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theFlu

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Everything posted by theFlu

  1. I think that is correct, for suitably weak values of "slight". I've recorded exactly one set of results from the only game where I got to max, I posted it on the forums here: https://community.7daystodie.com/topic/32143-poll-which-progression-system-did-you-prefer/?do=findComment&comment=529722 "spears 11 knucks 13, machine guns 13 clubs 16, sledges 16, shotguns 16 bows 17 explosives 22 rifles 28 robotics 29 blades 75/75 handguns 100/100" Blades had been full for a while, handguns had just gotten full. Between unspecced and fully specced the difference in those is 3 to 9 -fold.
  2. Could be, but for now the consequences of the changes they've made are: - Clothing is the easiest source of cloth, other sources were left untouched, thus left behind (I haven't checked farming thou..). But the scrapping required is now tedious. - Multiplayer games are now way more limited on cloth compared to SP. Might be intended, might not. I'm not one to guess. It does look like it isn't really thought through though, with the incremental changes, but that's been the dev cycle in many places here..
  3. It also kinda can't; not only would it not match the random, delayed spew anyway, a strict line check from point to point would enable weird abuses where you can block the line of sight while still shooting at the cop freely.. so it would need to be an area check in a sense, "can you see any part of the player" or the like. Likely it's a question of the tech they have available, and perhaps what they're Planning to have available for bandits. No point in spending much effort to make the cops "great" if the bandits will require something more sophisticated later on and thus cover what the cop needs anyway.
  4. Scrapping things takes time based on the resources gained, cloth yield got increased 10x => scrapping time got increased 10x. It's something like half a minute a piece now.
  5. From earlier experience, and some dev comments about pathing, it seems the game is not able to easily decide which way a block is sitting (rotations) for AI purposes. I do not know if that applies here, as this is a los check and as such quite a different beast - but if it does, the behaviour would sort of make sense. If you're hiding behind a plate but the game can't know which way the plate sits, it won't know if you're covered or not. The solution is to puke and hope it can land, if it doesn't, at least it does some damage to the base ... I hope that's not the case, as it might be hard to fix; but I wouldn't be surprised if it is.
  6. Yup, the ingame ones are relatively weaksauce in that regard. But a real car battery only has somewhere in the neighborhood of 50 Amp hours, if you were to draw that 500 amps constantly, you'd get about 6 minutes of use from one. In-game minutes are about 2 secs each, so 15 seconds of trap use. Not that I'd mind the idea of betterer traps and more veried electric systems in the game
  7. And whenever you cure a headache, you get a free demonstration of her healing abilities. Wait, not free, it costs a bandage. (As in the lil buzzer uses kits to heal in between the delay of the pain pill removing the debuff and doing its heal.) It's probably great for anyone who can't be bothered to heal themselves, less so for anyone optimizing.. I tended to micromanage between bandages and boiled meats in A20. (A21 seems like bandage galore, so no need to care anymore, might even use the drone mod one day... )
  8. It's all lies.. that's a 16% (well, almost) chance to stun, not 15%! (0-15, assuming integer results in the function...) And "stun" in 7dtd terms is of course just a slow ... EDIT: Yeah, ok, I shouldn't post past bedtime.
  9. I wouldn't think there's an intentional addition of weight; but I wouldn't be too surprised if there was some sort of bug where a block can "vanish" momentarily from SI calc during upgrade. That would affect any and all at-limits upgrades though, so at least it would need to be rare. Can you reliably repro the original collapse in creative, or is the build just too complex to try?
  10. Well, kinda, I'm not even sure how the Weighted Head works exactly; but from intuition, it isn't common enough proc to really rely on. Then again, I really like to keep things consistent wherever I can; in general I don't give much value to purely random chances, they're just fun..
  11. They've all been uniform for a couple alphas now, basically three "weight" tiers: woods, stones and metals. Would've taken screenies, but I haven't updated to A21.1 yet.
  12. Well, you get whole 2 cloth per square meter of curtain; I know for a fact that my pockets are at least 100 square meters, each. Makes perfect sense.
  13. Honestly, I couldn't forget it, I've never used it - on twitch at least; I've never gone in to search for something. I've ran into some streamers on youtube and such, and ended up looking for their specific channel; from there I've watched a some algorithm suggestions. I can't remember seeing anyone streaming just the game, without adding their own comms and thus personality on it. It's a whole lot easier too without mics and cams, there would be at least one guy with a huge audience like that for every game if it wasn't about the streamer. "just chatting" is a thing, is "just playing"? "If you're looking for a specific game", yeah, I don't think I ever have.. I've punched "7dtd" into youtube search a couple times lately, to easier find the people I've followed after a browser reset. That's probably a bit of a problem caused by the search; it can't really be used to find "things you might like", so you'll have to use game titles you know of for the search. I can't remember exactly how I got to following the people I do, but early on it was a lot about learning the mechanics of the game, looking for adv tutorials and such, and then "streamer weekend" -stuff got me into following couple guys more regularly. And the YT front page, of course.
