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RhinoW

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Everything posted by RhinoW

  1. Agreed, different experiences. But I believe there could be a better design that would make the danger consistent among players of different skill levels/equipment.
  2. Yes I have played tower defense games, and you could say I know my way around videogames. I know what good enemy design looks like. Again, I don't have troubles with demolishers, and I am aware of the things you said about him being "a good design", and my apologies if I wasn't clear. That's precisely his problem, its that all his purpose goes away when you pop him from afar, such a big monster taken down with ease, and every other zombie around it. The only times he causes any sort of trouble, is when a turret pops him, which you really have no control over, and it comes off as an annoyance more than anything, it's not like you missplayed and suddenly you lost your traps. With kamikazes, you know they're going to explode, they will explode on contact, they run fast, they're not just 1, they're also not very tanky, but they're fast, and if they reach your walls, its your fault. The demolisher zombie ticks before he explodes, meaning your turret can tap him and he still has time to reach your base with all that health, and you could never really react to that turret tapping him with all the confusion going on in a bloodmoon. Alas, the only "troubles" I've ever had in A21 bloodmoon with demolishers, was a 2 time thing in a total of 62 days, first time out of negligence, we had a wall breached by the zombies and a demolisher entered, and one of my friends missed a shot and he blew up in the middle of our base, taking down a few wire relays but not much. And the second time, it was on the later days, we allowed him to explode and breach a wall. All of this could be avoided if I didn't handicap myself by saying "we don't repair blocks during bloodmoons, only if they're broken". Because zombies still focus on 2 of the most damaged blocks, allowing players to spam repair them, which I didn't want to do this time around. On the other hand, spider zombies and cop zombies, are the only ones that consistently make bloodmoons interesting. As for your spike example, I never said I didn't agree my friend, I really like the fact he stomps spikes. I am totally against an easy bloodmoon, thought that was obvious from the start. My issue, is that the demolisher doesn't consistently make the bloodmoon hard/interesting, unlike cops and spider zombies (mostly cops). He is just annoying when he explodes, not because I care about my walls being breached (I'm running parkour and run and gun, killing zombies on an open field is my comfort zone), but because currently explosions damage electrical components through walls. I can't tell you how many times cops sniped my spotlights or turrets and I'm forced to take them down or bait their shots, but that is dynamic and interesting, and also makes sense (you can see the windup, you can see the projectile, you can move away from your turrets, you can place your turrets behind cover, you can stun the cops before they puke..etc). The demolisher falls flat on its face, simply because, unlike the other 2 special infected, his ability is not a consistent threat, or even an ability for that matter. Even if you do activate his explosion, you have time to gun him down, even when he's ticking (but you gotta be focus firing him from the start of course). I said I like the that he is a big boy, but there is so much emphasis on his explosion, when its really just a random occurence that in this day and age of 7 days to die, is not even a big deal when you have so many resources and ammo, making it another bullet sponge (which I don't mind, but then again, it brings nothing to the table unlike the other 2). Demolisher is simply a newbie killer, by the time he shows up, he's not really a threat. I always take over a POI for my bases, and this last time we used a military checkpoint, meaning, concrete walls, catwalks, spotlights, single spike row around the base, nothing too strong, mostly just realistic. So imagine if we actually tried to make a proper bloodmoon base to abuse the zombies, or had a separate one with no regard to damages because f*ck aesthetics for that one. Hence why I said, I would much prefer more zombie types, that swarm your base with different effects and abilities, and force you to pick VIPs and rethink weaknesses of your base based on what you have placed there. The demolisher is simply an overtuned normal zombie (which is perfectly fine), but somehow is a "special infected" because he can explode by getting shot in the wrong place? He could be a brute/bruiser, and have AoE on his normal swipes, dealing 500 per hit, on a wider block radius, that would be much more interesting and consistent, and also allow more to spawn. And when I meant artificial difficulty, I mean that its just something they shoehorned in to give you some difficulty. I mean c'mon, it's obvious this design wasn't really thought through, his visuals make no sense and like I've said before, he's just a normal overtuned zombie that "might" explode. I would much prefer normal zombies to have explosive variants, rather than the whole personality of a custom modeled tanky zombie to be that he shines and explodes by the players demand (how many people actually know he can stomp spikes, I didn't until I started modding 7days lmao). Right now, we only have 2 zombies (3 if you count the demolisher :P) that make the bloodmoon somewhat interesting and dynamic. Demolisher: Heavy breacher, minibosss, really dangerous to walls (should you focus on his physical aptitude and less on his explosion) Cop: Sniper/Breacher, takes out turrets and spotlights from afar Spider zombie: Jumps over defenses and forces you to either build a higher wall, or cage yourself to avoid it. Honorable mention: Vultures, as they force to put sky coverage on your catwalks/platforms. In the end, I would much prefer if they doubled down on the demolisher's physical attacks and make him a force to be reckoned with, with no cheap way of killing him, and also no cheap way of getting stuff blown up by things you sometimes don't have control over. I will note however, I do like that he makes explosives a danger to work with, but his weakness is still the same if you willingly pop it from afar, no explosives needed 😕 In hindsight, it would be really nice to have those kamikazes have this particular strength. They won't pop from shots, but they will from explosions. Considering their faster movement and higher spawnrates, not being minibosses, it would be a good trade off (1 explosive for 1 explosive zombie). Also I lose my track when writting really fast, so if I didn't mention some things, it's quite common whenever I'm brainstorming or discussing a topic. I automatically assume people understand what I mean with some things, when I should've been more specific. My bad for that.
