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Darklegend222

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Everything posted by Darklegend222

  1. Better sleeper volumes so we don't wake up an entire room simply for walking through an invisible trigger. Stealth is already implemented, it works perfectly for zombies in the wild but not in a building. Would also like to see fishing in the game, it would add a variety of recipes to the game. Possibly eliminating canned tuna so you have to actively fish for it. Could simply be an interaction like lockpicking.
  2. It would have to be very specific and ignore the edges of the block. There are different textures for grass, so you'd have to find the proper one
  3. That's actually not a bad idea if they have a limit on how much can be placed in the world. Griefers would abuse it to lag worlds, but it would be such a great implementation. It would make up for about 200-500 blocks total depending on how much people build, so i don't think it would be too impactful if proper optimizations can get added If you wouldn't mind linking that mod to me, I'd try the hell out of it. I feel like it would be a lot easier to do stuff provided you can loot enough stuff for the first 7 days. Are levels still a thing? I assume you can still level but you get no skill points from it since everything is tied to gamestage.
  4. If standing outside an invisible barrier is the only way, doesn't that also seem like it shouldn't be a thing? Might as well remove it entirely and just let every zombie wake up the moment one dies. And i use the term everyone as it has been heavily debated as someone else posted. If using the term everyone is too sensitive, then I'll say the "people" who have debated it had reason to. If your standing outside the barrier.. then nothing can hear you. Look at the general support of zombies not hearing metal clanking next to them because it was outside the "area". It's a problem mate. Seriously, it doesn't take a lot to see a problem here with the system that can be fixed or revamped to be improved. Edit: i also made a new game. What's the point of investing perks into the skill if zombies can wake up if you enter the barrier (still on the school topic). If you can 100% stealth through a POI (which should be difficult but not quite literally impossible), then it's because you've reached lvl 10 agility and invested your perks into that. I don't get how this is an improvement to just making EVERY zombie follow hear/sight rules. And if that isn't enough, allow a zombie to have a % chance to wake up a zombie next to it, if you hit it and it doesn't die on that hit. The new stealth system is in no way shape or form a good one. It should be the way it was in A15. Play any game, SCUM, the last of us, or skyrim. Do enemies instantly wake up after passing an invisible barrier? Or do they follow a set of functions for seeing the character.. it doesn't take a lot to see how this system is poor and needs to be worked on further, hell. They could even add more trash to areas, and create sensors that set off alarms. I don't get why we're throwing logic away just to make stealth less and less viable, especially since all those stealth perks are USELESS on horde night. Since you know, your already instantly detected on bloodmoon.. I don't even use stealth and i see a lot of issues wrong with it.
  5. You have @%$# luck then. I always sell the 150 magnum ammo i get in order to make extra dukes, and the 120 shotgun shells is great. I save the 120 7.62 ammo for horde night since i usually get an ak-47 around level 1-2 from the trader which covers the horde night. Yes i did get my Alphas mixed up, but i do believe i read that pois will have unique loot tied to them which is why i brought it up, though i do not remember from where. Also, i specifically stated the day 7 horde, your day 125 is irrelevant as you cannot get 7 auto turrets by day 7 on 60 minute days. So I'm thinking you have 150% loot abundance, if not more to be swimming in ammo if you didn't get any from quests. The 120-200 stacks of ammo is absolutely possible, you should do more quests. I play survivalist as well.. difficulty is irreverent. Okay. Alphas were mixed up, if you couldn't tell.
  6. I will agree with that, Go into the school in the snow biome on navezgane, walk into gym, everyone's triggered. There have been countless discussions about sleeper volumes needing to be tweaked. Stealth can work, SOMETIMES, but it's not even close to helpful as it is just running in with a sledgehammer. The best your gonna do is kill 1-2 zombies before the rest wake up. Dying because they've overrun you is a separate problem. If you died because you don't know how stealth or hearing/seeing detection works then that's on you. If you can't stealth more than 90% of the time because zombies have auto-trigger once you pass an invisible barrier, then it's a problem. Which is what EVERYONE complains about, because you know, it's a problem. I'm having a hard time figuring out how you missed the point entirely.
  7. Is that any different than the hunting simulator it is?
  8. Stage 1 Primitive fishing pole - 5 cotton, 10 wood. Stage 2 Improved or reinforced fishing pole - 5 string (10 cotton per string) 5-10 forged iron, 5 duct tape. Stage 3 (final) durable fishing pole. 10 string, 10 forged steel, 15 mechanical parts, and 10 duct tape. Each pole should allow you to catch larger fish. For example, Primitive can catch red snapper. Reinforced can catch tilapia. Durable can catch catfish. They should have ammo much like a gun. If you hold bait (different types as well and select by holding R like a bow) then it'll display 1/x (how much your carrying). It has a lot of possibilities but the main issue is how much food would they give? They wouldn't require looting like eggs or canned goods, so it would need a recipe. Plus we have canned tuna as it is for fish tacos so that could get removed. It does add a lot of possibilities and i like where your heads at!
