According xml files it's gonna roll like I mentioned above and max zombies per horde night is ~ 1,5k which you can kill on 60 minutes day if your horde defense is designed for explosives only.
  5. Your numbers are way off. You can't reach GS571 by day 14 and by setting low numbers like 16 and 32 max alive it's pretty obviously you are going to need more time to exhaust hordes. Not mention, I'm playing 1.0 as I mentioned before and no hordes lasted all night. The main "problem": you are not killing zombies fast enough to exhaust hordes in 60 minutes days and is nerfing max zombies alive. If you can kill fast enough, 64 max zombies alive and 60 minutes day you will exhaust hordes at the very least day 7 through 49. Example, you said GS 123 and 16 max zombies alive, according xml files: <gamestage stage="121"> <spawn group="feralHordeStageGS109" num="171" maxAlive="39" duration="2" interval="15"/> <spawn group="feralHordeStageGS115" num="171" maxAlive="39" duration="2" interval="14"/> <spawn group="feralHordeStageGS121" num="171" maxAlive="39" duration="7"/> You are definitely nerfing zombies alive, therefore you "thought" horde night was lasting all night. Again, there is no such thing as "hordes lasting all night". TFP did make some changes introducing what I call "persistent wave" (those few zombies spawning after normal 3 big waves), but killing fast enough it will exhaust as well.
  6. Let me add some info. I'm currently on second playthrough day 49 (didn't take on the horde yet), so hordes 7 through 42 were as follow: day 7 - 474 zombies day 14 - 460 zombies day 21 - 579 zombies day 28 - 690 zombies (gamestage 172) day 35 - 808 zombies (gamestage 198) day 42 - 1139 zombies (gamestage 291) Managed to exhaust all hordes before 2 am and I can kill fast enough (my horde defense is an electrified pit, so explosives only). In my first playthrough (77 days) from day 56 through 77 hordes I killed ~ 1.5k zombies, so I suspect that would be the maximum or close to it.
  7. I think best case scenario (assuming you indeed reached highest possible GS) is to check GS on every biome. Then you go to gamestages.xml and entitygroups.xml to have an idea where you could possible see demolishers and then building a propper defense.
  8. In my experience, it would be distance. That's why I usually mine metallic ores a bit away from mountain range edges. Stone, most of time, it's fine on every kind of terrain.
  9. Math is a bit more complicated, because you need to factor in feral sense on/off. TFP could have changed it, but last time I played FS off in A21 screamer spawn would fail at bedrock level. A21 and 1.0 FS on you are just safe over 46 meters/blocks, it means only under a large mountain range. For example, mining under a large mountain range is not a big deal: screamers can still spawn, but never get to me.
  10. I think blood moon would be (from gamestages.xml): <gamestage stage="1295"> <spawn group="feralHordeStageGS1269" num="500" maxAlive="256" duration="2" interval="23"/> <spawn group="feralHordeStageGS1282" num="500" maxAlive="256" duration="2" interval="17"/> <spawn group="feralHordeStageGS1295" num="500" maxAlive="256" duration="7"/>
  11. Exactly. I couldn't care less about de bicycle handlebars, it's a mid to endgame massive crafting, but selling items with no sell price early game is definitely an exploit.
  12. I think traders are in a good place, but TFP needs to address vending machine exploit asap: https://www.youtube.com/watch?v=EhNbaubYSqs
  13. I think the price is somewhat fine, but looting needs to be addressed: you get magazines way too fast. Imo, it should be nerfed at the very least 50%.
  14. Faatal, could this change lead to a slower throw motion? Last night was day 56 horde and I noticed a much slower throw (I'm rank 5 DE and I did notice this change due to my horde defense being an electrified pit so I just need explosives for horde night). Didn't have any problems about the "dragging explosives" (I believe because I'm very used to opt "shift + item"), but throwing explosives is definitely not like before.
  15. Yeah, traders rewards were way off. Now, I feel it should be a bit better, but not much something like more ammo and meds (especially high tiers quests). The only real change early game would be money quest reward for tier 1 fetch: 100 to 180. I think we should be able to buy at least a good can food as a reward. That being said. For me feels like I'm playing A16 again: as a heavy miner I can get money for my needs and don't even botter with quests as soon as I get magazines I need.
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