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A20 Bugs
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Posts posted by warmer
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I am happy they nerfed the hp of poles and partial blocks. I never make a base with floating pieces to screw with the zed AI. If I win because of cheese I feel no sense if accomplishment.
I love that they can now crawl through single blocks. All I want out if the AI is better and more creative attack methods. Building a single ramp with a bridge and blocks every other square to hop over is the standard raid base now and its so cheese and so easy.
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guys there are labor laws even during a zombie apocalypse. Cant expect NPCs to work 24/7.
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they should make it possible to bioengineer the corn by mixing regular corn seed and super oil in the beaker at the chem station.
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I do think its a bit to easy to find, but I can only imagine that is due to needing to provide ammo to pipe weapons prior to being able to craft it. I think they should limit it to only ammo piles/munitions chests/gun safes/cars.
finding ammo in a junk pile seems very unlikely given the game scenario
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the way I see hunger and hydration is they are only a significant threat until day 3 or so. After that I typically have over 100 meat waiting to be cooked and 20 water ready to drink. If you dont prioritize it day one you are screwed but after that it isn't a big deal to me. They made boiling water no longer require a pot and that is a huge win as far as ease of maintaining hydration.
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I was wondering where the 4k size went last night when I made a new map.
was playing solo in a 10k map. It was just way too big. Spent a whole day on a bicycle and I still never made it across the map from East to West.
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Subject line says it all. He takes twice as many attacks as most base zombies and yet he has the same xp award.
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of the 50 poi I have cleared on my current run, only 3 had trigger/trap rooms. The notion they all do is totally wrong. I can get through most POI without waking a single zed
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11 hours ago, BFT2020 said:
You got bad luck with cooking pots it would seem, though why haven’t you made a forge yet and just make your own?
I have been avoiding spending a skill point hoping I would find a forge schematic. Same with avoiding cooking skills. I usually find a recipe/schematic pretty soon. I finally found a grill on day 6 and it was in a car! I broke down and spent a skill point on the forge. Can't hold off any longer when its the morning of day 7.
Also found Trader Rekt finally. WAY into the wasteland. SO many vultures and bears and dogs. Whomever sets up shop there is one bad MF.
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I have only explored the NE Quadrant given how big it is, but I was really surprised how many of the same trader I ran into. I know each has a somewhat skewed specialty from what I remember and I was hope to find someone other than Jen for cooking and weapons.
Day 7, and no cooking pot yet. probably looted 20+ kitchens and still haven't found one. Both games I have played till day 7 have been like this. A19 I would find a cooking pot 1 in 5 kitchens it seemed.0 -
All trader Jen. All within 3.5k of my starting point in the NE Corner of a 10k map.
3 forest and 1 wasteland biome on a 10k map.
How many traders are on a map?
I assumed it was 1 of each, but obviously my experience is quite different.
Using vanilla settings on RWG.0 -
That would be interesting to get an oil can you could use to make hinges of doors chests, or hatches silent.
Maybe a recipe with the super oil/animal fat/coal to make a lubricant that sticks to the hinges and silences them
you could use it when looting before you open a gun safe after picking it, or for any other reason to make general activities quieter.
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today I hopped down the elevator shaft in Butcher Pete's into a place I could not retreat from and immediately thought, I should really build an escape route, "just in case."
I got wrecked from 6 zeds 15 seconds later as they all burst out from hiding.
Without these style rooms my stealth/bow build would make looting POI seem incredibly boring after a while. The ONLY threat I faced was due to my lack of planning. If I had built an escape route like my 40 years of gaming instincts told me to do, I wouldn't be here right now explaining why we need these types of rooms to keep the game challenging.
I want things like this to keep my desired builds from becoming over powered. Trap rooms are one of the few things that truly make this game exciting after 900hrs.
Also... experienced players know to stick to room perimeters or watch the floors for damage. After the 1st few times you encounter this, you only have yourself to blame for not learning to expect it.
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ALWAYS carry a dozen frames on you. Easy escape route. I made the dumb mistake of not listening to my intuition, and I am thankful after 900hrs TFP are still finding ways to wreck me.
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56 minutes ago, saoron666 said:
i think adding the pipe wpns from start makes the game just way too easy, especially when you keep finding them everywhere..
like the entire population before turning into zombies had pipe wpns on them lol
its one thing to build them but to find them none stop and so much ammo to go with them takes away the fun on even making a xbow or bow..
you do know a lvl1 pipe pistol has less damage than a lvl 3 bow and you can't craft more ammo on the fly without a workbench. Sure its nice, but also draws in zeds for blocks.
Regarding difficulty, you where complaining about it being too easy, so I told you how to make it too hard. Be a clever human and find settings in the middle. You only have yourself to blame with SO MANY OPTIONS. most games dont even let you mess with 1/10th the options for gameplay that 7d2d does, and still you aren't satisfied.
If you got more than 8 hrs of fun out of it, you have already gotten what you paid for. lol.
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There are plenty of settings to make the game so hard you'll rage quit. Nightmare speed all day/night, 64x horde, horde night everyday, drop all on death, 33% loot and no loot respawn, no air drops...
Play that and tell us its too easy. I'll wait.
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I really like the temp changes myself. It seems more realistic and less drastic while moving through the same biome. Previously you could be freezing or overheating in the same biome depending on where you where within it. I haven't noticed that on my current play through.
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Agreed. At first it was a little weird not needing ladders as a separate block type and then I realized how streamlined things can be now and it felt a lot less micro-managed.
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36 minutes ago, pApA^LeGBa said:
Survivalist in SP, Warrior on the server.
I mean there is a bit more action, but that´s mostly when i am in a quest POI wrenching things or fighting and the noise attracts a few from outside. Traveling to the POI or to the buried supplies quest is running trough an empty world.
Prior to A20 I was messing with the xml spawns and I 3x or 3/ every setting ie. 3x more spawn at 3x the frequency per day. It was REALLY fun, but the speed of game stage got out of hand and I got crushed fairly quickly. How slow do you want the burn? I think that should be an esoteric setting like old Ultima games in the 90's when they drew the tarot cards...
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I gotta say the starter bow feels a lot better than the rubber band and paper clip we had in A19.
The physics is what I am referring to specifically. It feels a lot more intuitive to me.
Is it me, of did they dial this is a lot better than A19?0 -
Its actually not raining in my base finally What a glorious feeling. I remember getting snow. Does it still snow in A20, or is that restricted for Snow biome.
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what are your settings? I am on vanillaa difficulty and I am seeing at least 3x zeds in my travels. Sure you can clear an area for a while before they spawn, but I am seeing many more in forest cities than I did previously.
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I've got 60fps pretty solid with an AMD 5700XT everything maxed minus water reflections/motion blur/75% LOD so I am not sure what your issue is.
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It's interesting they went through 5 builds between streamer release and now. I am always curious about the individual tweaks as well.
One thing I found really interesting was watching a multiplayer stream and the zombies all ran to eat the dead player and ignored the still living one. I can't tell if that's a bug or a feature just yet. It would be cool if they regenerated their health back to max when they did though
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Yep definitely adds to that perk.
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Underground building
in General Discussion
Posted
I have accepted the fact that they can smell you coming out the hole you dug. One way to be relatively safe is to put up hatches and campfires between them. Light them and put up the hatch. Do this like 10x and most of them will burn up before they get to you on early nights.