  3. You purposefuly dodge my points about the demolisher and fail to understand why he is a poorly designed enemy. I should just drop this, but let me explain it to you slowly. - The demolisher, like all late game enemies in the game, has around 800-1200 HP - The demolisher has 60% damage reduction on top of that - The demolisher stomps spikes and doesn't take damage - The demolisher deals the highest amount of block damage to your base (500) - The demolisher is a steroid version of all other common zombies with the ability to stomp spikes. So what makes the demolisher so terrible? The fact that it punishes you and your base, for playing the game. It's the only enemy, in the game, that requires the same focus fire as all other zombies, but even more so because of the damage reduction, but you have to carefully aim to avoid being punished for literally shooting at a zombie horde "trivially" (whatever the hell that means in this context). This is not his "ability", this is artificial difficulty that goes against the main flow of the game, you don't simply put a nuke on the tankiest enemy, that can go off if you miss a shot, on a game about unloading lots of ammo on hordes of zombies that are breaking the blocks in your base. - Traps can set him off, making your own turrets work against you - Explosives can set him off, which I think is fine, because explosives are very good anyways, so I agree with that And in the end, it adds nothing to the game, because his "ability", only acts if you miss a shot or he gets caught in a turret. Which is just annoying, if you can't see that on a game that's about base building and fighting hordes of zombies, I really don't need to continue this thread further. The cop does a much better job at this already, and is the game's best designed zombie yet. Imagine if the gargantuan from plants vs zombies had a chance to explode upon being shot, that's what the demolisher is. And no, I don't have much trouble with demolishers, and my bases are not poorly designed. The demolisher is objectively a bad design that was shoehorned to create a difficulty spike, instead of having creative blood moons. The blood moons are still easy and will continue to be easy, no matter how many bullet sponges they add to the game, the only thing that will make them harder and more fun, is engaging fights with actual special infected (or nerfing ammo, that's way easier and much more cost efficient in production value am I right lads?) It's not rocket-science to understand this, I could tune up the damage of the zombies to ridiculous levels, and make the game difficult in ridiculous ways, it doesn't mean its well designed, but it sure as hell gave you more difficulty. Also, you don't have to defend this game tooth and nail. We're all on the same page here, I like this game as much as you do, if not more, that's why decisions like these annoy me. And seeing people blindly defending it without questioning stuff annoys me even more.
  4. They might not do it so people don't see their console experience instant combustion with extra zombie spawns.
  5. But the demo is by all means a bullet sponge already, that if you miss a shot, destroys your base. You kinda proved my point there. Kamikazes with low hp can be targeted as a priority, much like the demolisher, yes, that's the whole point of the demolisher, getting your attention, without it being a BS enemy for the most part (mind you, I don't really have that many troubles with demolishers, its simply a bad design overall). Lots of kamikazes will force you to take quick shots or they 'll explode upon attacking the wall. Different than the demolisher, its high octane time attack with them, while not being spongy. The driller zombie would simply breach your walls, and you would have to spot him, since he won't be glowing like the demolisher from a mile away. And the fear of the explosion, is the fear of the explosion that goes through walls before breaking them, considering most electronics have awful resistances anyways. Not breaching my walls. He already does that without exploding. Which the hypothetical breacher/driller zombie, would do. And I like how you didn't mention the other ideas. Because your original point was boring and samey blood moons, which those other 3 fix, in a more dynamic and diverse manner, than "another high HP zombie, but this one goes boom if you miss a shot, if you don't shoot anyways, he will break the wall fast, so kill it fast, also screw your turrets, blade traps and spikes, oh and he also has 60% damage reduction if you dont use AP"
  6. It doesn't take the fact it's a bad enemy design. So many more concepts could've taken its place. It's not like hordes don't get easy anymore, because they do, and they become trivial after a while since its always the same thing, bullet sponges hitting your walls, with the exception of the cop. They just put a kamikaze effect on the toughest enemy in the game, that already deals 500 block damage with each attack. You don't need the explosion. Not to mention the concept itself connected to its visual design doesn't make sense at all. (C4 strapped to a military guy and a bunch of nades or canisters whatever around him?) Here's better examples: Horde of kamikazes, self explanatory, low hp, glowing, really fast zombies that just want to blow up Bruiser tank zombie (demolisher but without the explosion, and much more focus on his melee attacks, perhaps a small AoE punch that also damages blocks) Driller zombie that while not as fast, would have mutated hands that allow him to destroy stone/concrete blocks really fast. Support buffer zombie that, well, buffs nearby zombies Screamer that stuns the player with a projected scream, making him miss shots and lose pressure EMP zombie that destabilizes and makes turrets and eletric equipment malfunction in a radius around him
  7. Don't respect demolishers, that's what will get you killed. Either pop them from afar, or gun them down with auto weapons with AP rounds... though I'm saying this because I have the penetrator perk which maxed out allows you to deal raw damage to them. Also it's one of the absolute worst enemy designs in history.
