Jump to content

Kirtonos

Members
  • Content Count

    107
  • Joined

  • Last visited

Everything posted by Kirtonos

  1. My main desire for alpha to end is so the alpha defense against any criticism can be dropped by the forum white knights. I mean, we're 7 years into early access. 7. Years.
  2. There was as game we were playing back in A18 where there was two shopping carts right in front of the trader doors. It was so annoying to drive around them and go around them to enter and exit the trader. So, yeah, I can get down on the protection only extending to one block over the farthest boarder or protection only applying to things within the trader poi file and not things in the random gen world.
  3. Depends on the application. Mass digging where I don't care about the shape outcome, auger hands down. This is usually when I'm mining resources en mass. If I doing precision digging for foundations/etc, then mining pick. I do agree that the sound is annoying and repetitive. That is probably by design to be an additional drawback. The gas, heat, and repair kits don't bother me at all since it is the price of using an efficient tool that doesn't use stamina.
  4. On my server we have dubbed my shotgun as "The Homewrecker". Once you get a few perk levels in Shotgun Hobo and a t3-4 pump shotgun plus mods, yeah, the place looks like swiss cheese afterwards. I have to be careful that I don't aim at locations that I think might have loot boxes behind them because it can rip through walls to destroy. Hope you didn't want an intact floor either. Thankfully I always carry around wood frames to fill in gaps.
  5. Last time I played, myself and my friend both got stuck in doing the digging animation when we would fire our guns. Looked pretty funny when she was shoveling while firing a pistol. The pistol was also stuck in her offhand. Apparently I got in the state too with the blunderbuss.
  6. We have horde nights turned up to 11 for spawns so we go through 1.5k to 3k+ each of ammo. Also means that melee-centric horde base design is out as well since we don't use pathing cheese. In the past, I was more of a melee person. Now with the Blunderbuss being pretty decent and the enrage on damage (since A18), I've moved more towards guns. One shot, one kill means no surging zombie that connects from 10m away even though they are swinging in the air.
  7. Depends on what your use case is for the rotten flesh. Hobo Stew? Great. Farm plots? There are farm plots in POI's now that remove the big need. Personally, I like the bones but with the increased animal spawns that need has also diminished.
  8. Are you playing solo or with a group? If I was solo, I'd be fine. The imbalance would still be there but there is only one sink in my pool of brass resources. As soon as you add one other person, you've drastically increased the sinks while the faucets have stayed relatively fixed. The only way the faucets increase is if the other people are also foraging as much brass as you are or more. Given the roles that most group dynamics form around, typically they are not salvaging as they are doing other roles like cooking/planting. Perks make it inefficient to spread the salvaging workload much like mining.
  9. Yeah, I mentioned radiators in my initial breakdown of things I constantly wrench. Those help out as a source but it still isn't enough. When I can get 17k gunpowder and lead in a day compared to maybe 3k brass in a day through the course of all my wrenching, that's an imbalance.
  10. Brass is certainly the gate keeper to bullet production. Has been for awhile now. It seems so odd to me that I can spend a single day mining coal, nitrate, and lead to be set for weeks in terms of gunpowder and bullet tips/buckshot but I am constantly wrenching cars, air conditioners, radiators, and desk lamps for brass. Then eventually destroying sinks and doors for more brass. Every quest POI I go to, I pre-game by clearing out every area that has the potential to drop brass before kicking the quest off. Ultimately, I end up putting stacks of dukes in the forge with the excess after buying every brass item and ammo stack that the traders sell because I've harvested every car within 2km radius. So, to hear that radiators give 9 less casings when they are the primary source of brass is a warning sign of an imbalance in resource economy.
  11. The main takeaway is that while food units are equal the number of survivors divided by the number of dig quests you do, the xp and dukes are multiplicative. 2 people doing 2 quests nets 4 xp rewards and 4 duke rewards. 3 people doing 3 quests nets 9 xp rewards and 9 exp rewards, etc. Food reward is lower when number of people is greater than the number of quests but the other rewards more than make up for it especially when you start factoring in efficiency for time spent. Travel is the huge stamina spend (assuming you run, walking while doesn't drain stamina does cost time which is the most valuable resource) compared to actually digging up the chest especially with the new location system.
  12. Yes, it is still that way. Also, the zombies only trigger after the owner of the quest takes the supply item.
  13. Dig quests done separately: 1 quest = 1 food unit reward, 1 xp reward, 1 dukes reward, -1 stamina unit Dig quests done in a pair: 1 quest = 1 food unit, 2 xp reward, 2 dukes reward, -1.6 stamina unit because the hard part of digging is halved but both still need to travel to location. If second person has a dig quest close by: 2 quests = 2 food unit, 4 xp rewards, 4 dukes rewards, -2 stamina unit because the big spend of travel is out of the way so only a small spend each for digging. Based on the data above provided by OP: 1 food unit = ~52 stamina 1 stamina unit (without newbie buff) = ~19 1 stamina unit (with newbie buff) = ~14 Therefore we can conclude: Dig quests done separately are net average ~33-38 stamina, 1 xp rewards, 1 dukes reward A single dig quest done in a pair are net average ~22-30 stamina, 2 xp rewards, 2 dukes reward Two close by dig quests done in a pair are net average ~33-38 stamina, 4 xp rewards, 4 dukes reward Hell, even if the second dig quest wasn't close by, you're still greatly increasing the xp and dukes. If the second dig quest is in the opposite direction of the trader, both are considered to be a single quest done in a pair with the upside of stopping at the trader to maybe get one close by the second one. Although the whole point of this thread is kinda moot now since you'll probably get plenty of meat if you kill the animals along the way with b168. Also, your chances of survival are increased vs. a wolf with two people to lay damage on it.
