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MechanicalLens

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Posts posted by MechanicalLens

  1. 1 hour ago, Gazz said:

    Oh, I know. =P

     

    It's just neither broken nor a gameplay problem so kinda low priority.

    Nonetheless, perhaps reducing the protected areas around traders could be something [low priority] for consideration? It isn't uncommon for POI's beside or in front of them to be partially protected, or at least the ground around them. For example, in my personal world I was going to place a wall three blocks in front of the house I'm staying in to protect from screamers/wandering hordes, but because I'm living in front of the trader my limit is 2 blocks from the walls of the house out front.

    Edit: Nevermind, it's a protected chunk. My bad. 😛 Ignore the post above.

  2. I haven't been doing too many quests this alpha. Have any people received quests for the non-remnant versions of the new stores, other than the T4 shotgun messiah? (Ex. Crack-A-Books, Pop-N-Pills, etc.?) I'm just curious if TFP allowed these POI's to be potential quest locations.

  3. 12 hours ago, madmole said:

    Well think if everything has quality, and there's at least 10 sets of outfits how long it might take to actually find a full set. There is a cowboy hat, but it is part of a specific outfit. The skull cap is the lumberjack hat. A lot of the stuff we have now will sort of be there in some fashion, but everything has meaning to it now instead of everything useless except for steel or military armor. There might be a fair amount of choice deciding what outfit best works for your build, or strong desire to collect a full legendary miner outfit.

    As long as some customization is allowed. :) Otherwise I'll dearly miss my matt black outfit of a black cowboy hat, black leather duster, black shirt, etc. 

    Then again, it's just for roleplaying purposes, so no biggie. Currently in A19 (A18 included) I wear my appropriate armor and clothing whenever I'm out and about, while a further 20% of the time I'm chillaxing at home wearing whatever attire that I desire at the time. For example, the outfit I described above:

     

    7_Days_To_Die_2020-10-29_11_30_41_PM.thumb.png.fb3e90f42c2a38106e81819c4c5b18a9.png

     

    (Disclaimer: I made it clear that I was going to add the image above at a later time via an edit.)

     

    Also @madmole When the introduction of outfits replacing the old, conventional armor/clothing, what are your plans regarding the Savage Country POI's? (i.e. the clothing stores.) If they remain the same, I suspect they could become very coveted POI's that a large portion of players would save up and loot later on in the game with a higher gamestage/lootstage to acquire as many high-tier outfit pieces as possible, and it is certainly plausible that they'd always find what they're looking for. (Ex. Need some specific footwear? Shoe racks have you covered.) With this being said, do you think any drastic changes will be made to said POI's, such as many of these racks of clothing becoming non-interactable? If you say it's too early to speak, I get that, but I definitely think it's something to keep in mind.

  4. 1 minute ago, meganoth said:

    How are they connected?

    What do you mean?

    Edit: Unless I'm misunderstanding things, most of the clothing/armor we have now will be removed and replaced with a more unified design and that being player outfits. Feel free to correct me if I'm wrong about that though. With the Savage Country POI's, especially the big ones, currently you can find any type of shirt, pants, shoes, etc. in them by the dozens. With player outfits, this would translate into a similar situation unless the majority of these lootable containers like shoe and pants racks were changed to be non-interactable deco items only, for example.

  5. While conventional clothing (dusters, boots, bandanas, shirts, pants, etc.) will be removed and the current armor sets we know will be gone, I'm nonetheless interested to see where these outfits will take us. I just hope there's enough variety among them so that we don't find entire sets, even if some are of poor quality levels, relatively early on. (Also, I assume that clothing mods will be removed, such as the skullcap mod and the cowboy hat mod? Just curious.)

    Edit: Unless I misunderstood what Joel meant, in which case, feel free to correct me.

  6. 34 minutes ago, hiemfire said:

    Nice. Another knob to tune to adjust difficulty to taste. :)

    I wonder if this is going to be in place of something that is there currently or is in addition to what is there currently.

