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theFlu

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Everything posted by theFlu

  1. That is a whole lot better argument, and a sufficiently verbose way to deliver it... And while I like to argue in stealth threads about semantics and mechanics, I do agree that stealth shouldn't be a 100% deal in all, or even most situations. I kinda expect a chance of failure for stealth games, it gets boring really fast otherwise... I just strongly dislike the current attack volume/auto-agro mechanic that is attempting to deliver it.
  2. That being false requires one to take a pretty strict definition for "build". For my experience, a named build usually refers to an optimal way to achieve either a playstyle OR a specific goal. For MMOs, some examples would include a farm/grind build, PvP build, tank build, healing build, and plenty of silly niche builds like a rogue-evasion-tank for certain WoW bosses.. usually only some of these are "supported" by the devs, but things like a grind build is just whatever happens to achieve the grind most effectively, with no regards to how your character is designed to be played. Stealth build; may not be a design goal for TFP, but it's at least a thing in the game community. How many types of stealth builds the community comes up with may vary over time, mostly because they ARE expensive to build when compared to the more direct combat oriented builds. I'd say a proper stealth build comes "online" some 10-15 levels later than a clubs-build. The "extra" points required for bows and stealths etc etc. Note, I'm not complaining about the cost myself, it's a sacrifice one may choose not to make; but just claiming "that's not a thing" isn't really a counterargument, especially when it's actually a thing people want to play and the AGI tree seems to support (unlike that Wow-rogue-tank, that's just stupid.. been there, done that, but still stupid... )
  3. theFlu

    Doors

    I doubt a reinstall will fix the random crawl issues. The crawl animation happens quite often in places where there's anything the zeds can bump up against.. not just on their actual path, but any blocks next to the path seem to have a chance to confuse them. It's not even rare, but it is quite random. The selection routine for the crawl is just a tad over eager. Going back and forth thru a doorway doesn't trigger it alone - and it shouldn't, sure. But any furniture or such around the door - even while not blocking the door - may well cause it. It's not intentional, just still in development.
  4. For a greppy answer: loot.xml: <loot_settings poi_tier_mod="0.05,0.1,0.15,0.2,0.25" poi_tier_bonus="3,6,9,12,15" /> biomes.xml: <biome name="snow" topsoil_block="terrSnow" biomemapcolor="#FFFFFF" lootstage_modifier = "1" lootstage_bonus="20"> <biome name="pine_forest" topsoil_block="terrForestGround" biomemapcolor="#004000" lootstage_modifier = "0" lootstage_bonus="0"> <biome name="desert" topsoil_block="terrDesertGround" biomemapcolor="#FFE477" lootstage_modifier = "0.5" lootstage_bonus="10"> <biome name="wasteland" topsoil_block="terrDestroyedStone" biomemapcolor="#ffa800" lootstage_modifier = "1.5" lootstage_bonus="30"> <biome name="burnt_forest" topsoil_block="terrBurntForestGround" biomemapcolor="#ba00ff" lootstage_modifier = "0.5" lootstage_bonus="10"> What does that mean? Both the biomes and POIs give a multiplier and a constant boost. I don't remember the exact formula, but it's pretty basic math. Wasteland gives a multiplier of 1.5 (but I guess it's better read as a 2.5, because that "pine forest zero" wouldn't make much sense otherwise.. ). Tier 5 POIs give a 0.25 (would be a 1.25 to compare to the 2.5). And the constant parts are 2x (15 vs 30) for the wasteland as well => the biome is pretty dominant. I don't see a problem there; I'd say the biome (esp wasteland) is more significant for difficulty. You can take ages to clear a POI in the forest, but taking it slow in the wasteland is not exactly easy. If you're not able to quickly clear a POI, you'll have trouble in the wasteland nights.
  5. Tread carefully there. At least the magic 8 Block isn't a thing anymore, and I think the ninth wood block will collapse the whole chain and ... the page is all around a mess of old and current info, still mentioning a wooden stage for concrete laying. The images of the principles for SI pillars and supported blocks seem mostly fine, for pretty much everything else, check in game and don't be surprised about differences.
  6. They do have different strengths. I think it's 120 capacity and 10 mass for stone, 40 capacity and 5 mass for wood atm - but I could easily be mistaken. The blocks in your inventory show the weight stats on the stats page. For all connections the weaker block is the defining one.. If you have a stone pillar and attach a wood block to the side, it behaves exactly like the pillar was also wood - it's sort of logical as the face between the wood and stone will have to carry the wood block as well. So, preferably use just one type of material for your building. If you want to add carrying capacity from a stone pillar, you'll need a way to attach several wood faces to the same stone: (A = air, P = pillar(stone), S = stone, W = wood. Top-down view of a support that actually carries more) AWW PSW AWW Around the "freehanging" stone, there are 3 wooden face attached, which in total amount to 120 capacity - that is now as much as the stone pillar can carry. You quite free to build from there. To extend the idea, you can of course attach stone for the air blocks and surround them with wood similarly, leading into something like this as the top of a pillar: WSW SPS WSW Works similarly for iron-stone interfacing. EDIT: How many typos can one fit in a short post... geez
  7. Hi, I'm no one! I had about a year and a half of straight playtime in WoW before quitting some time before panda-patch.. some 13k hours. And I agree, I did need a life; I think I still do...
  8. The way you describe it is as if there is no benefit for teaming up. zztong above mentioned some things already, there's plenty uncovered. I'm basically of the opposite opinion, the team play is so much better than solo that I'd at least nerf the artificial boosts that are currently given to teams. Just going from one to two players: - Double DPS. That also leads to half damage taken and half the meds required. - Double the inventory, with a little smart stack management that's huge. - Share your quests, take them near each other, basically double quests per travel time. And double quest rewards. - Specializing into different weapons makes almost every drop useful, as well as the quest rewards. No competition, just less waste. - Prioritizing different ammo types you get more use of each ammo drop. Not less. A little more meta, but since you have that double DPS going, and always have backup, you can play a lot more reckless. That allows you to clear faster. You get "tougher" zeds, which are basically just more XP against your double DPS. The amount of XP you get per zed is also artificially increased - two players killing two zeds get more XP each than a solo killing one.
  9. theFlu

