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Gazz

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Posts posted by Gazz

  1. IMO the gunplay is okay but not nearly on the level of games that do nothing but.

     

    My only issue there is that someone at TFP hates the agility attribute and all the agility firearms get shafted on both drop rate and mod slots.

    I changed that in my game but it's still one of those weird people issues.

  2. 21 hours ago, Old Crow said:

    Navezgane Corrections. Feels like 99% of the place is "@%$# your stealth build lulz"

    In Prison 1 I was lucky I had brought a 2nd stack of SMG ammo with me and I got it done.

    There are a 134 (I mean... a bunch) of those POI now. Unfortunately there is no way to know which ones you pretty much HAVE TO go loud with.

     

    I mean there is if you happened to search for SleeperVolumeTriggeredBy across all files and unique/sort it but who would do that?

     

    Bumrush Counter POI File
    3 Aldos Cabinet countrytown_business_04
    1 Animal Hospital farm_04
    2 Appliance Co. countrytown_business_02
    1 Atlas Metal Co. country_junkyard_02
    1 Ballzstrike Bowling bowling_alley_02
    1 Beavers Restaurant fastfood_05
    1 Bell Lake rural_outdoor_wedding_01
    1 Bert's Brewery oldwest_strip_03
    1 Bill Gearz Place house_old_modular_02
    1 Boe's Market store_grocery_05
    1 Bombshell News downtown_building_05
    1 Butcher Pete's countrytown_business_05
    1 COC Chemicals warehouse_07
    4 Coleman's Drive-In rural_drive_in_01
    1 Crotalus Rest Area rest_area_03
    1 Departure Plaza departure_city_blk_plaza
    2 Don Vittorio Spagetto Residence house_modern_18
    1 Downtown Evacuation Point downtown_parking_lot_01
    3 Downtown Marketplace downtown_strip_05
    1 Downtown Post Office post_office_01
    8 Dr. Karen Higashi Residence house_modern_23
    1 Ecotrash Recycling Center junkyard_01
    2 Fiery Farms farm_05
    1 Fit Box downtown_filler_11
    2 Flushing Rule Palace downtown_strip_01
    1 Fort Bags army_camp_02
    1 Fort Camo army_camp_01
    3 Fort Choppa army_camp_05
    1 Fort Quonset army_camp_03
    2 Fort Razor army_camp_04
    4 Garage 1st Construction house_construction_03
    1 Gonuts Donuts downtown_filler_22
    1 Good Life Apartments apartments_01
    1 Happy Sleep Motel motel_03
    1 Higashi Pharmaceutical skyscraper_03
    1 Historic Office Suites office_03
    1 HNN Bank downtown_filler_23
    1 Hog Foot Village survivor_site_06
    2 Hotel Zombona hotel_01
    3 Housing Development housing_development_01
    3 Hybrid Energy utility_electric_co_02
    2 Hybrid Energy Substation #1 utility_substation_01
    1 Hybrid Energy Substation #2 utility_substation_02
    1 Hybrid Energy Substation #3 utility_substation_03
    2 Jack's Lumber Mill sawmill_01
    4 Jeffelon Zuckergates Estate house_modern_24
    1 Jim & Tim's Bullets and Booze countrytown_business_12
    5 Joe's Junction downtown_strip_04
    3 Johnson's Warehouses warehouse_08
    1 Journey's End lodge_01
    2 KZL Radio Station radio_station_01
    1 Le Spank downtown_filler_02
    1 Luigi's Pizza downtown_filler_13
    1 Ma Baker & Sons Bakery store_bakery_01
    1 Maggie's Corner Cafe countrytown_business_07
    3 Mercy Point Camp survivor_site_05
