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Ramethzer0

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Everything posted by Ramethzer0

  1. Bando mods are fine, they just aren't as powerful as previous alphas.
  2. Good to hear you're enjoying them! And to answer your question: Without knowing what settings you play with. and only speaking for myself - spears have their own set of limitations and aren't quite on par with the other melee weapons by a long shot. When difficulty, game stage, and horde nights start to ramp up, you're going to see more and more of those limitations.
  3. I could split some hairs with you on G.A. Romero's fame and his later productions and how good they are or were, but - I have so good news for you: You can download something called the compo pack and within there is a POI called Eden Center Mall, and it's a massive POI that can take quite a long time to explore and secure. Enjoy!
  4. Again, I repeat: I have no more spoons for "But my immersion!" threads and how they intersect with Stealth builds. Seriously. Only knives.
  5. Rest In Peace, Wyvern King ❤️
  6. Cheers for mentioning this. One of the things I really enjoyed in past alpha stages was that zombies used to swarm a bit more sparsely. I used to be a big stan for the Prison as a starting base and I would get absolutely wrecked by spiders who could at the time simply scale walls. The hordes felt more random and dangerous then. Currently the AI causes them to bunch up on their own very often without the need for using area denial tactics and funneling them down into killing fields. While I feel the current changes make sense from a developmental standpoint, I had to make my bases *less* secure in order to preserve my own sense of excitement. And you did mention that mods are a last option, but as someone who felt the same for years I can tell you that some overhaul mods (like Undead Legacy, Darkness Falls, or Romero mod) are VERY MUCH worthy of checking out as game changers. Don't knock it till you try them!
  7. I often chalk situations like this is as the result of neuro-divergence. These kind of folks exist everywhere. Try not to hassle them, because they have a hard time with lots of things that don't make sense to them because the world wasn't built for them.
  8. My fave Madmole mistake is when he placed his gyrocopter within shooting distance of his dart traps. He then turned the dart traps on during horde night, and the dart traps ate his gyro.
  9. Can I add some extra realism to meat fabrication here for a moment to offset the 'Realism' argument, because there's more to that concept of realism than you think. That is the realism of pitfalls. It's far more complex than making the statement of 'Realistically, a 100 lb fawn can easily yield 45 pounds of meat, or ninety 8oz servings... So two servings of grilled meat for one deer seems a little weak.' I say this as a professional in the food service industry: It's not as easy as you think it is and requires some education about spoilage, food preservation techniques, sanitation, proper tools, and proper working conditions. I for one, am grateful that in 7 days to die, a zero experience survival character in the end is able to identify how many portions of meat are actually healthy from the moment you slash at it with a knife. In the real world there are bones, internal organs, chances to taint your meat, identification of parasites or contagions in game meats, and the ability to just ruin your fabrication and not get the cuts you are hoping for. Sometimes, a person cannot tell with the naked eye which bits are actually healthy. Anyone that has ever gone from farm to field to water body to garden all the way to table can tell you the path to the end product is a detailed path. There are a lot of steps in this process, and a lot of moments when things can go wrong. The perks can soften the blow in the argument between realism and a survival video game simulator.
  10. Good questions and now that you've brought this up, I'd love to know as well.
  11. I tend to be the guy that makes my group all the cash as lately I've been really into INT builds this year. Things I didn't think made a lot of money but definitely can: stacks of iron pipes, car headlights, lead items (why scrap them? easier to mine lead), scrap spare engines for 30 mechanical parts (then sell the stacks), stacks of cloth, and wire tools. This is in addition to what's been mentioned above. And if you're playing undead legacy? Yeeeesh, you can almost pick up anything off the ground and sell it if you want to.
  12. as the days lengthen, so do the nights (as per usual) but that can also be trimmed in settings. The hordes still scale towards your gamestage, last i understood.
  13. 1) Pretty much anything from the Tarantinoverse(tm) 2) Star Trek: DS-9 3) GWAR is the only band I actually have a full discography of. 4) Prolly Fallout 4. (new mods are always being made)
  14. I frequently play with settings and I can tell you that less time or more time is pretty relevant when you trim the amount of resources you can reasonably gather in that time. This includes mission rewards, looting, mining, xp gain, etc etc. It means you can dilate or tighten up how much time you intend to spend doing things before horde nights. These are the biggest impacts I have gathered so far. Finding the right equilibrium of fun Vs resource gathering Vs building is sublime if you hit it right where it feels the most satisfying. I play longest days possible, but my gathering and looting is tuned down, making sure I need to fill that day doing what I NEED to do for my character to survive. Every day is a grind for that survival and just feels the most fulfilling to me. Night times (as per usual) are the times I craft and replenish stocks from raw materials. Effectively what this does for me is to extend the early game quite a bit, which is arguably my most enjoyable part of the game. I get much more bored with well built characters because most of my needs are already met by the time I'm level 100 ish.
  15. Ironically, one of my MP companions decided to convert an old mine (in the wasteland biome) into a horde base about three weeks ago. We've used it twice now and while the digging thing is still problematic for the health of the landscape and it makes it look even more ugly as sin, so far, its never been breached. One of the more interesting features is that there is a tunnel system outside of our concrete areas that seems to push the zombies all onto their hands and knees. This was actually a net positive for us. While they swarmed at us like the Aliens in the air shafts scenes in the second film, they were also MUCH easier to get head shots as they were moving toward us at what seemed to be a slightly slower clip. The AI of the tunnelling zombies is just as manipulable (is this even a word? IDK) as they are above ground. They very often wont punch walls if there's just an easier way to get to you. Essentially an underground base just becomes a subterranean form of killing corridor, and often the results are the same. It's just another form of area denial (which is a playstyle that most INT based builds can capitalize upon) couched in a different perspective. One major thing we DID learn (the mine went all the way to bedrock) is that drones REALLY don't like following tunnel structures, and that if you are at bedrock level during a bloodmoon while you have a mountain over your location - the zombies don't really get a chance to spawn into your chunk.
  16. Ramethzer0

    Reach

    Yeah I'm not a fan of this either. I think it should be completely allowable to have a melee combat that results in the zombie hitting me 0 times. I think it's pretty sketchy to allow zombies to have a hitting range that is longer than their physical form even suggests. There are a few issues with that as well, as this also comes from having zombies slap me through thin blocks and solid doors as well. It's prolly one of my top 3 beefs.
  17. Ramethzer0

    Reach

    TFP admitted to changing this in a recent interview. But, i've been calling this phenomena 'Teleport Hands' for a while even before I learned of it. The reach of many of the mobs in this game was extended based upon the most popular ways to fight most of the enemies. Most hit and move, often going backwards.
  18. I seem to recall Max Brooks having something to say on the subject in his Survival Guide, but I don't remember what it was.
  19. 2733.8 hours as of today. Edit: I discovered this fabulous game and many of its content creators on youtube at the same time, around the time of the 15/16 crossover.
  20. I've not played on a public server since A17. That being said, wow... thats gotta suck so bad. But, good to hear they are going to fix that.
  21. If you do two more jobs for her, she'll make you employee of the month.
  22. get out > pick up > set back down > try again. 12 second. But... I do like the idea of getting out to push to avoid these previous 4 steps.
  23. Everyone uses what information they are given. Some people are not given all the information, and are generally taken as misconstrued when their opinions are up against people who have all the inside information. That doesn't make them condescending. That means they are trying to get through to you, and you're not listening. Let that stew under your helmet for a wee bit. Taking a single sound bit, removing the context, and projecting your own hot take on that is literally the textbook definition of lazy research.
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