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theFlu

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Everything posted by theFlu

  1. Hmm. There's two things that seem odd to me in that story: 1) why did they stop at the halfway through the ladder? 2) why didn't they dig down once above you? For 2 I can guess it was maybe a matter of timing; they were going to dig, but you had the morning interrupt their feral senses and either proceeded to clear them fast enough, or they just gave up soon after - after losing "legitimate" aggro on you. For 1) though.. the zeds are really reluctant to attack terrain. (My info may be from a18, I'm not sure when I've last tested this) They'll attempt pretty much any path before they touch dirt (or stone). Are you sure you didn't force them to dig by breaking the path to you some other way; even as simple as standing on a two-block high terrain "ledge" will make the path to you Require hitting dirt, at that point, they'll behave pretty randomly. For an easy example, if you dig a two-deep hole in your tunnel floor, they won't see that as a path anymore and will try something else instead.
  2. That depends highly on the weights, even at 5x as meganoth suggests, it's still only something like 5:50 to get your second point aimed at the perk your first point was spent on. When there's two different perks allocated, we're at 5:55 to land on either. So it's pretty random still. And nothing is saying that the first two were actually useful... Some random thoughts; - have the player choose every 3rd point, might make it less annoying. Or have it random two perks of which you pick one. - start with a random preset 20 points (and maybe one of those DMT Potions to allow for a single random reroll at start) - the above, but pre-built instead or entirely random (start with a random selection specialising 2 points to a gun or a melee) - increase the gamestage at start (skip the stone age since everything is identical there, and get some ferals to compete with fast)
  3. Hmm, completely random? Probably not; it would end up wasting so many points that you might as well not spend any at all. You'll have an INT of 5 and nothing selected there, one point in all of the things, two max, and nothing actually powerful. Selectively random, as in 50% of taking points from Tree1, 30% from Tree2, 20% for all others, with some weight for preferring weapon skills sanely etc? Ehh, probably not, it would "force" the selection of my weapon, but I already know I can play with any of them. Doesn't sound like an impossible idea, but it would suit a faster-paced game better (or a fast-paced mod overhaul); getting to a point where you start feeling the horribleness of your build takes ages...
  4. I ended up spending way too much time messing with my mouse; a Corsair Scimitar. I'll describe my situation since it might be relevant to OP (I still have no idea what the actual issue is though... ) The mouse can be set up to 16000 DPI, but the in-game sensitivity settings aren't able to support that; the lowest sensitivity is still way too fast. At around 3000 DPI, the lowest Look sensitivity becomes playable. Aim sensitivity seems to be settable even at 6k, but since the Look sensitivity is useless at that point, it makes no difference. There may be a level of user error on my part, but at least my OS settings (Ubuntu) didn't seem to have an effect. So, if I'd want to see an improvement, it would be to high-DPI situations being handled better. But again, user error is quite possible.
  5. Hmm, "shaky." Might mean a lot of things. The only reason I know there's a setting for aim is because I had to figure out an issue that plagued my aiming.. After a patch, the aiming seemed really clunky. I was having to aim in front of zeds and wait for them to wobble to the cursor. A little further testing, and I realized I couldn't aim at a cactus at about 30 blocks away, only to the left or right of it - the cursor would move in increments of, I don't know, 10 pixels? I could feel my mouse moving, but not the crosshair, until the crosshair jumped too far. That seems to have been a sensitivity issue thru and thru, and one which could be called "shaky", in a little too few words.
  6. You didn't check, there's a separate sensitivity for aiming.
  7. Check settings, aim sensitivity is there.
  8. I've played a few rounds of Valheim, so I'm not exactly an expert in it, but I don't think the main barrier in it is the LBD. To be honest, it is one of the rare games where the skill system doesn't seem to encourage me to level up anything.. I just don't care of the values, they don't seem to provide tangible benefits - not over damage types and the general progression. I do try not to die, but if I do, the skill point loss doesn't even factor in emotionally. The biggest issue for me with a new play of Valheim is its entirely linear progression. Even the entire second round felt like "All right, next I'll have to grind 200 of <this thing> to progress." There's no reason or purpose to do anything differently, base design is mainly just aesthetics due to the combat being what it is, and so on.. Don't get me wrong, Valheim is a nice game, but the replay issues are in its utter linearity.
  9. They should still give you a new set of quests every day. Tier ones if you haven't done any, higher tiers the more you've done. There are some admin options for traders, try if they help (dm, talk to the trader)
  10. Seems like the horde can't spawn on water... now, for the cheesiest of cheese (or just to test), add some Top Soil blocks to the sides of you bridge some 30-50 blocks away from your defensive position. If they can't spawn on water, they'll spawn on the blocks you've placed and you'll have perfect control of where they're coming from... The distance where they spawn at is pretty close, but you might have to figure it out precisely, by placing a Top Soil every 5 blocks or so. Otherwise the block you've placed may be outside the range they're willing to spawn at. Bug, annoying and pointless? Yeh. Just try to make some lemonade from it ...
  11. Yeh, agreed. The whole Mega Crush tangent started from a "It's fun to sprint home at night with a lucky book and a drink". They're not too rare to have roughly one per day if you make it a goal (drop in to loot all the soda machines you know of), but I wouldn't suggest trying to rely on them as a means of transport. But it's "things are fun to know", who knows, might even mean something in a pinch (hoping A20 will be able to throw something of that nature at our way) when you try to decide whether to flee on a bike or on a crush..