    2 Mobile Field Hospital parking_lot_02
    12 Navezgane Corrections prison_01
    11 Navezgane County Jail prison_02
    1 Navezgane Falls Diner diner_07
    4 Navezgane General Hospital hospital_01
    6 NDC Checkpoint Five roadside_checkpoint_05
    4 NDC Checkpoint Four roadside_checkpoint_04
    1 NDC Checkpoint One roadside_checkpoint_01
    2 NDC Checkpoint Three roadside_checkpoint_03
    2 NDC Checkpoint Two roadside_checkpoint_02
    3 NFD Downtown HQ downtown_strip_12
    2 NFD Engine 4 fire_station_04
    2 NPD 3rd Div. police_station_03
    2 Olgiddy & Brother Advertising city_center_01
    1 Our Best Moments cabin_18
    1 P&B Machining Co. industrial_business_08
    3 Pantelli Residence house_modern_28
    2 Pass-N-Gas Plaza roadside_truckstop_01
    1 Pass-N-Gas Refinery utility_refinery_01
    7 Pass-N-Gas Store #05 gas_station_05
    1 Perishton Tunnel North perishton_tunnel_02
    1 Pete's Outlet downtown_strip_03
    1 Piggy Bank bank_01
    1 Pop-N-Pills store_pharmacy_02
    5 Pop-N-Pills Factory factory_03
    1 Pop-N-Pills Mini-Mart store_pharmacy_01
    2 Pop's Pawn & Bel's Bakery downtown_strip_09
    2 Post Office #2 post_office_02
    1 Pristine Healthcare remnant_waste_18
    1 Pump Substation wilderness_filler_11
    1 R. Thornbury Residence house_old_tudor_04
    1 Radio Outpost survivor_site_03
    7 Ranger Station Alpha ranger_station_01
    2 Ranger Station Charlie ranger_station_03
    3 Ranger Station Delta ranger_station_04
    1 Ranger Station Echo ranger_station_06
    1 Ranger Station Foxtrot ranger_station_05
    1 Ranger Station Golf ranger_station_07
    5 Red Mesa Compound installation_red_mesa
    1 Richard Munchz Plaza downtown_strip_02
    2 Rise Realty office_02
    1 Rosilyn Residence house_modern_25
    1 Scarecrow Fields farm_02
    1 Schittz Law downtown_filler_03
    3 Shady Woods Amphitheatre field_concert_01
    11 Shamway Factory factory_01
    8 Shotgun Messiah Factory factory_02
    2 Shotgun Messiah Range store_gun_01
    1 Spark's Place house_old_modular_07
    2 Stand Tower downtown_building_03
    3 The Bend Apartments apartments_03
    1 The Bennett Residence house_modern_14
    1 The Burgcaneer fastfood_06
    1 The Engall’s Residence cabin_17
    2 The Gladue Residence cabin_13
    1 The Goldsmith Residence house_old_ranch_03
    1 The Harrison Residence cabin_03
    2 The Last Party House house_modern_26
    3 The Last Sunset Nursing Home nursing_home_01
    1 The McElveen Residence house_old_pyramid_02
    3 The Paciotti Residence house_burnt_02
    1 The Purser Residence house_old_modular_01
    1 The Smokehouse survivor_site_02
    1 The TJ Morales Residence cabin_07
    1 The Wagner Residence house_old_modular_04
    3 The Wright Residence house_old_mansard_07
    1 Three Dollar Store store_discount_01
    2 Tower Construction Site skyscraper_04
    1 Town Square Apartments downtown_filler_12
    3 Tri-Med Group office_05
    1 Uninhabited Mansion house_construction_05
    9 Vanity Tower apartments_02
    1 Vick Garrison's Pedipawn commercial_strip_03
    1 Weston Weigh Station weigh_station_01
    2 Working Stiff Superstore store_hardware_02
    1 Working Stiff Tools store_hardware_01
    1 Working Stiff Tools Warehouse warehouse_05
    1 ZMB Radio Station radio_station_02

