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theFlu

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Everything posted by theFlu

  1. I'm abstaining from voting. Difficulty plays such a huge part, but also the amount of cheese you're willing to go for. There's no hard DPS tests or any of the sort, so you can kill everything with a stone axe with a rad remover. You might not have fun doing it, but you could... In practice, I play on warrior, maybe nudge up to survivalist as the game goes on when the zeds can't keep up at all. 95% in SP, rest in 2 player co-op. There's two weapons I always carry, regardless of spec; bows and pipe bombs or molotovs. Both do a lot of work without a single skill point. For guns, it's mostly main weapons only. I often carry two, one with AP, but mostly for avoiding reloads. I might carry a 9mm to supplement a shotty or a rifle, or to save some ammo from an M60. But that's mostly just to clear out some weaklings, in essence, just faffing about. I don't carry unspecced assault rifles, just because I kinda dislike them. They do work, but 150 rounds feels too little if you plan on relying on them, and wasting several slots for an alt gun.. nah. And I Never carry unspecced rifles, as they don't really do much without the skills and even specced they need their own type of prep - so they're never really a functional alternative to the main weapon.
  2. You could split them up a bit, say if your trader is 100m+ away, just place a row of them there. At least you have a great fortress is the horde gets out of hand ..
  3. Sounds like a modding issue; modding forum thaddaway -> https://community.7daystodie.com/forum/27-mods/ Try finding the thread for the mod you're using and post your question in that thread.
  4. Ah, for sufficiently small values of "always", I suppose? I was just joking; but unless you actually run a proper test, you can't differentiate a 5% loot bonus from good/bad RNG. Just your base loot stage will vary more than that depending on what you're doing.
  5. I could see it happen.. something like three hour days and 300% loot... and-nose-to-ground easter egg hunt for the most of it
  6. There's a command to manipulate it, I think it was junkdrone or jd for short. Check "help jd". Sadly, the command didn't seem all that useful when I lost mine couple builds ago.. but they bug in different ways, might help you
  7. Hmm, made me think if they might agro to animals under some conditions.
  8. I don't do MP servers, so I may be off by a wide margin, but.. you're essentially arguing that a Free Resource will make so much free money that it needed to be limited. If it's free for you, then it's free for everyone else as well, no? If you can talk people into throwing money at you then great, but usually a free resource isn't exactly great at making money ... In something like generating inflation, as in printing new dukes, I could see some level of caution required; but this would not even do that, the dukes need be generated by other means. (For clarity, I don't have strong feelings of the heat mechanic, either way. Screamers are mostly fun, but I do play SP so I rarely see one)
  9. Selling water.. really? I just pulled a stack from my store, it's 80 dukes for stack. Trader takes three stacks per the three day reset, so a stack a day. Just to pay for the filter, 2250 (?), that's 30 stacks, or about 100 days (as one filter produces 3 water a day, 30 stacks = 300 water = 100 days). After 100 days of daily looting the water and "3-daily" selling, you've earned yourself a new filter. So, yeah, it's "profitable", but the growth rate is ridiculously slow. And each new filter needs one new trader to accept all of the produced water, so your selling trips grow with every addition. EDIT: I thought I had had a brainfart, but I was just currently having one - so I clarified the "100 days" a bit.
  10. "Forge", in the game terms and closer to a useful word for reality as well. Sounds like she just really likes the way your friend smells ...
  11. Then how would you know the point has anything to do with it..?
  12. Yeh, 75 feels like a lot. Honestly, it might just be going with the easiest solution "for now", just multiplying things per quality. For an opposite in the same system, Parts consumption seems really low now, starting at 1 Machete part gets us to to 5 for a Q5.. I had 15 before I had the books to make a Q1 .. Then again, 75 isn't wholly insane for a one-time craft.. four collectors churns that out in a week, and at that stage of the game the extra 10k dukes needed will be just lying in a box somewhere. The number is big, but if it gathers over time, it isn't all that painful. Then again, at that point, the dukes to buy the Q5 are there as well, as long as one shows up in an inventory ...
  13. The helmet mod is more likely just an oversight, should've disabled it from the game IMO. If for nothing else, to see how the base water economy actually runs. I've gotten the mod in all my starts and I haven't gotten past day 22 yet. Usually within the first week. Demands more effort.. I dunno really. A little bit of more pre-planning mostly as cooking now takes ages even with doubling the campfires. I'm used to run around looting/questing one trader up to Tier 5's, so the water changes don't really show at all, the helmet mod negates the small effect it might've had. I just spend my first X dukes on filters; or on this latest run I just took 2 filters as Tier 1 Complete -reward and haven't missed a thing. Just doing the trader loop to get everything, as has been The Way for a couple patches already. The game is slower for the crafting changes, which basically hides any effect the water changes would've had - I have no use for glue, so I have no need for water...
