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Darklegend222

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Posts posted by Darklegend222

  1. 1 minute ago, bdubyah said:

    You can't edit them with xpath like that as far as I know. You can either edit each vanilla POI individually, or copy all the prefab xml files into a modlet, as I believe that mean they would override the vanilla ones. Not 100% sure on that though. But then you can edit them and not worry about game updates resetting your changes. Would be fairly easy with something like N++ as you could open all of them at once and do a mass search and replace on the ShowQuestClearCount line.

    I was afraid of having to copy and paste all the vanilla lines, I do use N++ thankfully so I appreciate the help!

  2. 9 minutes ago, Gamida said:

    I may be off and I sure I am but wouldn't that just affect the factory_lg_01 poi and not all quest pois?

     

    That is entirely correct, I'm starting with making a singular POI work, then I will work on others. However, I can't make this one work for some reason. I've been watching tutorials but everyone is doing stuff like "faster forge smelting" or changing all the properties of items with a single line which isn't what im trying to do.

  3. I'm trying to make it so you can see all the enemies spawn in a quests POI no matter how many enemies you kill. So far this is what i have and it does nothing.

     

     

    <prefab>
        
        <append>
    <setattribute xpath="/factory_lg_01/prefab/property[@name='ShowQuestClearCount']" name="value">30</setattribute>
        
        </append>
    </prefab>

  4. 1 minute ago, Laz Man said:

     

    Hi Darklegend222,

     

    Last time I checked, store_grocery_02 is one of the POIs where the on screen navigation beacon is configured to pop up on your screen/compass (e.g. orange dot) pretty early through the playthrough.  Is this happening for you?  This is probably as designed since that POI has a very open ended design for the player path.

     

    I just did this quest again actually, the crawler at the entrance and the dogs/radiated zombie were missed on my first playthrough. The dogs above the freezer and the zombie to the right of the dogs spawn did not activate the first way through. I ended up getting lost and just nerd poling my way to the ceiling tiles. On my second way through, i had to walk REALLY close to the zombie dog like 3-4 blocks so it would notice me and i had to manually trigger the crawler by punching it, and the room with the lone zombie and cault door was no issue to find after that.

     

    The first time through was a mess but once i knew the locations my second way through was a lot easier but it felt.. wrong because the distance didn't seem to be setup far enough. Which is why i brought it up in this thread since larger pois have that issue.

  5. 27 minutes ago, Roland said:

    The way/path is meant to eventually lead the player to the treasure room througha circuitous gauntlet and is not designed as a guarantee that the player will cross paths with every zombie in the building. When a child is lost in the forest, searchers do not religiously remain on existing paths and trails expecting to eventually come upon the child. They methodically cover all the ground on and off the path because they are searching the entire area. The clear quests require us to search and find zombies in the entire building and clear them out. The radar gives general abstract clues as an abstraction of our situational awareness once zombies are awake and moving around but they are not meant as high tech infrared spy tech to remove all the searching out of the quest. By the same token, if you could solve every quest by making noise and having them all come to you they would be too easy. It was for this reason the change you referenced was made. They used to all come raging out and were easily dispatched by kiting, nerdpoling up to high ground, etc. The way it is now there is room-by-room fighting and it is much better, imo. As for surviving a horde of indoor zombies, we had that in A17 and people hated it so zombies were thinned indoors.

    The tier 1-3 houses have a set path to follow, and that path includes all zombies. I can understand the "path only goes to the treasure" but.. I'm not there just for the treasure otherwise id just bash the treasure wall and grab and go. (Which i don't do, but that's the point of doing any POI). I've been keeping an eye on the dev notes and they tweaked the lower tiers (because the higher ones are obviously too large to be top priority over other things that need added and fixed) so that "you don't need to break any doors to complete a quest and do pois" which was their goal.