  9. All alphas are good in their own way! Though the devs will have to make a choice, either to keep the gun system as is, or revert back to the old one. Either way, a mod WILL be made in the final version of the game for either system depending which doesn't get chosen, the devs can't please both sides unfortunately. As long as they keep fleshing systems out and manage to optimize having more zombies in the world, and making traps more balanced, as well as the gamestages then it can be phenomenal. I use the mod Fawk Loot All mod from nexus in order to find everything anywhere like it used to be. It's still alpha and what not so the best we can do is offer our ideas and hope for the best!
  10. A15 easily, the gun system and the "learn by doing" was fantastic. It forced you to do certain actions to get better and better. Plus the guns felt fleshed out, needing certain parts at specific levels and traders were just an entity that didn't change the game in it's entirety. If you don't do quests in A19, you will NEVER get the proper amounts of ammo for horde nights on default settings since you can get up to 200 bullets which is quite literally needed. Especially since wood spikes don't do literal @%$# compared to a15. You need 3 of them to kill A ZOMBIE. Whereas 1 could kill 2-3 if not more. The current balancing goes from guns to 2 electric fence traps+1 blade trap. To a latter of 4 fence and 8 blade if you make a kill box. Not to mention how houses use sleeper volumes so simply walking through an invisible wall causes every zombie to wake up, while in a15 you could clear a poi without being detected. Not to mention the wandering hordes literally came at the worst times. I died many times getting corner in a poi. It felt just more fleshed out and overall more involved in certain mechanics. Not to say A20 is bad or anything, it's just got some flaws that need tweaking in later versions to really live up to the game. In A19 the pathing is insanely better so i don't need to worry about everything getting hit for no reason. Plus in A20 we're going to get gamestages and loot tables for POIs to have their own tables as well so you won't see stone @%$#ing tools in a hardware store. (I don't care what anyone says, Other entities DID NOT reseal them. If they did, i would get banned from servers for breaking the boxes, replacing them with my own chests, and stocking them myself. It's a dumb argument.) So overall, A15 is better for POIs, traps, and skills, whereas A19 is better for AI pathing, wandering hordes, and exploration since we have more than just minibikes. Though A15 still feels prime until stuff gets tweaked then it'll look like a crayon drawing a child made
  11. Unfortunately that's the way it is for now. The devs and some other community members already hate how you can see the radius for the treasure maps, this is potentially the way it'll stay
  12. https://www.nexusmods.com/7daystodie/mods/1438/?tab=files Download that mod I made, I took the time to make it so you can't fail the quest by "leaving the area" no matter how far away you walk, tested with 1km but can go up to 99,999km. You can still fail the quest by dying or by canceling it.
  13. For those of you who fail quests by leaving the area, because either its too small, or you forget you're doing a quest, download this mod. It changes the radius from 25 to 99,999. That way no matter how large the map is, you can always be guaranteed to fail the quest by dying, or by canceling it. Not by mere walking! https://www.nexusmods.com/7daystodie/mods/1438/?tab=files
  14. Seriously, it needs to be a thing. People talk about how it breaks immersion because we aren't wearing VR goggles and the "magical" garden gnome clears terrain around the area. I cannot agree with you more, they should either: 1. Allow you to go 30 blocks away, or 2. Set a boundary line as you've said. Or 3. Let you go anywhere at any GD time regardless of whether it was started or not. And only fail the quest if you die. I don't get why it isn't already a thing. It's a core mechanic at this point.
  15. We should start a petition for them to redo the demolisher like the Clown zombie in SCUM.. that would be absolutely awesome. It is a game after all.. gimmicks and fun should absolutely clash, even if it can sacrifice SOME realism. That's the fun about games, i appreciate they're trying to make a realistic game but there are zombies, programmed into a circuit board injected with lightning! Let's get some comedy in there.
  16. I take it you haven't read the post where (madmole?) Replied to a comment that said: "will you guys allow the modding community to help you make and program the bandits?" To which, said person got a reply of "omg LOL" Honestly, you had me in the part of a level 1-10 looting a house, will get less loot than a level 50-100. And i also like the boss zombie, if the infection really is from a human made virus, like in Days Gone, they're pumping 1000mg of different drugs into these things in order to see what they mutate into. Cool story and interesting POIs. Would fit quite well into Skyscraper_02. But moving forward from that, have you checked any of the previous alphas? A16 quite literally, had bandits in the spawn menu that screamed "YOU @%$#ER" and "I'm gonna get you!". They had melee and ranged, you are more than free to get a16 and look at it for yourself. Also, they are working on fixing issues with bandits having 100% accuracy and other AI issues. So add a new game, and having to program this one, and think of ideas and artwork, then test to make sure the community can use them, and hire some Unity devs to work alongside them, and use hardware from 2013, and work with new code from a better engine.. it adds up mate. Early access games shouldn't be for you if you're going to expect devs to cater your every need. I'm sure the modding community would be somewhat willing to help you setup your own bosses and your own goals. Your just being irrational about the situation. I've just gotten into modding and these devs may seem like they're slow, but they're good at what they do. And coding in Unity is a @%$#show. If your that unhappy with a $20ish dollar purchase, of a game in alpha, then you should avoid early access titles permanently. Just have some fun mate and play the game. Check back in a year or 2, the criticizing and demanding is not making the game work any faster or making the devs wave magical dust on their fingers to type TRIPLE THE WORDS PER MINUTE. It takes time.