  8. 100% with you on this. When I saw the first sneak peek of the axe, I was so hyped for a new weapon, and suddenly its just a boring ass resource gathering tool. It feels like the devs didn't thoroughly communicate the purpose of the weapon and simply told the artists "make a cool post apocalyptic axe". And same thing goes with the steel knuckles, why the hell are they spiked? Such a wasted opportunity to allow the metal spikes mod to also be installed on the knuckles.
  9. Seriously? No mouth opening, biting, twitching? Most of 7dtd encounters are close quarters. it's so weird having all zombies keep the same face no matter what. To each their own, but if they ever add it, you'll see.
  10. Sure, if you just compare the uniqueness of the designs, 7 days to die wins. However, you're not looking at the context of the zombies. Both games have hordes and lots of roaming enemies, meaning, you want to make "common" zombies as similar as possible, to avoid the noticeable repetition that ruins world credibility. Another big issue is that 7 days to die zombies feel stiff and artificial as they lack facial animations and ever since that headtracking update, even when they get that head stun animation where they grab it, they're still looking at you, which simply doesn't make sense. It's the tiny things that make a product feel complete, and atm, neither the base game or modding have that. Also, custom MODELS is that last of modding problems, a model swap is basic, the real modding comes from custom hitboxes, mechanics, animations, events...etc. So I got my fingers crossed until gold, where I really hope this is addressed and 7 days can become as immortal and moddable as Minecraft. (I mean seriously, its a Unity game, should be much easier to mod at the end).
  11. There are very hard limitations for actually decent custom content, let's not get ahead of ourselves here (this isnt minecraft or elderscrolls/fallout). But it is enough to create some fun new experiences. And for the most part, xml is quite accessible and easy to understand.
  12. Is there a way to make the crossbow bolt projectile penetrate multiple targets using XML alone? Or would I need custom scripts? I changed the properties from sticky = true to false, and added entity penetration count to 5 for testing purposes. It still doesn't work, I take it it's because of the "Projectile" class that it cannot go through multiple entities?
  13. So I'm currently trying to add a buff that deals 4% max health as damage, but I have no idea how to get the health max of the afflicted mob, and then multiply it by 0.04 to get the proper damage tick. Does anyone know how to do the first part? Turn/Get HealthMax (or any other property) into a useable value?
  14. I'm gonna add my two cents here, based on speculation alone, because I was armed to the goddamn teeth when I entered these PoIs. But anything with Grace inside should not be considered T3 lmao. The hog slaughter house, unless you stealth, when you fall down to Grace's pit, get ready to dish out 3k damage fast or perish. And I though that was the only PoI with that boss, but apparently hogzilla ranch (is that the name?) also has it. I parkour jumped over the fence to the end of the POI to be met with that giant freaking hog, ngl I backtracked real fast before mag dumping it with a Q6 SMG.
  15. So from what I've read so far, on average, people don't really care for intermediary quality, and will mostly craft every 2 qualities at minimum, rendering q2 and q4 useless most of the time. Alrighty, so this has also been my experience, as most of the damage comes from mod amount multiplier and perks, crafting mid qualities for Tier 3 tools is mostly useless, as they now have the same amount of slots. And as for Tier 2, so far I've only crafted a Q4 Pistol and a Q5 Magnum (pistol from looted q2 to crafted q4 and magnum from looted q4 to crafted q5).
  16. I always make my bases on a PoI after taking it over, and adapt the defense based on the already built structure. Currently I am using one of the military checkpoints as base, surrounded by concrete walls, catwalks, and a nice kill center square at the front of the base.