     

    I am okay with the killall command disabling the quests.. if the quest showed you where to go. I'm fine camping in a POI overnight but it's stupid how the quest giver KNOWS there's zombies there. "They send a search party in the general area" I'm the search party, and we aren't looking for a missing person. We can easily mistake that we killed them all without knowing that was it. But if you insist on not being able to show you where they all are, then allow us to turn the quest in and get a ratio of the percentage. For instance, 10,000 dukes for killing 100 enemies, i kill 60 enemies and turn in, i only get 6,000 dukes. Or, make it so that once you grab the treasure (hardened chest) all the enemies are visible since you basically completed the POI.

  6. 1 hour ago, AndrewT said:

    Now first off I know that Neanderthals have been extinct for a long time and may have not been as intelligent as we homo sapiens are. but when I mention one of these character ideas in detail yall may find it interesting. To start one thing the character system needs is to have a character's bodyweight and muscles actually affect their capabilities such as increased body fat slowing down your character and more muscles giving harder punches and sledgehammer swings (I know we have strength perks but im talking about early game before u get all those perks) I wanted to mention this because we can customize our characters to either be really fat or have big muscles but I think its time that those customizations actually affect the characters performance rather than just affecting their appearance. Now this next idea is where the whole Neanderthals thing comes in, another idea for improving the character system is giving the player the ability to chose which type of human they want their characters to be. Now again I know Neanderthals may not have been as intelligent as us but it would be interesting if we could give our characters certain Neanderthal features such as thicker bones meaning harder punches since Neanderthals had thicker bones im sure their solid punches would be equivalent to a sledgehammer. I know this whole Neanderthal thing sounds like pure fantasy but it is interesting nonetheless

    The game SCUM did what you mentioned about character statistics. It's an insane chore to manage and really takes away from the fun. And it would be an excessive chore. The character creation is also getting an overhaul so you can't make abominations. Also, if you could punch like a sledgehammer, then they might as well remove it from the game. I get the point your trying to make and it's not a bad one, but it's not a good option.

     

    Instead, you could try getting the older systems back. "I punch zombie, punching has leveled" "i hit zombie with club, blunt weapons have leveled" would be the proper way. Especially since all food would need a rework and trust me, having to eat blueberries and corn all the time alongside meat would just be a hassle. Poor to maintain and would be more challenging than the zombies. Though i like where your heads at!

  7. On 4/21/2021 at 2:29 AM, Jost Amman said:

    We're having a discussion on Steam as to what kind of spawns the bedroll will protect you from.

     

    AFAIK bedrolls should still protect you from (cleared) POI spawns but also from biome spawns in the area, including animals.

    It will not protect you, of course, from Screamer spawns and Wandering Hordes.

     

    Is this correct?

    I cannot do testing at the moment.. but you could theoretically run a dedicated lan server and specify the bedroll deadzone to be.. 200 blocks (can't do that with the in-game settings). And just go to town with an auger on some iron with bedroll nearby or see if it will prevent zombie spawns during bloodmoon

  8. Couldn't complete red mesa, shamway factory, or shotgun messiah factory, or dishong tower without using the "killall" command every 5 steps in order to "find" all straggler zombies to kill.

     

    It's ridiculous, how does the quest giver know there's zombies there yet doesn't tell us where till NEAR THE END??

     

    I've had zombies behind locked doors, in places behind rafters (looking at you grocery_2) all of which didn't appear till i got 2-3 blocks next to them.

     

    Its impossible to complete a poi on 1 hour days with zombies set to sprint before nighttime, assuming you start at 4 and end at 21:00. Since there is just not enough time to thoroughly scan EVERY wall and break down every single door.

     

     

     

  9. 1 hour ago, NukemDed said:

    im playing a str sledge build right now

    backup fort to augment master chef. rely on rng for forge etc.

    there are so many ways to play this game

    why do people complain?

    have they tried all combos? or just their faves?

     

    the only things that limit your enjoyment of this game is your imagination and your willingness to have fun

    using the royal ''your'' there of course. 

    I just started with a str/fort sledge build and I'm literally unkillable.

     

    I moved from steel knuckles because it was just, too op for me and wanted to go a step down. Sledge is so goddamn fun compared to steel knuckles though is SLIGHTLY weaker.

     

    I've been meaning to do a stealth build but the sleeper volumes pretty much ruin that and your seen on horde nights anyway so it's (useless?) Perhaps more tweaking can be done.

