Jump to content

zztong

Members
  • Posts

    1,194
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by zztong

  1. I have noticed this trend. While playing, I craft stone tools and Q1 padded armor at the beginning, but after that I just use whatever I find. The things I regularly craft are consumables, food, medicine, ammo, fuel, repair kits, seeds if I'm ready to farm, and a motorcycle or 4x4 if I cannot buy one. I might craft armor or weapon mods on occasion. But, I think to your point, I very rarely craft weapons, tools, or armor. My crafting ability usually advance at the same rate loot quality advances. I might make a Q5 top tier item instead of waiting for a Q6 to drop -- this frequently happens with military stealth boots. I vaguely recall a suggestion about typing the ability to repair an item to crafting ability. I think that might be neat, if the highest level you could repair was one level higher than you could craft, so that you could maintain a Q6 item.
  2. That's pretty easy to arrange. One of the world files has a list of spawn points. Edit the file and delete all but one of them. It would be cool if they'd make that an RWG option to control the number of spawn points.
  3. If you're using ZZTong-Prefabs, you might be suffering from a bug in my biomes.xml file. I just released an update that fixes that, but you'd probably need to generate a new world.
  4. I'd love to see Ivy that we could place on buildings and even let people climb it, but there's no vanilla block for that. If you made a custom block, then you could start to add it to custom POIs.
  5. You count the number of little red skulls on the danger meter. Ignore the orange skulls because they're telling you about the biome difficulty. No little red skulls? That's a tier 0. Oh wait, DF ... Darkness Falls ... I have no idea. Did they remove the danger meter?
  6. A21.2-ZZ020 has been released. It contains only a bug fix for biomes.xml. There is no new content. I've been wasting away in Margaritaville. There are no zombies here, but I've run out of sponge cake.
  7. I wish I could use Stealth while climbing a ladder. By comparison, I can jump in Stealth. I can knock a hole in the ceiling and build an entire staircase in Stealth. Why can't I climb a ladder quietly?
  8. My apologies. The pressures of life and time sometimes lead me to skim too quickly and it seems I overlooked something. Overall though, I don't see thirst and disease so much as a big system with intricate choices, but as a source of complications and little choices that affect your planning and ability to take on larger challenges. If you are not hydrated, exploring a POI should be more difficult. I think it's safe to say 7D2D hangs out in that space. My interests are a bit more complication for thirst and for moving some of that functionality from the POIs-Traders-Quest loop to what I consider to be a more natural and semi-realistic activity. I know pure realism isn't the goal, but nods in that direction are appreciated. Farming is another activity that I think could benefit from being extracted from the POIs-Traders-Quest loop. I think foraging for seeds might be better done in the Wilderness, providing a reason for players to leave the city. Currently, I've got lots of seeds well before I'm ready to start a farm because they come to me as loot in POIs. I can come away from an office building with blueberry and pumpkin seeds, with nitrate, brains and dirt -- everything it takes to start a farm. It strikes me as odd. Not bad play. Just odd. My thinking is the complication of having to go to the Wilderness be a welcomed alternative to POIs-Traders-Quests. It would be variety.
  9. I don't recall it being hard once you learned the recipe.I don't recall having to search for a location where water was supported. The resources weren't likely to be something you just happened to be carrying unless you had wandered out with the intention of immediately building a well at your new location. It's been a while since I played it. (There's a story built into the game, so to me it was a great game but I don't want to play it again since I know the story.) My recollection is that it is very similar to 7D2D in that you have a Water Collector or boiled. I think they use "water skins" instead of bottles. You can find cans of soda or alcohol around the island, usually at airplane crash locations. Would you say 7D2D has water because it desires time wasting micro management for realism sake? I don't mind returning to base in either game. I wouldn't say either The Forest or 7D2D has water consumption and scarcity that requires planning to travel outside of the early game when you need to be getting your feet under you, so to speak. [Empyrion] I would agree with that. If you start on the lush easy planet, food grows all around you and you can breath the atmosphere. You need water to make oxygen so that you can leave the planet, but that will be a mid-game thing. If you just wanted to live on that planet, you'd never need oxygen. Indeed, I've had games where I got bored and quit playing right after having just cleared the starter planet of hostile POIs and maybe only needed a couple of tanks of oxygen to get into orbit to harvest a rare mineral/metal. If you start on a moon with no atmosphere, you'll only have your starting supplies and what you might loot from hostile POIs. If you run out of oxygen, you're dead. There will be no other way to harvest it. You better be cobbling together a small space craft from the ruins of your crashed ship to get off that rock. [Murky Water (12% dysentery) > Purified Water (3% dysentery) > Potable Water] Well it could be made deeper. To me, that's the approach that is most consistent with what 7D2D currently offers. To be more of a simulation you'd have to BOTH filter and purify (boil) water and that would introduce more states of water to be managed. I don't know that would help. To me, the significant change is the threat of dysentery continues on into the game longer (but at a lower chance) until you get a Chemistry Set and can finally do a complete job of making potable water. I can agree with that. The choices, in my opinion, aren't in water production itself, but the ramifications of having to provide water for yourself, the effort involved, and the point at which you can produce Potable Water -- the exact decisions that 7D2D involves with water currently -- but with one complication. You don't solve water scarcity by questing. An expanded comparison: * In 7D2D, Potable Water is solved by a Campfire and a Cooking Pot. * In what I described, Potable Water is solved by a Chemistry Station. A Campfire/Cooking Pot lets you lower the risk of dysentery, but not eliminate it. * In 7D2D, Murky Water is found in loot, sold a traders, and sold in vending machines. Because loot is in POIs, doing quests generates value to sell and resources to use including water. Questing is an efficient use of your time. * In what I described, Murky Water is found in lakes and rivers, vending machines are empty. Solving water scarcity is a chore that cannot be accomplished entirely by questing. The big choice is to quest or do chores. Traders would be an interesting topic about if they should be selling water of buying it. That depends on the world being created, I guess. * In 7D2D, Traders sell Water Filters that let you make Dew Collectors and Dew Collectors produce Potable Water. * In what I described, Dew Collector don't need a filter and produce Murky Water. * In 7D2D, you can build a base anywhere and locate your Dew Collectors there. * In what I described, you can still base anywhere and use Dew Collectors, but you could also choose to build near a water source and not use Dew Collectors. Overall, with 7D2D, If we can plunk down a Dew Collector anywhere on Day 2-3, then there are no further decisions. And, if I can have 3 Dew Collectors, then I effectively have infinite water. (Assumes my play style.)