  17. I'm making an overhaul mod, and I got some doubts on some changes I'm thinking of making. I would like to know when you guys usually craft your gear, and what drives you to that decision.
  18. v2.0 UPLOADED Contains changes to pistols and rifles and a nerf tactical assault rifle. As always, be sure to read the changelogs. MOD HERE: https://www.nexusmods.com/7daystodie/mods/3153?tab=files CHANGELOG: https://www.nexusmods.com/7daystodie/mods/3153?tab=logs
  19. Do you play with 300% XP multiplier? Because I do (and 300% block damage) and I noticed that crafting gets thrown back because of how quickly I rise on gamestage. It's a double edged sword, as radiateds and wights are found very early on, but at the same time, the quest rewards and loot are insane. Since the physical time you spend looting gets overshadowed by the gamestage, you are not able to pick up enough magazines to "battle" the loot you are already able to get. So for loot quality, that's my own "fault". But I do agree 100% with you that ammo is just ridiculous, and it has been ridiculous since A17. Never have I ever stockpiled on so much ammo and used it so needlessly with more to spare. And it was like that since day 1, loot a few buildings and raid a shotgun messiah, and you're already reaching more ammo than you need to use early on, with the ability to actually use that ammo with the pipe weaponry. However, spending ammo is kinda required, since zombie attack hitboxes and reactions are still buggy, and difficulty comes in the form of bullet sponges and zombie numbers, so run and gun is kind of mandatory. And I'd wager that if I played with no multipliers, and had a steady gamestage, I would have even more ammo to spare, because I wouldnt be facing high tier zombies so early on. I'll also add explosives and molotovs to the list, as crafting a molotov is wasting fuel, while a quick t1 quest has a high chance to give you 10 for a reward as well as pipebombs and contact grenades. I'm not complaining though, as the game is quite fun like this, but the fun comes in the form of mowing down big hordes of enemies on bloodmoon, rather than the rest of the game. Clearing PoIs becomes a boring task with very little risk, unless its one of those BS triggers that has been talked about. I'm also going to show my dislike for those end dungeon loot crates that completley destroyed the meaning of scavenging.
  20. I'm gonna start a collection of modlets that will aim to rebalance the game in my vision of what I think is too weak, too strong, or boring. "Re-Balanced - Weapons" aims to make changes to the game's weapons and tools. Notorious changes as of v2.0:- Pipe Machinegun has had its durability nerfed.- Auto shotgun is now an automatic shotgun, with less damage.- Tactical Assault Rifle is no longer a burst weapon, instead it got a steady fire rate and became fully automatic.- All machine guns got a realistic boost to their fire rates, while having damage changes to even out these fire rate changes.- SMG has had its damage nerfed- Rifles have had base damage and headshot damage tweaks to accomodate and balance out their fire rates/magazine sizes.- Generally all currently changed weapons (pistols, shotguns, rifles, machineguns) have been tweaked to make them slightly more distinct from each other and strong weapons have been made more tame.This is still an ongoing balance, and more attributes of these weapons will be changed over time. MOD HERE: https://www.nexusmods.com/7daystodie/mods/3153?tab=files CHANGELOG: https://www.nexusmods.com/7daystodie/mods/3153?tab=logs
  21. ummary: (A short description of the bug) Game Version: A21 stable OS/Version: Windows CPU Model: Intel i5 8600K System Memory: 24GB GPU Model and VRAM: nVidia GTX 1080 8GB Screen Resolution: 1920x1080 Video Settings: High Game mode: SP Did you wipe old saves? No Did you start a new game? Yes Did you validate your files? No Are you using any mods? Yes & No EAC off Status: NEW Bug Description: Weapon entity damage values don't get updated on the UI based on your perk purchases. I found this out while making an xml and realizing that although the perk damage changes take effect, the weapon stats visibly don't get updated. Detailed steps to reproduce the bug: 1) Spec into a weapon damage perk 2) Look into your weapon stats before and after the perk purchase Actual result: Weapon damage values remain the same Expected result: Weapon damage values update based on the perk that influences it
  22. Currently it seems that the weapon zoom is just an FoV change, any chance this will get changed soon? You can try it out for yourself, set your FoV to 50 and aim with any weapon, your "zoom" will increase your field of view. And if you set your FoV to max, you'll get a significant zoom, decreasing your field of view.
  23. Hey, so I started fiddling with xml files recently and I'm trying to figure stuff out by looking at other files, and I currently have a problem. So I see that TFP have this commented out on the Power Attack group for the steel knuckles I want to be able to re-add that variable on my own xml, how would I be able to do that? EDIT: Problem solved, just found it out.
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