  14. It would be tedious, pointlessly so, for sure. But if it works, I'd begrudgingly do it - for as long as I wasn't happy with the stored stacks I have. In the current iteration I chill with water collection once I have about 50 waters in my storage box as I don't really plan on using masses of glue, myself. For people who are using plenty for explosives (including myself depending on the playthru) or whatnot .. different story. For the tedium of boiling water, I don't store murky at all, I just process it whenever I show up at a camp fire with any in my inventory. No point in waiting with it, it's all going into the camp fire anyway. For the overall system, I just have trouble seeing what is a requirement and what is a workaround.. Everything affects everything, but I'd rather try to solve the game play by starting with the basics: lake water is as drinkable as any form of rain or dew. Especially if you allow actually drinking it. What you require to purify it can be made into a resource sink and a gameplay element, coal filters, reverse osmosis devices, distilleries, electrocution-by-lightning, radiation chambers, all fine by me. I don't know the nature of the pollutant, and we don't know if our character knows either. Just ... don't let me drink from a lake and be stumped with the concept of finding H2O to make glue. I even have my own bucket. Make glue production require "beer"? (as beer is used as a replacement for "ethanol" as evidenced by the med kit recipe) Make duct tape loot only? (slapping horse glue on a piece of cotton string to then tape your AK back together is a bit of a stretch already... ) Push glue recipes further down the tech tree, leave drinks for loot only and disable lakes from the world - the outer border water is seawater, allow for a desalination installation in late game if you so choose. All kinds of things are possible, but it'd require some design. Making drinking water a "get 7k dukes" problem, and glue a "get 7k more dukes" sounds like a lack of design to me, so I can't really help improve upon it. The goals just aren't tangible enough.
  15. So you'd need about three collectors running for a day to produce a single drinkable water/glue? That sounds like the distance between my base and the trader would be FILLED with collectors Yeh, people are complaining about that. I can't decide on a level of snark, so lets go with <mild>: "The reliance is hopefully also by design. The alternative isn't really funny anymore ... "
  16. Assuming no other changes: Time to condense a jar of murky: ~20 mins. Time to boil the murky into water: ~1 min. Building an extra campfire next to every 20 collectors: 5 stones, 31 iron for pot, clay. Total change in output: ~ none. Total change in extra hassle: a bit. I mean, sure, it makes the "first level" easier to mass manufacture, but that was sorta the design intent, to slow down production?
  17. That description could just be part of the mechanism - every heat source also cools down over time, I think that system was somehow "simplifiedly" proportional; leading to a balance of some amount of heat for every station running 100%.
  18. The map is fully generated when you .. well, generate the map. As in, before you start a new game. If the POIs weren't there, they won't be there - which is the likely case here. If the POIs have merely been changed, the next quest (or other chunk reset) might load in the new version. So, some might change, completely new ones, no.
  19. They seem to have actually solved half of that problem as well, the craftable Q5 at T3 will have the same amount of mods as the Q6, so all of the difference is a few percent stats.
  20. That, for active people; and for lazy ppl like me, just path your base somewhat reasonably and a couple of spikes handles early issues, and a single turret handles all the later game issues.
  21. Indeed; my dietary "may" -statement may not have been an implicit acknowledgement of the possibility..
  22. To be completely honest, I do enjoy the short-circuit going on in my brain every time I drink: *Chug clug clug* ... "did I have jars already, or do I need to drop this one ... oh right! great!" It wasn't a big deal, but it was a pointless extra thought that went thru my head. Now it's fading and I ain't going to miss it when it's gone. For everything else accomplished here, yeah, no. Having issues finding H2O standing next to a lake is not going to make sense. If you want to make glue harder, make the campfire recipe locked under workstations, and the chem station recipe locked further down the same line. And double the costs for all I care... just don't break basic logic, please.
  23. Yeh, I guess it's technically correct, which is the best way of correct of course. But, did you know, saturated fat may decrease your chance of a heart attack. As for Feral Sense; I don't use it that often, it feels mostly a little artificial. More zeds on occasion, but it doesn't really make the game more interesting, just more strenuous.. or something. When I do, I still stick to a good bow (mostly), or crossbow or a rifle for anything outside "half a room", those things can at least hit reliably. If I'm maining a shotty, I'll just run close enough to hit
  24. I don't disagree with your overall point, "slugs have their use at range"; I just felt that counting lost damage for buckshot is a little bit disingenuous if Not counting miss chance for slugs - the spread is pretty much the same. For our difference, I don't really prep for fights at 10+ meter range; if I have that much space, the target isn't really a threat, usually ..
  25. Each pellet missed is 10%, each slug missed is 100%. If you're 100% sure of a slug hit, you'll get .. 100% pellet coverage, 90% of the time and about 50% coverage for the rest (as a really crude guesstimate)
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