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Aldranon

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Posts posted by Aldranon

  1. 18 hours ago, Uncle Al said:

    I don't understand what they're seeing if that is their point?

     

    There are no dimishing returns except for zero perk points in that table.

     

    A diminishing return would be a negative number in the final column.  There aren't any except for zero perk points.

     

    Even the really unlucky crops like only getting six corn seeds back with two perk points are showing a net gain.

     

    Diminishing returns on zero perk points is by design. The stated intention is that crafting seeds is a bad idea if you have no farming skill at all.

     

    I'm guessing he might have meant the margin of gain per point, reduces.

    Regardless, at max points in the farming skill, it's as close to game breaking as anyone should want it to be.   Maybe its too much.

  2. On 7/6/2022 at 5:47 PM, Roland said:

     

    If you feel you MUST have a forge before Day 3 you might be setting yourself up for disappointment. I feel that it is safe to say nobody will go 30 days without a forge but if 3 days is your breaking point I'm not sure whether you make it.

     

    The second to the last game I played I pushed for a forge and had it by day 2.  It was not my "optimal path" but it made other things easier (a pot to cook in for one!)

  3. On 5/13/2022 at 11:52 PM, Uncle Al said:

    Very interested to see how Madmole has developed the initial ideas he bandied around, so thanks for the heads up.

     

    I am concerned that it's almost impossible to get a decent crafting system without revisiting other systems.  Tools is the most glaring example.  Madmole stated he wanted to, quite logically, have a system where the skill required to craft a Q4 stone axe would let you craft a Q2 iron axe, and so on.

     

    This is great were it not for the fact that, because block hp are standard and block damage has no randomisation, iron tools are almost always a bad choice anyway.  If you have to drop a couple of quality levels in the process there will never be a reason to make them.

     

    Shovels showcase this the best - once your shovel plus mods plus miner 69 skill have you doing 100 points of damage to soil, there is no reason to change to a slower swinging, stamina draining iron shovel unless that pushes your damage to 200, because the important thing is swings per block destroyed, not raw dps.  I don't even think hitting 200 damage a swing is possible with iron, so you ignore iron and go straight from stone to steel.  There is an edge case for moving up to 125 damage if you're clearing a lot of topsoil, but it's pretty niche.

     

    There's some other changes that I think have to happen, but they're mostly within crafting itself (like being able to craft top quality because then finding parts gives you a slow second route into finding Q6 items with better random stats that your current one and makes mid-endgame crafting actually useful) but as they're all actually crafting related I'll wait to see what the actual proposal is on those.

     

    Yeah, I never liked the negatives associated with using more efficient tools.  There should be no downside from going from stone tools to iron or steel.

     

    The stamina usage (per unit of resource) should always be lower when using more efficient tools.  I can see some minimum strength level for the metal pickaxe however.

  4. "Another settlement needs your help".

     

    If 7D2D ever gets there, I will be so happy they well have to make a new word for that level of happiness! 

     

    What that could mean is:

    -Interactive NPC's both protagonist and antagonist.

    -Please review the first item again.  :)

  5. 1 hour ago, Roland said:

     

    meh...when you hope but then are disappointed you only suffer once. When you worry and then your worries are confirmed you suffer twice. :)

     

    Do you hope next year your students will be better than the last?

     

    I'm sure you heard this one: A teacher said he loves teaching, he just hates the students!

    Don't worry my dad was a teacher, I know everything!

     

  6. The "simplest" way to explain zombies is a modified rabies/flu virus that stops at stage 2 infection and leaves the infected with extreme aggression and various levels of mental degradation. 

     

    -The player is one of the few people who developed an immunity to the virus but not the super bug bacteria coating the zombies.

    -Oh yeah, the strange side effect of the virus immunity was the ability to lift tons of construction material.

     

    Got it all covered with science!  :D

  7. There was a brief moment when the BM hit its ultimate form:  The "World War Z", pile up against your walls and break over your puny defenses like a huge tsunami!  AI.

     

    I still vividly remember when they crested over my not insignificant walls and all hell broke lose!

     

    Good times...

  8. 15 hours ago, Neminsis said:

    And the next thing you know. every ultra-thin block suddenly has no vertical support and lower HP, and/or the Zs discover a new passion for digging when they find themselves between a pair of them...

    Have you considered giving them a very short path and just keeping them perpetually stunned with electric fences? 

