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Blasphemous

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  1. It's just what came to my mind in terms of difficulty, it's not an exhaustive list. Could well be poor ideas. Also, I don't mind if cobblestone is weak to zombies or even regular concrete, it's easy to build and replace, it could even be argued from the lore standpoint that it's somewhat susceptible to zombies. My only problem is with steel being weak.
  2. Yes, demolishers, I played another game with a similar monster called destroyer ;) Destroyers can be disabled before they ruin your base, assuming you're a good shot. Their advantage can be negated by skillful play. Zombies' scraping through concrete with their crusty nails can't. At the point in the game where you can use steel on all the blocks, I doubt there is any danger to your life anyway. The whole idea is to get there in the first place. Early and mid game is the time when survival is more difficult, end game doesn't pose any significant challenges, only nuisances like zombies burrowing through steel in seconds. I don't actually want to build a steel cage and lock myself in for the duration of the horde night. I build steel bases to withstand the assault but I actually actively kill zombies, dispatch the vultures and so on. The game already has features which allow players to wait out the horde, that's not my intention. But having steel walls melt under Sylvias' fleshy fingers is bad, regardless of how that fits into the game balance. I'm not a game designer and can't really come up with a better solution to keep up the challenge. However, from the perspective of a player, it's ridiculous how easily zombies dig through reinforced concrete and steel, hence this being my pet peeve.
  3. Dude, really? You missed my point entirely. Regardless of the block damage, end-game blocks should not be so easy to burrow through. My intention was to point out there are other means to increase the difficulty, like have the zombies pile up enough to spill over the wall. Or have them burrow a bit more "logically" and circumvent the steel wall by digging underneath. Or spawn more destroyers. Or any number of things that make a smart game difficulty ramp-up instead of "let's multiply bad things by 2 or 3 and call it insane". I don't have any problems designing an impregnable base. If I had, this would have been a rant instead of a pet peeve. I build either a tunnel trap base or a really thick multi-layered walled base to sort of brute-force stop the zombie horde. Sometimes I just jump between PoIs previously "enhanced" with ladders and obstacles while zombies chase me. I have little problems surviving on the highest difficulty, it's just that it's always annoying to have to repair a massive number of steel blocks after each horde, especially on horde every night. I'd rather just spend my nights on top of the buildings that can be respawned in the morning into their original shape with a quest.
  4. I know it's balance and all but my pet peeve is shambling, brainless zombies being able to burrow through reinforced concrete and steel plate with their bare @%$#ing hands in seconds or minutes. That thing should be almost indestructible. I'm all in for making it either super expensive or super time-consuming or both but when I finally get to the point when I can improve my base with that stuff, I expect it to easily last an entire horde night, even on the highest difficulty/highest block damage setting. As it is right now, end-game base building materials are just so inadequate and flimsy.
  5. Playing random gen, I claimed an old ruin as my base, playing horde every night, everything set to insane, 64 zeds, 150% zombie block damage. One problem I've noticed is that it might be a bit too close to the water treatment facility. What this means is zombies are spawned underground in the section of the plant that has the water and traps. They can't get out so they start to burrow. Needless to say, with the settings I have, they ravaged the land. My question is this then: what's the maximum distance from the player that zombies can spawn at? Is that modifiable somehow? Do PoIs affect it at all? I will probably have to find a stretch of green and build from scratch there and I have a few promising sites but to avoid another case of mole-rat zombies, I wanna be sure the distance from nearby constructions is just right.
  6. As in the title. I want to use F1, F2 and F3 keys for something else. Apparently the game doesn't allow you to remap them to anything yet still lists them in the control settings. I'm fine with mods, xml changes or registry. Anything to free the function keys. I noticed there is a registry string called Controls_h333010129 and it probably somehow stores existing key layout but changing it doesn't have any impact. Or maybe I'm doing it wrong. Anyway, any tips?
  7. I've found coal in the regular forest on the map I generated. Maybe I'm lucky but thus far, after 25 hours played on this map, I'm enjoying it without any problems, glitches etc. The city is packed and the buildings are close together and when I roam around, it really gives me more of an "abandoned metropolis" feel than anything vanilla. No problems with resources so far - iron, coal, shale are all there - as are my favorite PoIs and some I've never seen before (or seen once or twice after 1k hours). Level 40 now, horde every 3 days, so far so good. And yes, I'm playing a19.3.