    Imagine setting the zombies to nightmare speed and you living in the wasteland biome. It'll practically be horde every night there. Something tells me I'm going to absolutely adore this feature. :) I was a bit gutted when they removed nighttime feral mode back in A16, now it has a second chance of sorts.

     

    I'm guessing these changes won't come into effect during horde night and the zombies will always have their GPS mode active?

    32 minutes ago, Roland said:

    Hah!  You're hoping it replaces auto-aggro rooms! You don't fool me!! :)

    I wonder if any predictability/roleplay will be added to this system? How about having Edgar sleep walk to the kitchen every morning to prepare his morning coffee? ;)

  7. 5 minutes ago, meganoth said:

     

    No. It could also be 5% chance per second of hitting.

     

    In that case, using a chainsaw would be a far more efficient solution of potentially extracting more honey anyway. If it takes longer to down a tree, and if the XML is designed in that favor, then you'd theoretically get more honey via time spent chopping or per hit vs a steel axe which only requires a couple hits / a few seconds to down said tree.

     

    If it's 5% per tree at random selection (i.e. this tree will give you honey, this one will not), then it literally would not matter if you used a fully modded level 6 steel axe or your bare fists.

     

    Of course though with it being such a low percentage chance you'd have to chop down thousands of trees to get accurate test results back. One experiment would be how much honey did you get on average by hitting 300 HP trees vs 1200 HP trees with the same tool, although such an experiment would obviously still raise a lot of questions.

  8. 1 minute ago, meganoth said:

    The xml state the chance is 5%, but it is not said what 100% is

     

    It's either 5% per tree or it's 5% per swing. Wish I could type more but my cat insists on sleeping on my laptop's keyboard. Now she's meowing up a fit.

  9. @Laynie According to other forum members here, the XMl's state that every time you hit a tree it's a 5% chance that you'll get one honey, although I'm unsure if it's limited to one honey per tree or not, although I find this to be the more likely scenario. So if you want to extract the maximum amount per harvest, use a chainsaw vs a steel axe. :)

  10. There's a book that allows the player for a chance of harvesting honey from trees. Does anyone know if this percentage is based on per hit to the tree, or if the game decides that x tree will give you honey and x tree will not in advance? If it's the former, I'll be using the chainsaw from now on.

  11. 17 minutes ago, Fenris said:

    Did you just read the skill book that said something about finding more honey? When I read mine the very next tree I went to did the same thing. After that first tree all the others acted as they normally should, with the added bonus of possible finding honey when chopped down.

    Nope. Perhaps a bird's nest was clashing with the tree (spawn wise) and this was the result. *Shrug*

  12. 1 hour ago, Demonoid74 said:

    Grace put up a huge fight when I first ran into her...Fortitude 10 fist build...she beat my ass good , but I killed her lol

    Had to use a few first aid items after that fight for all the different injuries I had...

     

    Would love more fights like that for sure

    Sounds better than the horrible mess I got myself into with her. Lol. I jumped down to Grace's cave and hastily placed a few landmines. Even after dumping a full clip of my AK into her, she still murdered me. I returned with my spare pistol and a molotov and proceeded to break down through the loot room to find her, as she had moved from her original position. While on the ladder and with Grace directly beneath me, I threw the only molotov I had, which of course caught itself on the ladder's hitbox, setting me on fire and killing me. Third time's a charm, right? Nope, I fell down the ladder and got stuck in a corner. Finally I made my way back down, grabbed my original backpack, loaded my AK, and... came out with 10 health and a deep laceration, an infection, and a concussion. Happy days lads! 😄

  13. 4 hours ago, Quagmire1428 said:

    i keep chickens,  please tell me you are being silly for silliness sake an not implying a chicken has a womb within which to gestate a fetus? 🤣🤣🤣

    Sometimes to win an argument, you have to look like a blithering idiot in the process. 😜

  14. 3 minutes ago, meganoth said:

    I think you are completely right. Chickens are birthed in hot oil, live in card board boxes and have a crust. They can't lay eggs. But you can order an egg salad with the chicken, though the eggs were never touched by that chicken in any way. Chickens also can't fly, otherwise we would call them vultures.