     

    Do NOT confuse this with a threat rating. I think Butcher Pete's killed me twice while the prisons did not.
    A lot depends on the quality of execution, not the quantity of triggers.

    (The @%$# who designed Pete's knows what I'm talking about! =P)

  3. Some of it is RNG but mostly on the item drops. Crafting goes up pretty much as planned because with so many rolls it evens out.

     

    For me, I do go out looting whenever I can but ended up crafting a lot of my gear. In A20 I might have crafted 1 or 2 pieces tops.

    Crafting is definitely a lot more viable now, especially since you can craft items with 4 mod slots.

     

    Eventually looting will get you the final version of your stuff but... given the 4 mod slots a lot of QL5 gear can now be better than QL6 so even that is not a huge difference any more.

    And "eventually" is something in the vicinity of lvl 75-90 so that's gonna be a while.

  4. I run my own server and I changed anything that I perceived too broken, buggy, messy or bothersome in any way, shape or form.

     

    These are all XML modlets and have a high chance of being compatible with other mods that don't try to change the exact same lines.

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    Installation:

    Extract the ZIP file so that the contained folder ends up in a spot like

    \steamapps\common\7 Days To Die\Mods\GazzA21MoBetterAwesomeness

     

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    Less violent bird nest destruction.

    Looting one no longer sounds like you're taking down a door with a sledgehammer.

     

    Download

     

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    Better sneak attack damage on blades

    With all the little balancing changes a steel axe now does some 80% of a machete's sneak attack damage. I disagree with that reality.

    Blade class weapon sneak attack damage buffed substantially so that the machete is getting pretty close to a compound crossbow.

    Tuned for Warrior difficulty. If you set your zombies to more spongy then I cannot help you.

     

    Download

     

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    Ghillie Suit Mods

    These can be installed as clothing/armor mods instead of being worn instead of.

     

    Download

     

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    Mod Slots per Tier overhaul

    In A21 these are assigned seemingly at random. Some T3 firearms are treated different from other T3 firearms, some weapons within the same class and tier have different mod slots and unlock at a different pace, intellect weapons were ignored completely so you could not craft items with 4 mod slots for your weapons like with all other attributes.

    I don't even disagree with the core of the plan but the execution is so chaotic that at this point I cannot even tell what the plan was.

     

    I altered the deal:

    Bow weapons have always been aligned more closely to melee weapons both with their tier structure and earlier quality drop rate per gamestage.

    Their crafting progression now matches other melee weapons.

     

    All T3 firearms have 4 mod slots.

    The (T2) Magnum is now treated as a T2 ranged weapon.

    Compound bows have 3-3-3-4-4-4 slots.

    Wood/Iron bows, rocket launcher, all intellect turrets/drones have 2-2-3-3-4-4 slots.

    (their drop rate is insignificant so you really have to craft your own)

     

    Download

     

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    Can install a folding stock mod to the SMG5.

     

    Download

     

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    Shotgun Turret sound fix

    Due to a coding error the shotgun turret sound is played for each fired pellet and therefore the turret adds some 10% to the heat map each time it fires 1 shell.

    Toned that down massively but still not optimal. That's for a coder to fix.

     

    Electrical generator fuel capacity increased to 5000 because I can't be arsed baby sitting my generators.

     

    Download

     

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    Super corn glue requires less water

    Bones have not been in short supply since forever so the effort of planting and harvesting super corn was wasted.
    Water is now the limiting factor and glue made from super corn will use 1/2 as much water so there is now a benefit.

     

    Download

     

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    Zombie loot bag timer for 90 minute days

    Extended the timer by about 10%. Just enough to last all the way through horde night and allow for looting afterwards.

     

    Download

     

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    Legalese:

    If you want to use these or parts thereof in your own mods, go nuts.

    Credit is appreciated but I certainly won't come after you over something that took minutes to cook up. I have stuff and things to do.

  5. Handguns vs bows is firepower vs stealth.

     

    Bow vs crossbow is obviously a sidegrade where you choose high mobility vs maximum sneak attack damage. If you really like bows and run&gun often, a bow can actually work well while a crossbow gets your ass bitten.

    If you're not the sneaky type then yes, a rifle will beat a crossbow in most cases. But then you should go Perception. ;)

     

    It's rather the magnum/vulture that have no real niche in the game and were added purely for coolness, bloating the attribute even more. =P

  6. 17 hours ago, SylenThunder said:

    Chart I yoinked out of a developers pocket...

     

    So DVulture/SMG are T3 ranged, yet they are treated even worse than other T2 ranged.

     

    If they dropped on a T2 loot table it could be reasonable but no, they are actually harder to find than other weapons since Vulture/SMG share the slot when an agility firearm is rolled to drop.

    Compound bows do use the T2 quality and loot template so they drop much earlier and at higher quality.

     

    Your preferred weapon already dropped half as likely and now you get shafted on mod slots compared to other T3 ranged.

    Who hates the agility attribute so much?

  7. The birdnest crash/explosion sound annoyed me a bit so I turned that off.

    I can't be arsed to do a "release" for a mod of that size so if you want it, you're welcome to it. =P

     

    blocks.xml

    <configs>
        <append xpath="/blocks/block[@name='cntBirdnest']">
            <property name="Material" value="Mcorn"/>
            <property name="MaxDamage" value="100"/>
        </append>
    </configs>

     

  8. perkFiremansAlmanacComplete : references the burnt forest which does not exist in the game.

