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warmer

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Posts posted by warmer

  1. 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.

  2. 44 minutes ago, Riamus said:

     However, if your distance is enough to get beyond the loaded chunks, they will just dig no matter what.

    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.

  3. 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.

  4. 31 minutes ago, Riamus said:

    Note: Pille is looking at a way to be able to share a preset as an image (similar idea as a QR code, though note quite the same thing) so you'd be able to share presets easily on a forum that doesn't allow sharing .ini files without needing to include all the text of the preset.  No time frame on when that will happen but it'll make sharing them easier.

    That would be great! Awesome map above by the way. I really like the cracks in the road, that's pretty interesting.

  5. 2 hours ago, Krougal said:

    Game was released on console, that means they have to cater to the "filthy casuals".

    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...

  6. 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?

  7. 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.

  8. 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?
    image.thumb.png.c8cdd17da5af9006eba49e5b3b48e773.png

  9. On 8/2/2023 at 2:49 PM, hiemfire said:

    Is you're horde base a remodeled remnant? A tiered POI? Built in the middle of a field of rubble where the only the wasteland's difficulty modifier applies (remnants are the same)? Are you set up in the parking lot of a tier 5? As @Syphon583 and @Riamus are pointing out that affects what you will encounter on horde night. Heck, it'll affect what spawns in period depending on where you're standing when enemies spawn in.

    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.

  10. 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

  11. 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.

  12. 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.

  13. 6 minutes ago, BFT2020 said:

     

    There are a lot of objects in the game that are not craftable.  Just because you can't craft something in the game, it isn't because the developers are being "super lazy".

    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.

  14. Mailboxes/newspaper stands/stores usually have a fair amount of magazines to help your progression. The traders also have them for sale and are different depending on who it is.

     

    The last time I looted an electronics store, I gained 10+ mags in electronics. Themed stores are the way to go if you are looking for specific skill improvements.

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