     

    But your point is correct, the game is what you make of it. Especially with talks of armor sets, a full archer set would be cool, same with a full tank set.

     

    I haven't even dabbled with an explosive build, that could also be extremely fun, for the price of all the nitrate and coal in the land.. which is no downside in my eyes

    4 hours ago, ClanPsi said:

    I agree with this point completely.  Melee in general is absolutely awful, with the sole exception being the sledge which is just barely decent once you max out every single relevant melee perk. 

     

    I also believe that the best gear in the game should only be available through crafting, NOT looting.  Level 6 gear should be a max-rank ability for each perk, and there should be super rare looted materials (rarer than L6 gear drops that are in the game presently) required to craft each piece.

     

    The game needs to be better tiered as well.  I shouldn't be finding L6 AKs on the second day and L6 auto shotguns in week 2, that's just stupid.

     

    For the first bit, get gud with melee. I'm on survivalist, 100% loot, 100% exp, no deaths, on day 16, eith zombos set to sprint at night. Level 4 steel sledge kills any zombie with 2 Power attacks in the head, if needed.

     

    Ever look into grabbing perk books at the trader?

     

    Have you even seen or used madmoles fort build with steel knuckles? I used that in a19.3 and it was just too op i had to back down a bit. Literally power attacking an enemy with steel knuckles staggered them. On top of healing 1 hp every punch, being completely unencumbered at night, and not being weighed down by armor at night due to perk pooks and careful preperation of lootong crack-a-books.

     

    Moving forward, i can agree that we should be able to craft t6 items, but not being found in loot? It's a survival horde SCAVENGING game. That's the entire point, now i do have my own gripes. Like finding stone tools in sealed crates Pre-apocolypse like what the @%$#? That doesn't make any sense.

     

    If your finding l6 aks on second day, then lower your damn exp gain, create shorter days, and set zombies to sprint at night. You'll be forced to take it slow and plan ahead.

  10. 1 hour ago, ElCabong said:

    I took a tier one dig quest in the blasted biome. I take those mainly for the seed recipes. I had just completed a 360° cut of the hole when all the sudden I found myself outside and above it. I looked down and I was standing on top of a bear. The bear couldn't find the way out of the hole but might have eventually dug out I suppose.  On the way out I had to fight a z, a dog, and a buzzard. it was more dangerous.

     

    But the compensation for the dig quest was no different than any other. I think if I had recieved another recipe, two instead of one, that would have justified the risk.

    Don't play seven 7 days till update 20. It's currently in the works of a better version and modified loot tables.

     

    Instead of modifying the loot tables they just made everything harder, so we're in the in-between state of the game

  11. On 4/12/2021 at 8:22 AM, BFT2020 said:

    You do realize that every time you start a quest, a magical, invisible gnome comes to the location and cleans up the landscaping around the POI.  You already have a visible marker in place to tell you where you should stay if you don't want to fail the quest.  Inside the nice cleaned up area that the gnome took care of before you went inside, you are good.  Step outside that area and be prepared to fail your quest.

    Didn't realize gnomes were in the desert. Christ you people get upset at the SMALLEST idea. No wonder this game is having a very hard time in Early Access.

  12. 5 hours ago, bdubyah said:

    Look at the checkmark in the top right in the quest objectives. It changes color when you get close to the boundary. If it's yellow, you are almost too far out. 

     

    No guessing needed. ;)

     

    Read the first part of the first sentence again. It's easy to get caught up in a POI you forget it's also a quest. There should be a more visible marker for idiots, and for people who don't want to watch a number whilst running away to regain stamina.

  13. 14 hours ago, ARRANOX said:

    Thats very intereresting... 

    so if it does not deplete food or stamina, im back to considering that i might have encountered some sort of bug in my game.

    in my game i did end up consuming around 300 food per day. i don`t know what i usually consume though. 

    but it kinda felt like the food was draining at the same rate as when you are freezing in the game.

     

    come to think of it there was an instance on one of the frist days where i had bleeding but the health did not decrease while bleeding, i was stressing with the bandage so i did not really catch on at the moment. but when i think about it now... it could maybe mean i had a corrupted save file or something?