     

    resourceMilitaryFiber : claims that it is used to repair military armor which is no longer the case in A20.

     

    resourcePaper : mentions crafting blunderbuss ammo

  9. After a long break I looked at farming and I could not figure out how this was going to work from reading the perk description.
    Double this and triple that with different unstated base amounts while leaving out important detail...

     

    Current ingame description:
    1: Double the harvest of wild or planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
    2: You can craft seeds for berries and vegetables.\n50% chance to harvest 1 additional crop.\nFarm plots cost 50% less to craft.
    3: Triple the harvest of wild or planted crops.

     

    This would be accurate with current gameplay:
    1: Harvest 2 crop items from wild and 4 from planted crops. 50% chance to get a seed back from planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
    2: Harvest 2-3 crop items from wild and 4-5 from planted crops. 50% chance to get a seed back from planted crops. You can craft seeds for berries and vegetables.\nFarm plots cost 50% less to craft.
    3: Harvest 3-4 crop items from wild and 6-7 from planted crops. 50% chance to get a seed back from planted crops.

     

    Reading this description it is clear that you can make a small profit with level 1 of the perk. Going by the current description in the game you would need level 3 to make any profit.

     

     

    .. or go further with a Redesign For Dummies: (but that's wishlist territory)
    Shuffle the harvest events around a bit. Same overall outcome but no math skills required at any point.

     

    1: Harvest 2 crop items from wild and 1-2 from planted crops. Get 1 seed back from planted crops. Craft seeds for flowers and decorative plants like goldenrod, chrysanthemum, aloe, and yucca.\nFarm plots cost 30% less to craft.
    2: Harvest 3 crop items from wild and 2 from planted crops. Get 1 seed back from planted crops. You can craft seeds for berries and vegetables.\nFarm plots cost 50% less to craft.
    3: Harvest 4 crop items from wild and 4 from planted crops. Get 1 seed back from planted crops.

     

    This makes it very clear at every level what your growth will be and how it will be sustainable.

    It also cleans up the seed inconsistency. In the current game you always get 1 seed back from "growing" plants but 0.5 seeds from fully grown ones which makes gameplay-sense but is  completely backwards.

     

     

  10. 1. Digging underground is allowed

    2. All poi are destructible / buildable

    3. (Slightly) random item stats keep me looking for that "best" item.

     

    Now I really like the ship building/tinkering part of Empyrion but their POI (which are few and far in between) will never look as "human real" as the 7D environments because they are tied to a 3m grid.
    Yes, they had to balance detail and view distance of bases/ships against performance and something had to give.

    It's just harder to feel personally attached to something on the scale of a warehouse and you can never make things look as grunge and lived-in as in 7D.

     

    While Empyrion has "base attacks" it really only means your base gets carpet bombed and you'd better have had enough turrets to win the damage race. There's no planning or strategising involved. Build as many turrets as you can and you either win or you don't.

  11. 54 minutes ago, Shockwave1 said:

    You can not "accidentally" eat glass, so there really shouldn't be a way to accidentally eat it in the game, at least without a "this will kill you are you sure" check.

    It's not accidental when you literally have to perform an action to do it.

     

    We'd also need a LOT of "this will kill you are you sure" prompts to baby-proof this game.

    Stepping off of high places, throwing explosives, fighting zombies, not eating when you have food in your inventory, missing a head shot...

     

    No worries, though. You can add mods to make sure that actions like that are perfectly safe. 😃

     

     

    54 minutes ago, Shockwave1 said:

    We rolled the game back to our last backup (lost a couple days) since we are trying to see how long we can go without dying.

    Well, that's a great way to play long permadeath games! 👍

  12. 3 hours ago, meganoth said:

    Now the interesting thing is to "explain" zombies in a way that it NEARLY makes sense if you squint a little.

     

    Basically this. Hahahaha

     

    Like explaining the current state of "AP ammo" in the game. They obviously use the hardest type of bullet to get clean penetration. They also use the softest type of bullet to get massive deformation on impact and cause the most tissue damage.

    Each aspect of it can be explained - just not at the same time. ;)

  13. Works of fiction are simply different.

    When people mention "Romero zombies" most don't realise that this does include zombies smart enough to ride a horse or fire a rifle.

     

    Everyone has their favourite book/movie universe but that does not make it any more correct than all the others. 😃

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