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Kyonshi

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Posts posted by Kyonshi

  1. Gamestage is calculated like this:

    (Player's Level + Days Survived ) X Difficulty Bonus = Current gamestage.

    Let's say you're level 20. You survived for 10 days (this is reset once you get killed). The difficulty bonus is set to 1.2 by default, if im correct. This bonus is in the gamestage.xml file, it can be changed.

    So you get 20 + 10 = 30. 30 X 1.2 = 36 for your gamestage. When you die, there's a value that affects your gamestage and it goes a bit back, until you gain more levels and your days alive goes up. You then eventually catch up once again the gamestage you were at before you got killed.

    The calculation for multiplayer coop is a bit more complex for me to explain it by myself, and i almost never play multiplayer. But for single player, you now know. All i can do is copy the explanations from the xml file itself.

    This is how the gamestage of a PARTY is calculated:
    The gamestage of all (up to) 6 players is calculated.
    The players are sorted by gamestage.

    The highest GS number is multiplied by "startingWeight".
    This then loops down the list and "startingWeight" is multiplied by "diminishingReturns" every time.

    Example:
    Players with GS 120, 30, 60, 91, 5, 80.
    startingWeight= 1.7, diminishingReturns=0.5

    So we get
    120 * 1.70 = 204
     91 *  .85 =  77
     80 *  .42 =  34
     60 *  .21 =  13
     30 *  .82 =  24
      5 *  .11 =   1
    ... or a total party GS of 353

  2. 4 hours ago, 7daystodierocks said:

    true but i think we can both understand where OP is coming from :)

    I think Roland and everybody else knows that. But Khaine made this topic regarding a specific line of code that was suspected to be problematic and Prime answered the issue quite clearly. This wasnt a PSA to be nice to modders in general because the Pimps are open to modding and modders commenting on the game, this is a well-known fact.

     

    Roland even passed the note to Sascha to try and ease things even more than they already are. I dont think its necessary to keep hitting this nail. If that would be on me, this topic would be closed.

  3. 2 hours ago, fabulux said:

    This is possibly the biggest elephant in this thread. I'd love to know how many players are running a completely un-modded version of the game. It's an amazing game, one of my favorites of all time actually, but mods improve it and give it longevity. So, a bit of heads up (respect) for the modders seems like a good idea.

    Where did you see here that modders were treated with lack of respect?

  4. Hi, i just started playing the mod and it does look awesome so far!

    But im struggling a bit with my progression. Unless i missed something, it's not well explained how to do things. Yes, the quest instructions do mention what to do, but im currently on the Craft : Fire Spell quest and im asked to make a Fire Spell, but how do i craft a Fire Core and a Fire Hammer for that? It's not mentioned anywhere or unless i missed something, like i said.

    Is there some vids or a ''wiki'' for the Sorcery mod that i can consult instead of potentially ask here all the time? xD

  5. I'd redo the Clubs this way.

     

    1) Crude Wooden Club. Made with Wood and Plant Herbs. The usual beginner Club we all know. Basic stats. Scraps to Wood.

    2) Wooden Baseball Bat. Made with more Wood pieces than the Wooden Club, Duct Tape and Glue. Higher stats than Wooden Club of course, plus +10% Attack speed. Scraps to Wood.

    3) Metal Baseball Bat. Made with Forged Iron (yes i know they're made with aluminium IRL) instead of Wood plus other mats like Wooden Bat. No more Attack Speed bonus but +10% flat Damage. Scraps to Iron.

    4) Steel Club. The transmission shaft Club we all know. Same mats as right now and scraps for same mats as well. +15% flat Damage.

     

    Of course Stamina usage and Durability are higher as you make better Clubs.

     

    Now i know we have 4 types of Clubs instead of the usual three categories for most melee weapons, but i thought of this to address the fact that a Wooden Baseball Bat doesnt require Forged Iron, which i also agree to be stupid. If a Baseball Bat would ever require to have Iron in the crafting recipe, it would be the Metal one.

  6. 1 hour ago, pApA^LeGBa said:

    @Kyonshi The point is if we start nitpicking on things like this and get everything "right", we won´t see a release until 2025.