  12. Yeah, no-one needs to see that.. I mean by bony physique might be appealing to some, but no-one wants to see me collapse after 20 feet ... This is just a difference in approach and what one optimizes for; I'll readily admit that the bicycle is faster for anyone wearing heavy armor. But for my "actual normal gameplay" it offers very little speed increase at the cost of hunting down a couple of acid / wheels. Those are sometimes a real pain, and you might end up needing to hunt for more for the minibike the next day. Has happened to me.. I rather save the first two wheels for the mini-/motor bike. If you need to spend any time to actually look specifically for the acids/wheels, you kinda have to reduce that time from the saved travel time - not entirely, but you could be doing something else more productive. And for the phase of the game the pedal bike is relevant, eggs and hunting also are. The bike is just annoying for either, you'll either have to run back and forth for it (have fun while encumbered to the teeth) or try to park on top of a deer. "Where did I park it" is no longer a real issue with the icon, but you'll still have to run for it specifically. I fully understand others playing a different meta and thus appreciating the bike more, and it's just good fun bunnyhopping along the countryside, but for me.. no thanks
  13. Oh hey, it seems you can be convinced without video evidence? (ok, I'll stop ... )
  14. You're insisting on seeing me run naked? Well, I haven't made a positive claim, yet, so I'm not recording a vid (would need a friend to test and setup a video sharing account somewhere and whatnot, way too much pointless effort for a playstyle difference argument... ) I did some sprinting in Departure, Navezgane though, East-west runs across the city, with the following results (not exactly scientific, but it is what I got.): 32s mega crush + jacket 32s mega crush + jacket + light armor perk + 5x custom fittings (so, likely capped, or 9% just doesn't show in my test) 35s bike (sprint on) 45s on foot (sprinting) This is a straight line, any corners or obstacles will benefit the runner, and the crush is already a couple seconds faster. Stamina use seems pretty similar per time spent (didn't check or use any of the stamina modifying stuff other than "Drinking" buff)
  15. Padded armor says hi, 0 mobility penalties. 0 noise penalties. Somewhere around 35 armor rating. Add some noise reduction mods and stealth actually works reliably without points. Add armor mods for 10 more armor as the game progresses. Or if you prefer, Military armor with two or more points in Light Armor perk and a Customized Fitting Mod, runs faster than naked (on the info page at least, might be capped by now.)
  16. And now you got theflu; to like you. Thanks man, I've been got by a lot of people, but no-one seems to care these days... I'll get 'em yet... He's talking "with mega crush", that's +50% .. you so sure about that?
  17. Even though this wasn't really a minibike thread, I'll add to the ongoing distraction.. I'm one to skip the bicycle entirely, I rather run. I prioritize mobility for fighting (padded armor etc), which means the bike isn't really faster for me - certainly somewhat different for anyone in a scrap armor. The only real upside to a bike, for me, is the ability to completely overburden oneself, for one half of a loot run. Usually easily solved by a box on the side of a road, I don't need most of that stuff before I have an engine to rely on... On the other hand, on foot I can gather eggs and random trash, plus traveling on foot is a whole lot less clunky.
  18. The current system is quite odd, but it works.. watching some other survival games with pocket shapes and weight systems.. usually makes me ask "why would I play tetris while trying to survive? my guy can reload a gun, I'm sure he can organize his pockets by himself.." If you want realism, you'd need trucks to haul build mats; not impossible even for this game, might even make for another venue for gating building. Could work, not that I want it here. Vehicles exist, they'd need to make some kind of a "building mode" to make things unmovable, but that would kinda destroy the sandboxyness of the world. For a test of a "50 kg carrying capacity", you have about 50 slots of inventory. Go through the stack sizes and change them to have max stack weight of 1kg. 3 cans of food, 100 rounds of ammo, 0.001 blocks of concrete... a thousand feathers? That would give some kind of an idea, of course, that would still make one cube of concrete weigh a kilo, but even at 1 block per stack, building would be _annoying_.
  19. Throw stones, Ever? Yes. Mostly to watch them run around, I guess you can call that distract. There isn't any real reason to though.. The things that are a threat are already coming at you and the things that aren't.. usually aren't in the way. Now, throw a stone, follow it up with a boom boom? Yeah... not that often is there a great opportunity for it, but .. it works ..
  20. Never tried it, but you've prolly messed up the xml.. sounds kinda obvious? yeah
  21. As far as suspicious links go, that one is so suspicious that it has to be safe ...
  22. Hmm, my butting in might be pointless, but, here I am; the generated maps and saves live in separate file types, the saves generate delta files (region files) to be used on top of the world map data. There's no trivial way to merge them, that would require a specific tool. Now, anything is possible, but I haven't heard of one. Not that I follow the custom map side of things too closely.
  23. The night time spawns in the wasteland should be pretty hectic by default, I think they don't even have a cooldown (as in, you kill one, it's free to spawn back right away). Or something to that effect. Couple things come to mind - is the POI entirely in the wasteland, or at a biome border.. if the spot you spent the night isn't in actual wasteland, it might affect the spawns. - you may have had the zeds spawned, but since you didn't make noise, they didn't spot you and thus just wandered around. I don't tend to sit THAT quiet ever though, but I suppose it's possible if you're roleplaying thru the night ... (I mean, the rain doesn't affect you, so .. )
  24. Hmm... I wouldn't count that entirely out, we have bandits coming, you know. And even Jen is due some protection payments, I'm pretty sure she could use some extra income ...
  25. That might not be horrible; nerf the quality 1 items of the higher tiers by a lot, and allow some of them to be looted from the thematic containers (stiffy / messiah crates etc). Make them (Q1/T3) have durability for about 20 shots and a similar damage to a decent (Q3?) pipe version of the same weapon. You can find them, you can use them, but mostly they'll end up as parts. That's what most Q1 weapons become anyway.
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