     

    I don't cheese the BM, until maybe late game (Around Day 100+) when I sometimes build a "cliff dweller" fort, if I take more than one full day to repair my base.

     

    Of course, people can do whatever they want in the game, as its just a game.  I just don't understand the point of a cheese base early-mid game.

  9. So the story now is:

    -Players cheesed the game with the zombie drop hallways. 

    -TFP counter cheesed the cheesy bases with rage mode.

    -Now players are mad that they've been out cheesed.

     

    The new super cheesy solution (beside just turning BM off, because that would be too easy??) is to make your base a zombie drop floater (using sheets).

     

    Yup, sounds fun to me!

  10. 2 hours ago, Laz Man said:

    #DiggingGate again?  I thought we were past that already.  Personally, I'd rather faatal spend his time on bandit AI, getting water to work and maybe rafts working instead.

     

    Maybe the devs will be more open to more options after all of the core features are finished.

     

    Bandits for sure!

    Rafts can be for another game unless yet another AFK construct is in high demand.

     

    Bandits will be what is needed to make late game interesting IMO.  Sure one can RP that they are surviving for a hundred days waiting for rescue and are fighting from getting too bored and making a fatal mistake (only works with "Dead-is-Dead" for me anyway).

     

    After Day 100, I figure my guy has moved on or is rescued by an airship and they travel to New York where 7D2D part 2 will start.  :)  

  11. 5 hours ago, fragtzack said:

    IS there legendary loot in a20 or is tier6 the creme de la creme?

     

    Until heavily armed and armored bandits show up, I cant imagine a need for anything stronger than quality 6 weapons.

     

    I'm living in the wastelands with two quality 6 weapons and some lower ones. 

    At high character levels, the game is simple and too easy with that.  I could turn everything into bullet sponge's I guess, but that would be boring and annoying.

     

    In SP, my true enemy (as it would be IRL), is boredom (Mid to late game).  I find I'm starting to take unnecessary risks.   I've lowered my armor from steel to military (maybe that's not really a downgrade depending how one would play).

     

    Waiting on the all important Bandits (and some story arcs) to make the game great at higher levels.

  12. Killing the zombies on BM night is a no brainer, for me.

     

    -A person can get most (if not all) of their ammo back (and more stuff) from loot bags.

    -The shotgun still seems a bit bugged in POI fighting, so I use some of the thousands of shotgun shells I have (and my pump shotgun) to fire down on the zombies heads.

    -I only use the MG's to mow down the exploders.

    -I now WANT more EXP to make the game more interesting and I moved to the wasteland as it's the place to be, late game!

     

    All while playing Dead-is-Dead.  I would not even try to say my way is the best way (edit: for everyone).  But its the best way... for me.

  13. 4 hours ago, MechanicalLens said:

     

    Weaklings may eat corn, chads may swear by potatoes, but kings live off of meat stews. ;) 

     

    Simple and common kings eat meat stew, but "Hobo Kings" go one step further for three Michelin Star dining!

     

     

    Hobo.jpg

  14. The Endgame fight might be "The Duke", with his group of bodyguards coming to take everything you own... again!

     

    If you lose, the game starts over with another note in your pocket with no skills... Again!

     

    If you win, you meet the "Air Drop" guys and start building your airship to travel to New York and start Part 2.  :)

  15. 15 hours ago, Lord Morphleyes said:

     

    Only a person who has never field dressed and butchered a bear with a shard of bone in the wilderness with no refrigeration, all by themselves and with frequent wandering packs of coyotes and dire wolves would think that only getting a few meals out of it is not immersive

     

    Adding food spoilage would solve some things wrong with food survival in 7D2D.

    Counters to food spoilage could add more challenge:  Refrigeration which would need power (Ether with a generator or moving near a POI with a completed "Restore Power" quest).  

     

    It all completes a nice plot arc.

  16. 54 minutes ago, Tmodloader said:

    There definitely feels like some sort of tension mission from the game. The A20 update is a huge step in the right direction as POIs now provide some pretty good scares, even still however I feel rarely truly threatened (without very gimmicky settings). I hope bandits fill that void (seen from a moderator or something that tier 6 may be bandit camps as the final and hardest tier?) and that their raiding is interesting. I have strong worries about the bandits however as that seems near impossible to code, no game has ever done that. Some have "raids" on your areas, but no heavy construction survival game like this. I wonder if fun pimps will be able to achieve it. I definitely worry the bandits will end up being dropped because of how no game even remotely in this genre has ever successfully simulated pvp-like enemies. 

