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CynicalGamer

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Posts posted by CynicalGamer

  1. 1 hour ago, bdubyah said:

    I've been putting all of it into some Wasteland stuff atm.

    Speaking of, i've been playing that lately and it's pretty bad ass. It adds a huge challenge level (bandits with guns v my wooden starter club) but i've learned to run. Just wanted to say thanks. Can't wait to see what you have prepared for us.

  2. 35 minutes ago, Guppycur said:

    Just going by the original vision, the gas shortage and difficulty to build were an intentional balance to the amount of cars you could find... The idea was, yes there's a lot of cars, but repairing and gassing them was the balance/challenge.

    I can see that and I am all for making the game harder. While I have been struggling for gas in my game (ive disassembled all the cars in my area) I can see that once that runs out I am going to be in trouble. It's just so many trips to get to places and back with such little storage. Add in what seems like slower vehicles and your drive time is also increased which uses more gas. I'll have to play a bit longer to really see how it goes. That is just my opinion though, I'll play the mod regardless.

     

    I guess my bigger issue is the amount of materials to make a bench that requires so many rng blessings. These things all tie in together though so I listed them all. It seems like it needs a once over on the balancing but again, just humble opinions. I've come to realize lately without modders I wouldn't be playing much anymore and the best way to give back to them is to test their creations and give feedback.

     

    Side note: love the buggy you made Guppycur. That thing really adds some bad assness to the game.

  3. I've been playing the mod for about an in game month (a few blood moons in for sure) and thought I could give some feedback. I've read through the thread and see some things have been said already but I am gonna go through it all anyways.

    First off thanks for the mod. It is sweet. The depth alone is worth it but to be able to salvage parts and build a variety of vehicles is just amazing. This is certainly going to be a standard on most of my games.

    That brings me to probably the biggest issue I've been having and it's a simple balancing issue. With the addition of so many new parts you haven't adjusted the storage capacity accordingly. A stock motorcycle has a significant amount more storage than vehicles I can make through the mod. When you factor in (and I'm guessing here) say 10 new parts we need to collect but give us vehicles with less storage space than normal you can see where it causes a bottleneck. I've also noticed gas isn't as plentiful (or maybe I'm just unlucky) yet we are required to make more trips because of the limited space. All these things play off of one another and in my humble opinion just need a little tweaking. I tried to do it myself but I've not modded much so now I'm complaining to you. :D

    Another sort of bottle neck I noticed was the Auto Workbench. In order to craft it Unless I'm mistaken I have to get lucky enough to find 3 parts that can't be crafted? I have to build a workbench to be able to craft the auto workbench. That costs 1 hammer (random find early game), 25 forged iron, 20 mechanical parts, 1 wrench (random find early game), 50 wood. Once we have the workbench we build the auto workbench costing 1 hammer (random find early game), 1 ratchet set (random find), 1 compressor tool (random find), the workbench we just built, and a car lift. The car lift costs 5 mechanical parts, 5 electrical parts, 1 compressor tool (random find), 50 forged iron, and 20 forged steel.

    Whew, I hope I got all that right. It seems like there are so many gates to getting to a car, some being reliant on rng that it's overly tedious and very costly. In all honesty (and shame) I ended up spawning in the compressors cause I just couldn't find them even though I have 2 storage boxes full of car parts and everything else.

    On the positive side I thought I would experience a significant performance hit but that didn't happen. Seems to run about the same as vanilla.

    I can't wait to see where you guys take this. I haven't even added bdubs vehicles yet (was thrilled to see they are compatible and I hope you guys can make them like the others, assembly required) so I still have many hours to get out of your hard work and I sincerely thank you guys for it.

    I will keep playing and keep gathering feedback...like the slow seeming vehicles so till next time, stay saucy!

  4. Loving the new Iron Gates. They look incredible. I was wondering if there is a way to make powered versions? These things are just gonna look great with a nice stone wall. I was trying out the largest size (5x3 i think) and I noticed while they are easy to open from any point of the gate, once open the only way to close them is from the two main posts and it is a very small area. Kinda hard to interact with. In this game I can see situations where they'd need to be closed quickly!

    On the spider mod I am using it along with my son. When I play single player I don't get any of the hearts, I actually didn't even know it was a thing till he hosted and started getting them. Not sure why i'm not, we are using the exact same mods.

    Getting ready to try out the horse update. Thanks for all the work man, it's really added some depth to our games.

  5. 19 hours ago, bdubyah said:

    currently updating the individual vehicle mods on Git to include some new engine sounds and some new horn sounds. All vehicles should have the vanilla horn sound replaced, but some still use the vanilla engine sounds...

    Had to jump up and run outside to check, sunny, warm, beautiful day. Nope, it's definitely not Christmas but it feels like it.

     

    I read my son the part I quoted, he turns and said "Oh, f**k yeah!"

     

    This is just amazing. We already enjoy the variety your vehicles add to the game but this makes it better. When we are all gearing up in large groups to go raid we use the horns to signal we are ready but since they all sound the same we aren't sure who to shame for taking long. Problem solved. :D

  6. 2 hours ago, bdubyah said:
    Quote

    So because someone has an issue with some of the zeds, but won't even begin to describe which ones, you want a whole index put together to make it easier? Wouldn't it just be easier for the people that are so offended to just provide screenshots of the ones in question? Or do like Reckis and simply ask how to remove them. It's not rocket science. Again, not having an attitude and politely asking something will get you much farther than saying

    "This is kiddie stuff. Remove plz."

