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MechanicalLens

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Everything posted by MechanicalLens

  1. So the Buried Treasure perk increases the quantity of loot in buried chests, yes? Well, I've found that it doesn't count for T1 buried supplies. 😕 Come on, the infinite water exploit has been around for so long it'd might as well be declared a feature at this point.
  2. You just described the inner mechanisms of my mind. 😛
  3. Fantastic. What's also amazing are the memory spans of a lot of the members around here. Was this thread not clearly designated to hold off-topic talk (from the A19 dev diary)? If I were moderator, they would have all received swift and harsh consequences by now. But it's whatever, at least I'm following the rules.
  4. @DaVegaNL Well, one new thing around here is that all non-A19 development posts belong here now. You're welcome.
  5. @JCrook1028 I'm assuming that bullet proof glass still requires bullet proof glass (of its equivalent shape) to repair?
  6. @Jost Amman You can recreate this bug by repairing your motor tool while still holding down left-click on your mouse to continue using it. When it's repaired, this happens. 😛 It's been around forever.
  7. This is how you mine like a real man. 7 Days To Die 2020-10-05 15-24-11.mp4
  8. @TOR Ignore that; it was done for "comedic reasons" since the nightclub zombie wasn't the "main focus" in this particular update. With that being said, I'm curious on how the YouTube algorithm is going to fair the new nightclub zombie.
  9. Simple. You tossing the grenade causes a bigger disruption than the explosion itself.
  10. Just be a troll and make the change where zombies run away from tossed grenades, pipe bombs, etc.
  11. So how are people finding robotic turrets in A19?
  12. Those are railings, not bars. When upgraded, railings only have a maximum of 300 health. They simply would not do. It doesn't matter though. It's more of an OCD thing.
  13. And yet you are perfectly capable of reading lines and lines of text... With delays in responses lasting upwards of half an hour or more, maybe I'd believe you. 😛 I believe the issue is that it is against human instinct to look up.
  14. Other than Microsoft announcing Tetris Effect: Connected a few months ago, which is basically Tetris with good graphics (I couldn't keep a straight face while saying that, sorry), no, not really.
  15. Can't wait for your opinion on Flappy Bird.
  16. This quest location is way, WAY too far away from the trader. It's absolutely ridiculous, do y'all expect me to walk all the way over there? Absolutely unbelievable... This needs to be rebalanced ASAP. Does anyone else see the problem here? And no, it's not me being lazy. I'm not, I promise you. In all seriousness though, I love that traders are within towns now. My five quest options were of the following distances away: 55m, 101m, 72m, 191m, and 182m
  17. Truth is, A16 zombie AI could be much more easily manipulated than current. A YouTuber named Vedui has proven this quite extensively. Seriously, all you had to do in A16 was build a 20-30 block bridge with supports on both ends, stand in the middle, and the zombies would just gather beneath you and do nothing whatsoever. 😛 Edit: Maybe closer to 20 blocks vs 30, but you get the point.
  18. I've played this game for over 3,000 hours now... and I've only just leant that you can hold down the left mouse button to place down blocks instead of having to click the button every time.
  19. To add to the post above, let's say you surround an 11x11 wide tower, with one block breathing room between the base and the pit, with 192 iron spikes, 3 rows across in the pit surrounding the tower. Iron spikes take 4 forged iron to craft, so that's 768 forged iron for the whole lot - that's approximately 1 1/2 stacks of forged iron. By default, it takes 12 iron (plus some clay) to craft one piece of forged iron, and unless I'm mistaken, iron that is put into the input of the forge comes out to be a 1:1 ratio. This means it will take 36864 iron to craft the required amount of forged iron to craft/upgrade those 192 iron spikes; that comes out to 6 stacks + 1,000 iron. As stated above, it takes a third of an iron spike to down a regular zed, and two thirds of an iron spike to down a regular feral. Best case scenario, let's assume that half of your spikes are used. In this scenario, that should net from between 200 - 240 zombie kills on average, assuming they're all basic and none of them make it through. However, to apply this situation realistically, let's say 10% of zeds are beefier than your standard Arlene or Darlene, so this drops the kill count to about 190 - 220, to be on the safe side. Total potential kill count will probably come out at around 200 zeds on average for 96 total spikes, if the scenario ends in a perfect streak of zed carnage. This is unrealistic however, so expect some zeds to make it through your defenses, walk around areas where spikes have already been taken out, or multiple zeds trample on a singular spike simultaneously, creating diminishing returns. Assuming however that you miraculously, through some strange and almost perfect coincidence, get approximately 200 zombie kills for approximately 100 spikes being used, on average. Are you willing to spend 18,500 iron per 200 kills per week? Up to you. Edit: To be realistic about it though, count down the total number of kills per week from about 200 to maybe 140 - 160 on average maximum. Again, you have to take into account zombies brushing up against spikes but not actually dying. Note: I was doing some crude math here, plus it is 2 in the morning where I am, so take all of these numbers with a pinch of salt, plus individual circumstances will vary greatly since entropy abound in these kinds of situations and order is few and far between.
  20. I did some testing with the current spikes we have in a creative test world and here's the crude information I've been able to gather from the limited tests I conducted. Apologies for limited data as I am exhausted this fine morning, but if anyone is interested I can perform more tests later, or if you prefer you can do it yourself. DIFFICULTY: Nomad (<----- Doesn't seem to matter?) BASIC ZOMBIE: Wood spikes: 4 stages until death Iron spikes: 1 stage until death BASIC FERAL ZOMBIE: Wood spikes: 8 stages until death Iron spikes: 2 stages until death (*Basic zombie/feral zombie = Marlene, Arlene, Darlene, etc.) (*Both spikes have 3 stages until complete destruction.) Feel free to decide for yourself if spikes are effective enough to warrant usage. Edit reason: I tested some of this across multiple spikes. In other words, I was being a muppet. Ignore the past results
  21. Gotcha, realized that a little bit ago. I suppose I confused Jay's first post here meaning he was the OP. Nevermind, my bad. Thanks for that. 🎈🎈🎈🎈🎈
  22. You can blame @Jay_ombie for the poor naming choice of this thread for that. 😛 They both start with "Alpha"... @BobbyLee298 Probably because a lot of what you're posting, and a lot of what others are posting, now belongs here. Yoo-hoo! Over here! Come on over! Join the herd! 😛
  23. Hopefully he was referring to corner wood bars and corner iron bars. I've been wanting these for ages.
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