    Dont run

    It might well be rubberbanding then, although that doesn't Look like running, just sliding. I've not played on other people's computer since ages though so I don't know how it looks now. Another explanation could be the rage mode from zombie-self-inflicted damage, but this is really rare, fall damage, traps, cacti, etc.
  10. theFlu

    Dont run

    Consider yourself corrected, light levels affecting speed was waaay back when. I never saw it and I think I joined in .. A14? Maybe earlier, the crafting grid was still a thing back then.
  11. It's a thing; saw it in the spawn volume settings, something like QuestExclude or what not. Not sure how well it is set up, but at least it's a thing.
  12. Hmm... a blood moon starting a day of elections... if I were of the superstitious sort, I might find that a little ominous..
  13. This thread seems to be using "load" interchangeably as "read from disk" and "generate", it's rather confusing. Generating a new map takes ages (10+ minutes), sort of by design. (New game) Loading a local map from disk shouldn't take all that long (still a minute or two). (Continue game, either local or remote) Downloading a remote map will take some time, also depending on the connection afaik. (Join a new p2p / server)
  14. For me, I tested current vanilla (A20.6 b9 iirc) while making my comment; 5/5 Deep Cuts, machete, no bugs to report.
  15. Well, in the current vanilla, you do get the exp.
  16. My sword could use a touch of sharpening, fridge is stocked with pork, elevated concrete building. The neighbors might wonder why there's a flight of stairs missing, but that's their headache... I'll be fine. Until the nukes start dropping.
  17. Yup, good times. Take out the shopping basket while it has stuff in it and ... start gathering
  18. First post.. you wouldn't happen to be that friend of his? Welcome to the forum, but I'm perfectly able to pick my own battles, thanks! Just a little bored atm ..
  19. It's a setting between on/off, not a setting between on / off / "disable entirely". Once in a game, if you have sufficient rights, you can change the setting. It's not broken, it just isn't the switch you're looking for. I don't think joining players have sufficient rights by default, but I haven't tried. At least I agree they likely shouldn't. I don't know if it even should be possible for a p2p game to remove admin from the host; that wouldn't make much sense as he owns the files anyway. If you can't get your friend to play a legit game just by talking with him.. it sounds like he doesn't want to? If I knew what setting are actually required, I'd post them; but I don't, so, just rambling...
  20. Exactly; but the snippet you both were quoting sounded like a simple pickup of the gyro.. although, I'll have to admit, for sufficiently large values of "pick up" the quote could potentially cover "drop a thing, craft a box, place the box, empty your inventory, empty the gyro inventory, pick up the gyro" .. it could, I swear! "12 seconds" might take some drilling, but should be possible...
  21. I assumed he means BOTH inventories, player and gyro. A couple boxes does the trick, but it's not exactly something one wants to spend time on.
  22. Great that you found it; I checked that 10th and while I don't ever recall seeing it in a game, it does look like a decent start for a base
  23. The closest things that come to mind are: house_construction_02 lot_downtown_filler_01 But I don't think either of them properly match your description. You can see vanilla POIs in: SteamLibrary/steamapps/common/7 Days To Die/Data/Prefabs Most of them have thumbnails there.
  24. Otherwise good, but the chests are blocks, not entities, no? blocks.xml(21794) : <block name="cntBuriedFoodStashChest"> etc. About as likely to fall off the world as your forge.
  25. I think you may have phrased this part poorly, as the rest of your post makes better sense - while this sounds more like quantum entanglement. But to get 10k identically mutated infections, you need to have cloned the mutated strain. Not impossible, just requires the mutation to occur early in the manufacturing, and it being a competitive version of the original - you'd likely have both the mutated strain and the original in each host, so the mutant would have to compete with the original.
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