     

    Your blunderbuss comparison is apples and oranges. Most people look at the M60 reload animation and propably think "yeah it could work like that in RL" while everyone would know that loading a molotov into a blunderbuss is just BS.

    I dont think that modifying the M60 reload animation would hinder that much the developement process. They already have the models. They also did change the reload animation of the (Beretta) Pistol from A18 to A19, so it can be done, its probably not a big deal.

     

    The point isnt to be nit-picky for every details that could/should be like real-life. Im not asking to have individual grass fibers to grow and move independently from each other. The current reload sequence of the M60 wont keep me from playing and sleeping at night, but if it can be adjusted to how its done in reality, that just a big plus! Why not? The reload animation for the Double-Barrel shotty shows the character taking out the shells and putting new ones in the chambers and that wouldnt make sense to have it any other way. And if it was the case, most people would notice the Pimps to adjust this.

     

    My example with the Blunderbuss is over the top, of course. But its just to demonstrate that the argument that "anything can happen, its just a game" is always being flung around when someone dares to say something about the game should make more sense. Yes, we all know its a game, set in a fictive world and that zombies dont exist and you can fit a 4x4 in your backpack and whatnot... Speaking of which : you say loading a Blunderbuss with a Molotov would be BS but putting a 4x4 in your backpack is, what, ok? 😉

     

    That argument isnt the most elevated truth to abide by. Its cool to also have real-life references included and well-integrated in the game 🙂

  7. On 7/22/2021 at 5:02 AM, pApA^LeGBa said:

    It´s a game. Not a simulator. And outside of the US propably 99.5% will never know. Even in the US i doubt that there is a lot of people who actually care.

     

    Imo fixing that would just be wasted time.

    Its not because its a game that its unnecessary to be accurate... Its maybe pointless to you but to a lot of other people, its part of the immersion process and experience and its valuable. I mean, the Pimps decided to add firearms that are direct replicas from their real-life counterparts, which is actually much cooler than invented ones, so it should be expected and appropriate to at least see the loading mechanism and general handling of said arms to be as accurate as possible.

     

    Dont get me wrong, i can totally deal with taking some creative liberties during the developement, like its not all firearms that can use 7.62mm, we should also see some 5.56, but its far from a waste of time to have some realistic details too. It may be a game, but it would be pretty silly to load a blunderbuss with a Molotov, under pretext that "its only a game". 😉

  8. With practice, you can actually land on the top of a high-rise building, no runway needed. A large helipad like on top of Diersville hospital is even enough for a minimal push and once you fall off, you can recover velocity and airflow for a climb.

     

    If that still doesnt make you happier, there's vehicle mods and surely a proper chopper exists somewhere.

  9. @Colin248

    I've read so much @%$#-talking about the Pimps since so long, i've seen it all. And everytime, the ones who bark the most are the ones who have the weakest arguments and forget about two things : context and discernment.

    When you think you buy a game, you in fact buy the right to play that game. You dont own the game, its not yours, its not your intellectual property. But people act like they're part of the developing crew after they shugged out X$ for a game or worse, they think they're suddenly lead directors. So when you say people should be alot more firmer on the Pimps, that's disrespectful and presomptuous.

    The Pimps made a game, they propose their product to us and we decide if we buy it or not. They dont owe nothing to anyone. Sure, the game has been made possible through Kickstarter but so far, the Pimps delivered and met the expectations. But nobody is better well-placed to dictate them what to do and what not, and certainly not because of butthurt feelings, than themselves.

    If someone think they're better at the job than the devs and founders, then i challenge them to go in the studio, push the Pimps aside and show them how its supposed to be done. I challenge anyone to try to handle the millions of possible interactions a completely destructible voxel game may generate, and to do it flawlessly. Oh and with a random world generator, on top of that. So, discernment.