  8. I have just generated my first Nitro map with mega cities. It's so beautiful. Seeing a cluster of 4 dishong towers and 5 higashi buildings within one city... after months of vanilla and wasting time for in-game random gen, this is like liquefied skittles blown into my mouth with a pressure washer. I gotta ask though: since it takes about 90 seconds to create a bloated 8k map versus around 15 minutes in-game, what's the deal? Is the built-in generator so inferior or does Nitrogen skip something/lose some information? Cause if there are no drawbacks to using it then I'll never return to the in-game generator.
  9. I'd much rather see the existing copter improved in multiple ways - Rust has an amazing control scheme for a virtually identical aircraft, it's much more controllable and maneuverable. I don't understand why 7D2D has to have such a poorly implemented vehicle control for it. It's just painful to fly, land or take off in. I'd see another version with two engines that might be somewhat more stable and have a higher inventory capacity at the cost of speed and fuel consumption. Perhaps a version with armor plates to protect against vultures and vomit zombies.
  10. Somebody should delete this thread, I made another one in the correct section this time.
  11. Summary: Free-standing wire fence barrier has inaccurate hitbox. Game Version: A19 b180 Platform: PC OS/Version: Windows CPU Model: Intel i7-9700k System Memory: 16 GB GPU Model and VRAM: nVidia RTX 2070 & 8GB Screen Resolution: 2560 x 1440 Video Settings: Ultra Game mode: SP Client Did you wipe old saves? N/A Did you start a new game? N/A Did you validate your files? Yes Are you using any mods? No EAC off Status: NEW Bug Description: It's difficult to hit the fence itself and the character frequently hits a block behind it. When the object behind it is a mine for example, this can insta-kill a low-level character that tries to destroy the fence. Detailed steps to reproduce the bug: 1) Check the attached screenshot for the item in question 2) Either use the editor to place it and put a mine behind or just spawn in one of many PoIs which have this layout of barriers 3) Aim with an axe (preferably a stone axe) in a way where both are aligned with the crosshair 4) Hit the fence Expected result: Fence gets damaged Actual result: A mine behind the fence explodes I just started a new game with house rules that include permadeath. Now it says I died, spoiling the character screen. I don't consider myself at fault here. I specifically aimed to hit one of the wooden arms of the wire fence. Instead my character hit the mine directly behind it and died. That is very uncool. This also applies to the wooden spikes, also on the same screenshot. Perhaps, if I hit it between the two arms, below the wire itself, it would have made sense but I'm aware that I need to be quite accurate and I aimed specifically at one of the fence's elements, yet I still died. Please, please, please fix this. The hitboxes on these traps have been faulty for many alphas now, I cannot understand how this is still an issue, unless this is an intended behavior, which would be even more baffling. On a side note, is there anyway to "correct" or adjust the in-game death count at the character screen?
  12. I used to run a pit base with blade traps in crucial drop zones, which would hack the legs off of zombies and slow down their return but the AI changed in recent versions and they're not as good as they used to be. Now I just use a switch to pour solar electricity through lamps to light up the base and zombies beating at the walls. The defense is purely passive - triple steel wall, four blocks high, surrounding a narrow-foundation tower-like base, which has cornices running around high enough above the wall to let me nuke the Zs with a rocket launcher. Gets me 5-7 levels every horde night even past character level 100. Also I'm doing a 64 zombie horde.
  13. The item in question has been generated on the floor of my base. Maybe there's some kind of command to remove any non-default pick-able items from the game? Anyway, I tried waiting for the item to be naturally removed from the gameworld, as happens with all dropped items but apparently it doesn't work on this one. I tried that immediately after the whole thing, was even hopeful since the bak had an older timestamp but nope. The information is stored somewhere else as well. My problem was not "Hey i prob shouldn't do this", it was "I know exactly what I'm doing, done this a hundred times." I used to keep a backup when spawning zombies, blocks and entire PoIs in case I screw something up but here I thought, hey, it's a non-persistent item, what could go wrong? Lessons learned.
  14. I guess I'll have to say bye to this one then. Too bad, this character never died, I wanted to continue this flawless record. On the other hand, my base was immune to hordes, all items at level 6, three perk trees done and I just cooked 10k steel for the final improvements. Maybe it's the right time to start a new char.
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