     

    I will try a new Fortitude build and see it works or if there was something else draining my food.

     

    Thanks for the input, and yeah you changed my mind :)

    Not the original commenter but the knuckles are insanely OP. Especially when you get a book that "melee power attacks greatly increase your knockdown chance" and the "every melee fist punch (leather, iron, steel knuckles) heal you one health per punch" stuff gets insanely op. Just charge into a horde and focus one enemy at a time. Pair it with sexual rex, heavy armor, and the perk book "your armor does not weigh you down while In combat" you essentially become a tank. Infinite stamina, infinite knockdown, infinite attacks. It's deadly, which it has to be for melee.

     

    As for HF, it's insanely OP. I always grab it the moment i can, I do believe what you engineered is a bug because I've never had that issue before. So i do wish you luck, i play on survivalist and the above build has never let me down!

     

    May the hordes be small and the loot be large!

  14. 2 hours ago, Roland said:

     

    I find gobs of useful stuff besides stone tools and weapons. I think you are too focused on efficiency and opportunity cost. Stop thinking about what you might find later if you just put off opening containers until you have a higher gamestage and work with what you can find now. You are simply playing the game as a grind to get your levels up higher as quickly as you can. That is your choice and there is no one forcing you to spam quest after quest.

    If I would like an iron tool, then i obviously need to level. The devs have PURELY made this game a level grind. You want to craft better quality? Level up. Want to find better loot? Level up. Want to make gasoline? Level up. Want to raid a POI? Might as well talk to trader for a quest since you can essentially raid them twice. Spamming quest after quest is quite literally how the game progression is supposed to go at the moment since everything has a tier and allows you to reloot a place.

     

    As for playing the game as a grind.. it's 7 days.. to die.. are we supposed to NOT grind until the 7 days or what? Anything past the first 7 days is purely for fun.

     

    Edit: i should specify that it is a WIP as you've said, and i am truly looking forward to see what changes we see. Early access is not finished, changes will be made. With the current system, it's quite linear gameplay.

  15. In A17, you looted POIs specifically for loot. Especially a shotgun messiah or a working stiff tools because you don't want to spend 2+ minutes cutting down a tree or chopping that rock.

     

    But due to the changes in A18 and A19 with the loot tables, you know that if you raid a Working stiff Tools you will find literally nothing but stone items, because a number known as gamestage depicts it that way. I consider it to have moved away from a scavenging game. Scavenging is going through shelves and shelves of stuff "hoping" to find something, now its just "if i raid this, i KNOW i'll find nothing useful, but once that number goes higher, MAGICALLY more stuff appears".

     

    Edit, I forgot to add the first bit. In A16, raiding POIs was a daunting experience because there was less stuff to loot, a lot of places had almost nothing, and the zombies were quite horrifying. Now its just running quests endlessly to level up and get more money to purchase an item because places will NOT get any loot other than stone items. Its a game of leveling and a game of questing. Not so much a horror/survival.

  16. 11 hours ago, Adam the Waster said:


    what kind of luck do you have, i always find food. and worst comes to shove. that stripper zombie always got some Meat for me. not like food poisoning is super deadly like Dysentery back then. 

    I believe I was quite clear, I ended up making a second save because the first one was awful. I looted 4 of those Medium Can piles and got 2 Yucca juice, 1 red tea, and 1 bottled water. Hence why i stated increasing the food and empty can value. Secondly, regarding the item rate, this is still a Survival SCAVENGING game. The entire point of a working stiff tools is for.. Working-Stiff-Tools, not flimsy-stone-tools. Plus its not like you have to fight zombies and raid a POI or anything like that, no not at all. You just walk in and take what you want LOL

    13 hours ago, SnowDog1942 said:


    This is a horrible idea.  How gamey can this possibly get?  If u cant survive the weak, small , 1st seven day horde, turn down the difficulty and then turn it up after day 7

     

    You have missed the point entirely. I can survive the first 7 days perfectly fine. The first 7 days is the "primitive age" so i would expect "primitive" items to be buffed.

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