  14. It's a combination at the very least; if I were to make a 7dtd vid, I wouldn't pull in the numbers JaWoodle is getting. I don't have an audience. People are pretty devoted to the specific random streamers, not just because it's convenient, but because they like the guy. If the main attraction was just the game, there would be plenty people playing it without mics or face-cams, but that's really rare.
  15. Oo, nice, a proper mouse trap. Another thing that might work for that, would be a trap floor that holds up a relay. Break the floor, drop the relay, cut the connection. Takes a bit of maintenance per trigger, but you're not getting too many activations out of one.
  16. I wouldn't hate that, either; probably way more than 3 for Higashi though, no? But it might not be all that compatible with the "dungeon crawl" -design. That sorta requires there to be "some, everywhere". Someone in TFP is going, "hey, that's an easy trigger to build" right now. Expect 50% of all rooms have a dedicated greeter in A22.
  17. That assumes the current binary stealth system; which I would love to see some changes done to. Let's say, 10-20% of current zeds in their perfect hiding spots. 60% sleeping in actually random spots in rooms (not on shelves, but sanely random). Rest, wake up and patrol slowly within the volume. Any zed that you hurt has a chance of screaming and waking up some of the nearby zeds. Take away the initial massive stealth bonus from bows and give it back later in the skills. This way you rarely get a one-shot kill unless specced for it. You risk waking others on every shot. Most things look "normal" and the perfect hiding spots become less "obvious" as most of them will be empty. The populated ones will then become risky again. You might not need to have the artificially hidden things if players aren't completely paranoid after two POIs.
  18. There's a couple answers. The easy but ugly: rotate the door 90 degrees. Zeds don't care if the door opens or closes to block their path, as long as it blocks their path. You might, as it looks horrible especially with the powered doors - but the zeds don't. So place the door so it blocks the doorway when open (test with wooden doors first to figure it out) and wire as you would. This is one easily applicable for door-based drawbridges, still looks bad, but less bad. The gadgeteer.. to get a door to actually close on detecting something, you could use electric hatches to cover cameras. The cameras would be activating the door when they see you, the hatches triggered by zeds blocking their view to make the door close. Takes quite a bit of setup, thinking, tinkering and separate gadgets to make it work right. (EDIT: and camera vision has been finicky across patches, I haven't tested it for A21) The electrical engineer; Want to overload a battery bank? Easy; one generator bank, with one engine in it, connected to a chain of loads (lights, doors, turrets) that will load it to about 45W when triggered, connecting to a battery bank that is running the doors. The last 5W from the generator is enough to start charging the battery bank, causing the battery bank to stop providing power down the line. And it's not enough to power anything past the battery bank; thus everything behind the batteries will get shut down whenever the load from the generator is triggered. (Gen -> your Zombie triggers -> enough extra load items to get to 45W -> Battery bank -> the circuit running your door for You -> the door)
  19. New alpha, new leaders in annoyances.. Closet overuse? Bad. Indistinguishable concrete "traps" to release them, worse. Awaken-all functions for sleeper volumes. Bad. Trigger-to-actually-spawn-behind-the-player, worse. Even if I just had a small scale war right below the cop that is hiding in that ceiling, he only wakes up when I step thru that doorway 10 meters away... seriously game, go home, yer drunk.
  20. I'd be pretty baffled at a puzzle game that has the type of invisible triggers 7dtd has atm; keys doing weird things, ok fine. Walking on an actually invisible pixel to trigger a seemingly unrelated event (spawn of zeds, opening of mysterious doors)... puzzle games need to have logic, even more than zedblaster here.
  21. You might be, but as you're not even hinting at what to balance against what; there's not much to say. I'm fine with the current balance, trading time mining to time crafting, at least the chem station does it on its own.
  22. Realistically, it could be explained with trade-offs. Making something 25% more efficiently usually costs more in in one sense or another; be it material quality, skill or just simple carefulness. 10 minutes per stack, sure it doesn't feel great without an actual explanation, but it's unlikely to break my game, most of my stations are usually idling anyway.
  23. Vanilla default (iirc) should be three per player, but there was/is a bug that requires one to click on the Default -button in the game setting once; otherwise it keeps it at one. May have been fixed, might not be relevant; but could be worth a try. Will need to redo the settings afterwards, of course.
  24. Umm, I have 3 generated 8k worlds on my system, each at 278 MB. Total 800.. that's just the worlds, no save data yet.
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