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warmer

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Everything posted by warmer

  1. I can understand the lack of realism, or "cheese" when they pop out of walls/closets. However, without this stuff, the game completely loses any sense of danger for me. Once a game becomes to predictable I cease wanting to play. Everytime I barely make it out of a situation with single digit HP I think "this is why I keep playing" that rush is what I aim for. Without ambushes, I personally, wouldn't feel any POI is a challenge after 1000+ hrs of gameplay.
  2. I think it makes good sense the only places you find it are toilets and cupboards/coolers. This is lore consistent regarding a point at which an "open to the water cycle" source have become contaminated. Dew is unique in that each particle is so small it doesn't contain other chemical elements like rain does (collecting contamination as it travels through the atmosphere) The big issue with reworking this change is the value of a water filter mod for a helmet is huge. It is a milestone point for any characters evolution. I think keeping it as is, and forcing dew collectors or boiling none wild sources is the only way to maintain a crafting balance as water is a huge component in the crafting economy. Once you have unlimited H2O then you next bottle neck is bones for glue, then cloth for duct tape. Water keeps crafting paced in my opinion and slows progression for a balanced MP game.
  3. That is what I am thinking. The back wall is 70-ish meters from the entrance and about 50meters below ground. Probably 34-40 rock in between the surface and the base layer. What is the total size/distance across a chunk? Is it the size of the prefab block/sections in cities? I have read it's a 16x16 square from bedrock to sky, but the zombie spawn much further out than that on horde night. I'd say at least 100 blocks away and run.
  4. I have a straight path going into a slope/mountain that is at about a 45 angle. The distance from the front is almost identical to the depth. My idea is to make a series of easy to destroy frame bars with camp fires between them. Ranged Damage, plus fire, and easy clean up to exit. At which point will they choose to dig down vs, run through the front? Is there a maximum distance between you and the entrance, that they will just spawn directly above and dig down? If anyone has some metrics or a video to point me to that would be much appreciated.
  5. I thought it was like a stream of vomit with multiple projectiles. Wouldn't it keep going if the first projectile destroyed the block?
  6. That would be great! Awesome map above by the way. I really like the cracks in the road, that's pretty interesting.
  7. Each block type has a different level of strength/build/weight/distance allowance. I have built a perfectly stable structure only to place down a forge and have that collapse it. Pretty sure that is what you are experiencing + total blocks/distance. It is supporting
  8. I've noticed a pattern regarding the lack of quality when the subject line contains more characters than the post itself. Anyone else notice that?
  9. My last play through I didn't find a single toilet pistol by day 14. My current one I found two toilet pistols in a row on day 1. I 100% agree. Seems like every survival game I play has 1 item per wipe that is either near impossible to find or way too much of.
  10. I own it on PC and console, what does that make me? Any blanket statements to justify your position will always have holes in it. The term "filthy" to describe casual gamers is hilarious. The people I know with the worst hygiene also happen to be "hardcore gamers" Oh the irony...
  11. Like the above poster says, make a chest. It's not hard to do. 10 wood. This is an aesthetic choice being made, not a gameplay issue. Leave something in and you are good. Either way, this doesn't hurt the game. Maybe if you are truly in a roleplaying experience and don't want to break immersion, I get it, but do you also play with a HUD? How exactly like real life do you want it?
  12. I personally enjoy the fact that I can't predict exactly when I unlock things. It keeps the game fresh and requires me to find new solutions to problems. Once they make everything predictable, as far as, this item unlocks when I do x, and I can predict x. Then the game ceases to surprise you, and that always equals boredom in my experience. The only challenge I get is trying to start in the wasteland and hopefully make it to town without dying (I play dead is dead and purposefully spawn in the harshest place in the random map) If the games progression becomes predictable linear, I would get bored even faster. The only reason I have 1000+ solo hours in 7D2D is due to it surprising me.
  13. I have a liking for this setup. It gives you the feel of a bomb going off. Lowest to high elevation- Desert Wasteland Burnt Forest Forest Snow In this map you spawn on the mountain by a rode with a few vehicles, like in the trailer This is the result of hours of tinkering with height and smoothing setting for 20-ish parameters. Do we have an easy way to share teragon .ini presets?
  14. Does this apply once a land claim block is placed? That should remove all spawn within its range. My assumption is the place they spawn is the level of the gamestage, vs. your actual location. Does placing a land claim remove the tier bonus from the POI? My assumption is it does.
  15. I always set a handful of things in queue and then go loot. Water/food. When you get back you have a ton of cooked goodies. I do agree the time to craft is really hard for short duration games, but the point of a shorter day is to increase difficulty do to the time limitation between horde nights. That is the only thing I know of that a shorter day affects. Hunger/thirst don't seem to be tied to game hours, but are to energy expenditure and time passed IRL
  16. This affects less than 1% of the population and doesn't warrant any attention. Your personal feelings do not trump those who don't care. It's pretty pretentious to assume 1% can dictate the behavior of the other 99% because that isn't how "reality" works.
  17. Let me make sure I understand this correctly. So the solution is to use the second half of dreadlocks and not the first half... OK
  18. I thought they brought this change about to make it more realistic and less arcade like. Maybe drive slower, and do less off roading? I mean these aren't tanks, why are we expecting them to have the same level of durability. Maybe what is needed is a vehicle mod / ram prow type thing to justify the durability people want.
  19. I know they have changed a lot of blocks in POI's recently. My guess is it's the mismatch of your save vs Version you are running. The one way to check is to find that POI in creative/world editor mode and check it in the current version.
  20. Because it could potential be useful for my own game, or as the above stated, there could be an easier way to achieve this than using a hex editor. hence the reason I asked.
  21. What is the purpose of the edit? Why do you need to do this?
  22. No one makes a thread that says I love this new thing I see a lot of people complaining about. Quite a few people like it. Quite a few don't. As a veteran, I don't need it. As a new player, I'd appreciate it. Impossible to please everyone all the time... And there is already a mod for it, so WHY would they waste dev time on feature modification until all features are in. This isn't a priority.
  23. I always had stacks of cloth I never needed. This brings it's abundance into a more functional economy.
  24. Oh boy.... You really want to stir the pot don't you
  25. Agreed. There are many things that aren't important to the main game. I am sure a lot of cosmetic things will be added via mods. The devs are focused on core gameplay elements.
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