     

    Oops, my bad. Chickens can lay eggs after all. I was mistaking them for the majestic buffalo chicken.

     

    dhLTXJGs0b7xpualwF-1xr7u2opBci76mTybGx6g5r0.thumb.jpg.e29818c864df714f552053e73a967858.jpg

  15. 5 minutes ago, meganoth said:

    Not my native language, but I thought "chicken" is the zoological term for the whole race, including (female) hens! Is that wrong?

    Sort of true. But from now on, let it be known that chickens give birth to live young. Let me win this argument. Let me have that much. 😛

    It's honestly pretty simple. Chickens don't lay eggs, but vultures do. Snakes lay eggs, but elephants don't. Most humans don't lay eggs, but Roland does. Capiche? :)

  16. 21 minutes ago, Kalen said:

    hah, well.... about early game I was only replying to you about running and melee.   I think stamina drain for mining is almost always a problem.   Having to constantly pause and wait for stamina to refill while mining doesn't make good gameplay, IMO.   It's more understandable, to me, to have to regen stamina after running or melee as long as the drain isn't too severe (which, early game, I think it is)

     

    Motorized tools should have drain.... anyone thats used one in RL knows that ;)

     

    No doubt about it, especially in 7 Days. Our characters can't run for more than 30 meters before puffing and wheezing like they need an oxygen tank attached to their back. ;)

  17. wonderful-world-inspirational-quote-art-michelle-eshleman.jpg.e48f0b9c641a72ed566d5f0955cfcf1a.jpg

    Just now, Kalen said:

    Its only really a problem early game.... but early game its a really bad problem, IMO.

    True, but who needs a mega fort by day 7 or even day 14 anyway? You could simply make a staircase that connects to a walkway with iron bars separating you from the zombies, and you'll do fine perhaps up until day 21 at best.

    Besides, don't get too comfortable where you are at @Kalen TFP have said on multiple occasions that we'll certainly be getting a pretty heavy stamina loss penalty for using motor tools in the future.

  18. 2 minutes ago, Kalen said:

    You can do other things while crafting or scrapping.   I also believe that stamina drain is way to high for running and melee, but thats a different argument.    

     

    But yes, balance takes priority which is why I suggested lowering the yield.  So the net result is the same.

    I personally think melee stamina costs are fine the way they are. Besides, we have the clubs which by end-game provide infinite stamina recovery through power attacks. As for sprinting, I don't see this being an issue once you get past the bicycle phase. (And even then, tap W while sprinting on your bike and you'll only lose stamina while turning.)

     

    A subjective problem (or lack thereof) with varying solutions, balanced like all things should be.

  19. 1 minute ago, Kalen said:

    I don't think it is ridiculous.   I think of it as what does having to sit around waiting for stamina to fill add to the game?   Not much, IMO.   I would much rather they lower the amount of resources you get per block but allow you to constantly (or near constantly) mine.   So that the end result is that you get the same amount of resources without having the constant pauses.

    On the other hand, waiting for your meals to cook, items to scrap, stamina to regen while running or swinging a melee weapon, they're all in the same boat here. Is waiting around fun? No, but balance takes priority over such things.

  20. 1 minute ago, Danidas said:

    I admit that I over dramatized it but that is the general gist of it. As every second your not doing something you might as well not be playing.

    Very true. Again, was just playing Devil's Advocate, even though the counterargument itself is ridiculous.

  21. 3 minutes ago, Danidas said:

    Unfortunately a large amount of players believe that if they cannot just hold the mouse button down while looking at rock and endless mine its simply unplayable. Hence all the players moaning about every second they aren't mining as if it's the end of the world. Aka how dare the game interrupt my quest for perfect efficiency as every second must be life or death.

     

    Which is why we get so many people complaining about stamina use and going crazy for getting the Auger ASAP.

    Not that I agree with this side of the argument, but you could say that for every moment you're waiting for stamina to return, you're not exactly playing the game.

     

    Or at least that's the flip argument I hear with every waking moment.

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