  10. I played a lot of Empyrion before switching to 7D2D. I don't remember thirst being part of it, though there was water as a source of oxygen. Am I misremembering? The same was true for Space Engineers, but in Ice form. (Trivia: I don't recall Space Engineers having hunger or thirst, but Medieval Engineers had hunger where recipes that made liquids were treated as food.) I can confirm The Forest, Conan Exiles, The Long Dark, and Raft (yuch) had thirst. I've played Medieval Dynasty but don't really remember it. Yes... In Conan Exiles you must spend the early game in a river valley where there's lots of fresh water. But if you want to migrate to more hostile lands with next tier resources you will have to either continue to run back to the river valley or learn to build a well. You can go out and explore, but you'll need to use your inventory to carry water. I don't recall food or water being a major complication in The Forest, but it also wasn't a huge map and I could always get back to my base and refresh without a lot of complications. In Raft, I found hunger and thirst to be overdone and super frustrating. I played with a group of three other friends and I would dedicate myself to protecting the raft and harvesting food/water while the other three tried to solve the stupid puzzles. (I hated The Raft.) In The Long Dark, you could really struggle and you had to plan. You could choose to hang out in a cabin by a frozen lake with seemingly infinite snow to melt and fish to catch and warmth. You'd be stable, but bored. TLD takes the frozen environment seriously. Sadly, I think it also made the character too fragile and it didn't get wildlife right. But if you want to have to worry about survival, that's important to that game. For the space games, like Empyrion, you are definitely headed to wanting large-scale production of oxygen not just for your space suit, but to put an atmosphere in your ships and bases. In Space Engineers, oxygen can also be fuel. Survival in Empyrion is either super easy or more difficult depending on the starting planet. It kind of depends on if plants can grow where you start as to how much you're going to scramble to live beyond your starting supplies. I find survival in 7D2D to be satisfying in terms of play in terms of the quantities it delivers. Where we disagree is the premise of that statement above. I think you CAN easily make deeper mechanics with it, mostly because people forget everything that goes into making tap/potable water. All the parts are present in the game. Consider: The game goes Murky Water > Water > Teas and Pure Mineral Water. Water and above is all "good stuff." The game assumes either a filter or boiling turns Murky Water into Water. A more complex chain would be: Murky Water (12% dysentery) > Purified Water (3% dysentery) > Potable Water where dysentery only goes away with the Chemistry Station version of making water. An appealing part is the Iron Gut perk becomes more useful. An appealing part to me is it recognizes a realistic continuum of water. It would be many game days to get to potable water, but your survival situation greatly improves with the step to get to Purify Water. The downside is you probably need two tiers of Teas. Maybe Purified Water is 6% dysentery but Teas made with Purified Water are 3%. Then Teas/Smoothies from Potable Water could be the high-end super water. One last thought. To me, those other games provide a reason to worry about water at your base location. in 7D2D, prior to the water change, I'd select base locations to be near a water source. Now with Dew Collectors, location is moot for water. You might as well be across the street from the trader.
  11. This isn't necessarily a bad spot, but one complication is that folks who make mods hang out here and it could be considered bad form to promote your own modlets in a discussion like this. I might suggest looking at NexusMods: https://www.nexusmods.com/7daystodie/mods/ And use the "Sort by" column to change how they're displayed. Sorting by Endorsements or by Downloads might shed light on the more popular Mods. Be careful to watch the version for which the Mod was made. You want A21 modlets. By default, they are sorted by "Date Published" which will show you the newest mods. If you throw the little red arrow/button below the "Display" selection, it will reveal more search refinements, including "Categories", which might help you narrow your searches. I don't know about everyone, but I found 7daystodiemods lacking in features that let me track my modlet's stats. There's also ModLauncher. I'm always hopeful to see Steam Workshop integration.