  17. I don't see the majority of the population going around as zombies with stone tools in a shotgun factory..
  18. <append xpath="/progression/perks/perk[@name='perkElectrocutioner']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="meleeWpnBatonT2StunBatonParts"/> </append> that is currently what i am using. I reversed the core file change and everything is working perfectly! I have considered removing it with xpath but this seems to work exactly as expected with no issues. I am simply adding this line after all
  19. That works if i modify the core file directly, I'm currently finding a way to implement it into the passive group through append. The XML gods and their nodes have taken pity and it works perfectly! Thank you for the information, in some way you inspired me to to copy your line and just paste it under the existing line. May you have good fortune!
  20. Long story short, I've made stun baton parts (meleeWpnT2StunBatonParts) craftable and I have managed to gate it behind the Electrocutioner perk. The only problem, I don't know how to specify at what level to get it to unlock. I've attempted to modify the Tags="meleeWpnT2StunBaton" to tags="meleeWpnT2StunBaton,meleeWpnT2StunBatonParts" under the 1,5 which had no avail of working (should have assumed that). If anyone smarter than me could inform me of a line to add that would be helpful. https://pastebin.com/z0MeMQ55 (items.xml) https://pastebin.com/SYUih2R8 (progression.xml) I couldn't figure out how to remove xpath here.. remove xpath="/progression/perk[@type='perkElectrocutioner']/> had no avail so I don't know what to do about that. https://pastebin.com/bV0tmzAS (recipe.xml) Don't mind the low resource costs, its just a placeholder until I'm able to gate it properly otherwise its useless anyway
  21. Opening a door slowly will raise the detection bar by 33% of what it would normally do if you opened it by just pressing E, and make it open 50-66% slower to make up the difference in percentages and reduce the noise by 50%. It's useful for stealth builds, and let's be honest.. in a zombie apocalypse, your not swinging doors open like a mad man.. zombies, players, and possibly bandits could be waiting on the other side. Don't want to get detected or possibly heard!
  22. Thats interesting, before I installed 19.5 I uninstalled the game and deleted everything from Appdata LocalLow and Roaming thinking it was enough. Didn't know the launcher let me clean all that up automatically since some stuff was missed. Thank you for the help! edit https://pastebin.com/JCqvVJub the issue is still there with the boat, made a new save, deleted everything in launcher, used the same seed "19.5" then walked to trader joels and went to the docks_01, accepted, and the boat is still not there.
  23. https://pastebin.com/su4iYNBT Not gonna lie, I misread the comment on what it was about. My bad Roland, I confused you with Jugginator and took his post as a confirmation of the issue I am currently having. His was in reference to trees not rendering, actually, im not quite sure who his reply was for. "You're not doing anything wrong, but DarkLegend was a bit off with the whole day 30/it's the way it is right now (ive seen servers stable past day 800 in 19.4). I've only seen it reported a couple times before the patch for this and it's either been a server crapped out and corrupted the files or mismatched versions. I would restore from a backup or transfer the characters' saved files to a newly made map (can be the same one)." I don't have the log from back when that happened, I did a fresh install of the game last night. There is a bug report in the Bug Pool section if you'd like to review that. Again, my bad, I was incorrect on the comment and who it was from.
  24. Mine would be the first time i played back in a15. There was nothing like being scared of literally everything and anything. Constantly running around, attempting to hide in POIs before being scared off and almost getting slaughter by a zombie with titties hanging out. But then... Night time.. i dug a 1x3x1 hole inside a POI, covered the top and then.. the GRASS, it's all i heard around me. I decided it was a good time to mine (narrator: It was an unfortunate time to mine.) And i made my hidey-hole 4 blocks larger. Then they pounded the door down and came for my hatch, it was a repairing job, then i ran out of wood, and tried to make a tunnel, then they broke through and all i could do was make my stone axe go THUD, THUD, THUD THUD while freaking out to myself "what is this massive @%$# doing here!" I killed her after getting to 10 health and boy was she hungry! I heard more rustling and got out of my hole, i got to the top of the house and hid.. for a good 2 minutes before everything collapsed and all i could see was 2 zombies looking like they haven't eaten in days and i was the meat on the menu. I got viscously slaughtered and exited. What a wonderful first day in the game!
  25. Just to clarify, disk usage is no issue. I've made a bug report in the proper place (bug pool) 20ish minutes ago if you would like to review it. I haven't really been given advice but check a stickied thread which was already of no use as I've stated. Or given a link to the one of which he mentions so I'm not sure it exists anymore. If you happen to know what 800+ day saves have to go through in order to make it that high and still be playable then that would be helpful.
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