     

    Bandits will (Should) be the ultimate threat.

     

    Early on, you should see 1-2 that only use melee weapons, but eventually, groups of 8-12 fully armed and armored bandits with extensive combat experience will be encountered. 

    Maybe some visual que that shows they are high leveled bandits would be good.   (All the same uniform?)

    For a SP the only good option will be (should be) to run/drive away quickly from a large group of heavily armed bandits.

     

    If a SP can take on the very worst the game can throw at them, some people will stop playing as its "boring". 

  17. 1 minute ago, MechanicalLens said:

     

    I severely disagree with this. I convert POI's to horde bases all the time, sometimes multiple ones, and doing so would be infeasible for me if every 30 days all of my hard work and effort vanished right before my very eyes.

     

    Good point!  So no loot respawn for me.

    4 minutes ago, Quantum Blue said:

     

    How come the loot/z's respawning - but not your changes - not make sense?

     

    Other people found the poi (with your helpful access and changes) and stayed there.  But other z's found the same thing and took care of the people.  Hence more z's and loot.

     

    ?

     

    Yes, that is within the realm of possibility (we just don't see the NPC because of performance issues? Something like that). 

  18. When loot respawns, I would like it if the entire POI gets reset as well.

     

    I just started looking at POI's I already looted as someone mentioned something about respawn of loot.

    Sure enough the loot was there and some of the zombies but all my ladders and wood frames were stuck around and I often got to the main loot without a fight.

    That just cant be how its suppose to be!  But if it is, I guess the "No Loot respawn" option is mandatory for me.

     

    Now if this is part of the plot arc showing up (player is in a coma?) then I accept that, but will still stop loot from respawning for me.  Way too easy.

  19. 44 minutes ago, dcsobral said:

    Speaking of which, that's something that has been sneakily bothering me. As gamestage increases the amount of ammo in loot increases to keep up with the demands of horde night and m60/auto shotty-clearance. It bothers me because I focus on melee and ammunition-light approaches, so it feels like I'm getting more and more useless loot at the expense of things that would have been useful to me.

     

    If your doing a theme-based build, I salute you!

    However, the old saying: "Don't bring a knife to a gunfight", holds water with late game A20, especially in tier 5 POI's.

     

    Regardless, a person who can melee a bunch of radiated all at once in a POI is heroic IMO. 

  20. Long days tend to make the game easier just like higher exp multipliers tend to make the game harder.

    Based on time to loot useful items / Experience gained for the same time.

     

    This is dependent on average RNG rolls for loot and average zombie spawns.

    As RNG seems to be straight up wacko sometimes, this has room for error.  :)

  21. I'm not sure you can make an interesting farming simulation in a game, IMO.  Unless farming has some scarcity and work added to it, it might as well be removed.  A20 is as good as farming can get, unless you added more time between harvests to make a harvest really mean something.

     

    With A20, putting 3 points in farming is only 3 extra points as Fortitude + some Strength, is the new Full Strength of A19.  It just makes things a bit easier, with 2 points in cooking food/water is a non issue.

     

    That weakens the character a bit in some combat powers of course but after a while, 5 points is almost nothing.

  22. 3 hours ago, Gazz said:

     

    It's the other way around for me. Use the crossbow all week long and then whatever gun to shoot whatever ammo I got during the week.

     

     

    I can respect that for sure!

    But trying to fight off the "Radiated Rushs" on some of the tier 5 POI's with a X-Bow will end badly (for me anyways).

     

    For example: I have a quality 6, M60 with over 120 rounds in its magazine and It took most of it to stop a "rad rush" at an end location on a Tier-5 POI.  I was firing mostly carefully too.  I couldn't help but think of an "Aliens" clip that showed the ammo counter rolling down!  Too fun!  (That was perked up to level 4 in MG too!)

  23. 12 hours ago, Outlaw_187 said:

    I know this has been brought up before but the vultures are @%$#in ANNOYING in the wasteland & in the desert!! 

    They are annoying anyway but it's way worse now. I have to get off my vehicle every 100 meters or so to get off & kill one that's harassing me!

     

    @%$# OFF BIRDS!!!

     

    I have a good x-bow so I use all the feathers for stone bolts for horde night!  :)

     

    Save the ammo for tier 4 and 5 POI's!

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