  14. After this came up in the thread the other day, I ran a single test on this as well. I started a new game, did the newbie quests, got the the trader, and accepted a 335m BT quest. No perk points spent, no stamina boosts or reductions active (coffee, shoes, jacket, etc). Newbie buff active. Accepted quest with 93 food Got to dig site with 91 food/89 water after sprinting the entire distance Finished digging but before opening chest with 86 food/83 water After fighting the spawned zeds with a few arrows from combo of newbie bow and wooden club, 84 food/80 water Turned in with 80 food/78 water after sprinting back. Haul was 3 water and 3 cans that restored 15 food. Net +38 water and +25 food plus clay, xp, and dukes. Applying the data from above that the newbie buff has a roughly 20% food consumption, post newbie time my consumption would have been something like 24 food and 26 water giving me a net of +21 food and +34 water. Based on the data as well, my haul of +45 food was slightly below the average of 52 observed in the very limited data set of 10 attempts. We see some interesting deltas in that the lowest observed food was 20 and the highest was 94. In the first case, I would have been negative for food gained post newbie buff or sum zero with newbie buff. In the latter, certainly a bounty of food that could fuel a day. That probably included a high end item like meat stew instead of canned goods. As such, we can conclude that some folks could have experiences where they do show a loss while others do not depending upon how kind or unkind loot RNG is to them.
  15. This would be an interesting test to run. See what the food delta is before and after you complete the quest and how much the "rewards" would fill in the loss.
  16. I'll agree with OP. Lockpicking, in it's current state, does not reward the player for having lockpicks or investing into the perk at all. If you have at least an iron pick axe and a few points into Miner 69'er then it is far more efficient to just bash it open and the perk points put into STR and Miner 69'er net more of a benefit over the long run as it is more applicable. Also, you don't have to give up an extra inventory slot for carrying lockpicks with you. Just do a timed test. Max lock picking vs. max Miner 69'er with a modded steel pickaxe on a hardened chest. See which one opens it fastest more consistently.
  17. You are so far from correct that you'd have to use an international code if you wanted to give it a phone call. Not like New York to Ontario international but West Coast to Eastern Europe. It was a local game with just myself and a friend to test the new alpha. Also, I ran all around the city and surrounding forests looking since food is kinda a big deal early on. We had the eggs, just no meat to go with it.
  18. Agreed. I feel the same. I don't mind food being important. It should be important. What I mind is that I'm constantly eating and going through that animation. I shouldn't have to do that animation 6+ times and down 5k calories to get back to full. Honestly, the system could easily be balanced with all of the supporting systems that are in place. Like, literally 4 hours of work with the core of that being spreadsheet setup and then data committing. Actually, the data committing (depending upon editor being used) could be longer. If you set up your sheet to export then really simple but that adds to set up time. But hey, what do I know, I've only done systems design and balance for 2 decades.
  19. I look at it as how much time I have to stop what I am doing to eat and wait through that animation. It's monotonous. It doesn't add any depth to the game other than being a time waster especially when you have to do it 6+ times to even get out of hungry. Look, I'm all for there being survival aspects in a survival game. Food should be important. I should feel good that I found a can of chili and I'm able to keep myself fed for awhile. I should not find a can of chili and think "great, only 17 more to find to feed me for the day." I should feel good about downing a deer because that should feed me for weeks. Not for half a day. Also, out of 14ish days played total this alpha, I've seen a one boar and one rabbit. All of this in forest biome with plenty of movement over a good 1.5km radius from base.
  20. Agreed. I have a high rise in anxiety when walking around the top of the Shotgun Messiah tower on that catwalk because of this. Maybe that is "as intended" though.
  21. Agreed. I think in my first day I consumed the equivalent of 20k calories and was still not at full food. This is also when I swapped out of heavy armor and went with padded. It's still a drain but not as bad.
  22. I'm about to share an experience that has stuck with me for 20 years and guided me greatly in my growth as a designer. Back in the early days of Everquest, I was friends with this paladin who we called Rainbow Brite (which he then went on to take as his surname) because his armor was literally every color of the rainbow. Helm was bright yellow, pants blue, chest silver, boots green, gloves black, and red legs. Just a complete eyesore. This was long before they had class armor quests or people could reliably break Fear to farm paladin gear. So I asked him one day why he did this to himself. Why he let people poke fun at him for his mish-mashed armor and his reply was priceless.... "I'd wear a tutu and a neon garbage bucket on my head if it gave me 4 more AC." That was the day I learned how much some players value function over fashion.
  23. I figured especially with the 4% number thrown in there. LOL. Kiss-curse is a pretty common in game design and used really well in deck building games like Slay the Spire and in the ARPG space on unique/artifact level items. Silencer is probably the closest example of kiss-curse in 7d2d currently and it even has a path to remove the curse aspect. Which is really good design, IMHO. Most of the curses in those other games have a path to remove/minimize them as well so they make interesting build options. For my example of Overpowdered, let's say there was a path in the demolitionist perk line that decreased damage from your own explosions. That would make the mod worth building around and expand the build space.
  24. I totally just read this in Neebs' voice.
×
×
  • Create New...