    Absolutely not. What I intended to convey was having screenshots of everything included in a pack like this with such a wide variety, including a simple read me or commented out lines making editing the appropriate xml easy, would have saved Xyth a @%$*#!load of headaches but that is one of those hindsight suggestions. It didn't have much to do with what was said but was born out of the discussion.

    I would even be willing to do what I could to help with what little time I have available. If that means I have to take all the screenshots then fine, I load the pack, load the zombies, take a shot and edit it for posting. Not that bad. From there it shouldn't be rocket science to find the appropriate entries in the xml. I am will to do that as well if that's what it takes. Seems to be a no brainer for really making the pack adjustable for everyone but hey, who am I?

     

    Quote

     

    And I wasn't jumping on him because he did something other than praise the mod, or because of some "hive mindset". I replied because he flat out ignored Xyth asking him for examples of the zeds he found so childish looking. All the while being snarky himself. Nothing more, nothing less.

     

    And don't take this as me jumping on you, either. It's not personal or anything. Just as someone who also deals with people being ignorant about your mods and not providing requested info while having an attitude, I just call it as I see it. You come at me with attitude and entitlement, you'll get basically nothing. Nothing wrong with being polite. I don't even expect a thank you. Just don't be rude. Lol.

    How can he correctly identify the zombies? A vague description like he gave or HEY, would have been easier if they had been indexed as I suggested. But as you said "So because someone has an issue with some of the zeds, but won't even begin to describe which ones, you want a whole index put together to make it easier?" That tone man, not great but you are free to treat people as you wish.

    I would also like to tell you personally how much I freaking love your vehicle mod. I use it and pimp it every chance I get. Disagreeing with someone doesn't change how much I respect what you have put into your project.

     

     

    I'm done here, i've said my piece. I don't want to hijack a thread devoted to making a great mod for this community. Sorry about that part.

  7. I know this may seem like a lot of effort but if there was a screenshot of each zombie included in each pack so people could see them with their "id" attached (or even in the screenshot) it would be simple to say go to whatever.xml, locate that zombies entry and remove it. Then everyone could adjust it the way they want easily. It could even be a requirement for submission that each entrant include the screenshot. Just a suggestion.

     

    I'd also like to thank everyone for not jumping on me after my post. I've always told people who are on the fence about purchasing 7 days to look at it like Neverwinter Nights. That game is still running because of an amazing modding community and 7 days has the same thing. It is you guys who will keep this game fresh and going for many years. Don't forget or lose sight of how important some of us see your work even if we don't always convey it.

  8. Guys I have no horse in this race and I mean no disrespect because I am a HUGE fan of most modders but it seems like zewtastic was giving some feedback and since it was negative it isn't being taken very well. The responses are a bit harsh. The passive aggressive "can't wait to see what mods you make" is kinda @%$*#!ty. bdubyah/reckis you are just jumping on adding fuel to the fire and making it worse. Also adding to the hive mind "let's get him" mindset.

    I saw the same kinda thing from the Fun Pimps at different times. Someone mentions modders making changes and they get pissed because they think someone is criticizing them personally. As if people aren't allowed to dislike someones work no matter how much effort they put into it. That doesn't mean they are disrespecting you, they just have an opinion.

    Full disclosure I don't like all the zombies either, some of them are just goofy. Specifically I really didn't like the guppycur zeds, certainly don't want cartoony zeds that require me to learn xml editing and so I don't play with the mod because I don't know how to remove them.

    Now it's easy to say "just learn it" but I honestly don't have the time. I make multiple weekly trips minimum 2 hours driving to take my disabled wife to so many doc visits she gets mentally and physically fatigued. When I get home then we have to deal with the string of bad news and life ruining medical debt. My point is you don't always know the full story and there is no reason to be dicks to someone because you don't like the response you got.

    Granted I am very cautious about what I read/say on this forum as the hive mind can be pretty mean spirited but it seems like we have a chance to learn about taking constructive feedback and using it. Now, I am just going off the posts in the last few pages of this thread so if there is more to the story then I apologize.

     

    I edited my post and took out a line I felt was harsh. Everything else was left intact.

  9. I recently tried the nuclear mod also but haven't got to the point of making the parts in my game yet. What I did notice was the blueprints show up way to consistently and always all 3 every time. I ended up removing about half the entries in the loot cfg in the hopes it helps. Not only does it take the spot of other loot but it gives the players lots of exp or cash by them being so prevalent. Hopefully there is a way to fine tune this.

  10. Ive been enjoying the spider mod quite a bit. I had a feral military guy run through my spider traps at night, as he got to my door I saw the little spider on top of his helmet chomping away at his gooey zombie brain. I was going to bring up the cost of crafting them but I see someone already did. I was also wondering if they could be made repairable by spider silk? It also feels like the eggs you get from nest are a bit high. 4 at a time makes it seriously easy to just coast on bacon and eggs. It seems like 1 per would be better balanced? Especially now that things will be spawning more frequently (not sure if that includes nests). Other than that the only thing that feels off is the sound. I will hear a spider and have to search a very wide area to find the little guy. It feels like they just scream at full volume all the time in order for me to hear them that far away.

    Thanks for your hard work!

  11. So far these have been lots of fun but I went into a snow biome and immediately got attacked by 5 wendigos. With their HPs and numbers there is no way I can get through that much health even if I used all the guns/ammo at my disposal (I am about day 12). I am not sure if there is a way to adjust hps or at least spawn numbers but it seems like it may be necessary.

    I am wondering if the correct setting to change it are "HealthMax" in entityclasses.xml before I try it and screw something up.

     

    Other than that thanks so much for some really cool new stuff to shoot at.

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