  12. That was 6 months ago, and I may not be able to get back into the mindset. I think what I was saying was that I had written and debated the matter extensively and figured I had reached a point where further discussion on my part was just wasting time. The opposed view has strong reasons why they cling to it and apparently can see an improvement in reaching their goals. They left me a way to "play it my way." What more should I say?
  13. Heh, well you're not wrong. If I'd have let my arms hang to my side when I wasn't using the tool I would have probably destroyed less.
  14. I've tried the VR mod and it is functional assuming your system has a good controller match. My older system probably needs two more buttons. The only visual oddity I noticed was the height of doors. They appear to be too short compared to a normal door. The most striking oddity during play was that when I was holding a tool, I tended to slowly destroy the world around me as I'd accidentally hit things with the axe in my hand, or whatever.
  15. Translation for @Dersu:
  16. I do find it interesting the debate of water and jars continues. I choose to take it as confirmation of the oddity of the current design. I've flogged the topic to death, myself, so I'll keep it brief. I don't really think the problem is a lack of jars. They're just an inventory complication. I think the problem is the inability to carry unpurified water away from a water source. You can make it so that you dip your hand into water and extract a jar of water. The awkward part of the current system is rather than find water where you would most likely expect it to be (lakes, rivers, puddles after rain, collectors made by survivors) you find it in the least likely places (ruined buildings, freshly stocked vending machines, and traders without a supporting survivor community). As weird as the situation is. the Vanilla game is quite playable. Still, three cheers for the modlet feature that lets us satisfy our own tastes.
  17. I played some today on a server that has a UI modlet installed. I'd rather have the game's normal UI because I'm used to it. Perhaps UI modlets could be client-side only? Or maybe a player option to override modlet UIs?
  18. Going under the door would be realistic, depending on the door. I'd think having them be able go under (ignore) interior doors would be interesting.
  19. I assume we're talking about single-player, as multiplayer can complicate things with other players of different levels. I'm pretty sure I've seen feral zombies on the first night. I know in A20 that was true and I want to think I've seen it in A21. I also want to say it depends on the settings of the game and how quickly experience can be earned on that first day. So a longer game day lets you get more levels on the first day, for instance.
  20. I have these in a 7d2d AutoHotkey file (7d2d.ahk): When AutoHotkey is active using this configuration. ALT-R makes AutoHotkey send a "button down" event for the W key, but no corresponding "button up" event. So my avatar will move forward until I press and release the W key. I can hold/release shift for running if I want. ALT-M on the other hand sends a Left Mouse Button down event with no up event. So it will basically swing my axe, pick, whatever until I press and release the left mouse button. I can start my stone axe on a safe and stand up, stretch, take a break until either the safe breaks or the axe does. #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. ;************************************************************ ; ONLY FOR 7D2D ;************************************************************ #IfWinActive, 7 Days To Die ;************************************************************ ; ALT-R is autorun. W to stop. ;************************************************************ !r:: Send {w up}{w down} return ;************************************************************ ; ALT-M - Hold Down Left Mouse Button ;************************************************************ !m:: Click, Down return
  21. I don't really understand the question. I suspect you can use the heightmap. I suspect folks who hangout in the Teragon crowd would know all the options. I'm pretty sure some of them are using custom heightmaps.
  22. A21.2-ZZ019 has been released. This release includes new Gateway Tiles and content to appear upon them. One of the new Gateway Tiles is an intersection called "Bartertown" that was mildly inspired by Mad Max films such as the Road Warrior and Beyond Thunderdome. What you end up with is a Tile that is a make-shift fortress and within is a overrun trader and a couple of smaller POIs to go with it. Think of it like a larger POI with smaller POIs inside it. The interior POIs can have quests, but the Tile itself does not, though the Tiles does have its own zombie volumes with zombies as densely placed as a POI. The Tile is actually filled more densely than picture below, where distance has culled many structures. This release does NOT use the Custom Blocks Pack (CBP) so it has only Vanilla dependencies and should be more easily deployed with other modlets.
  23. I recall in A19 there was an announcement about upcoming RWG changes for A20. They were extensive and completely changed the environment allowing for a more compact and seamless urban environment. I was just becoming active in making POIs and I had a great many questions. He answered every one of them and those answers ultimately eased the transition of POIs from A19 to A20. As I said in another thread on the forums, Kinyajuu will be missed. RWG features has been my most favorite topic to follow. This might sound funny, but he's been number one on my list to talk to if there ever would have been a fan get-together. My thoughts are with his family and with the team.
  24. Are there any natural anti-venoms? I ask because the web will tell me about some, but I've no idea if that's factual. From a game stand-point, I think you'd want something to be in play earlier than a Chemistry Station and several levels of a Doctor perk.
  25. I'd be okay with this, or even just the ability to install a bedroll in any vehicle's mod slot so that the vehicle acted like a bedroll. Or, even better, just make it so that vehicles were considered to be bedrolls.
×
×
  • Create New...