    I dunno why some people flip the @%$# out because the many iterations of the game are called ''alphas''. Does the game, in its current state, looks like an alpha game to you? It looks way much more like a solid beta. But bottomline : what does it matter if its Alpha20, 21, 22, 574? The game is fully playable and stable enough so it doesnt severly hinder your experience. Is it perfect? Of course not. But i can name you AAA studios, with double and triple the assets the Pimps have, that sell you a game at 80-90$ and can't even bother to make it playable or bug-free on release day. Bethesda, Ubisoft, EA, @%$#ing CD Projekt Red!

    The Pimps sell you the game for what, 20-30 bucks? How much more money did you put on it since 8 years? How much did you pay for the extra content they added over the years? Zero. They started with only 2 guys. Now they have about 50 people and the game looks gorgeous. In an ultra-competitive market, which is brutal and unforgiving (hello CD Projekt Red again), the Pimps managed to survive for so long and 7 Days is still the only voxel-game that offer a great experience with the features we know of. Oh and btw, they are working on another game in parallel with 7DtD. So take this in account when you accuse them of dragging behind. Context...

    You also gotta consider that the creators of NitroGen and KingGen only have their software to take care of. This is nothing compared to the monumental task of handling the whole game like the TFP crew does. The fact that those two map generators are able to function rapidly doesnt mean the Pimps suck at it. Both generators exist because of 7DtD, not the other way around. And when you critisize them for not listening to the community, know that the in-game RWG overhaul is done with the collaboration of NitroGen's creator (or so i heard, correct me guys if im wrong). So the Pimps are giving a good ear to people who are able to put something constructive on the table. They certainly dont have to listen to crybabies who can only moan about the damn console issue and whatnot, without considering context and having a minimum of discernment.

    Sorry for the long post, but thats the best way i can put it up.

  10. On 6/22/2021 at 1:01 PM, Colin248 said:

    that isnt a excuse. i am well aware RNG is being overhauled. however, there have been a number of patches between now and then. and they didn't address this rather simple issue? "your not a dev how can you know its simple" not the point. this bug has been in it since the begining of alpha 19. you seriously telling me its that tough to fix the game usein the same prefab over and over? 

     

    as for kinggen, im playing with a couple of mods that add some stuff to rng. kinggen requires a bit of work to get it functioning with mods. lots of diddleing and fiddleing. (least from what i can tell) 

    Buddy, you need to relax 🤨

     

    I didnt give you excuses, i only gave you two formal explanations and solutions to your questions. Why are you having this attitude toward me? You may not like the answers but that is what it is.

     

    Where did i tell you "you're not a dev how can you know its simple"? Nowhere. But while we're here, its not actually that simple.

     

    You asked "@%$#ing why" is there the same 3 POIs repeating and its indeed a problem. But did you ever think for a minute, while actually being aware the RWG is being overhauled (why didnt you say so at first?), that these 3 repeating prefabs are most probably on the list of things being worked on in the overhaul as a whole package, and that it'll land as such when A20 will be released?

     

    They're not gonna make a tiny patch for those 3 POIs alone, on the side, just for your pretty eyes... Like i said, relax and be patient.

     

    Secondly, you asked what's the solution to that and the two map generators are two ways that make a decent job where the in-game RWG cant. I dont care if it causes you problems with mods, it is still the quickest way to circumvent the issue.

  11. 2 hours ago, Boidster said:

     

    Well, not in 19.3 - maybe they changed it for 19.5 or maybe I misunderstand "relay"? Up through 19.3, for every pair of fence posts the "downstream" fence post which will take damage. In a chain of 3+ fence posts (which is how I understood "relay"), essentially every one except the first will take damage (assuming zombies walk through each segment).

     

    For example, in the setup below which I just did in 19.3, current flows A -> B -> C. I sent a whole bunch of Arlenes down each path and both B and C had taken damage.

     

    Sorry if I misunderstood.

     

    image.thumb.png.f46f60e11f1f78f886c6f0bc428c3b8f.png

     

     

    I guess its me who is misleading people. Well, not completely.

     

    I usually put up only two rods which have a wire going over a step in my staircase base. So that's why i said the end rod of my relay is the one that gets damaged all the time. I never put up above that number of fences, so i guess i was being ignorant about what you just explained and thought that whatever the amount of fences you have attached, only the very last one gets damaged. Thanks for explaining and making me realize i was half-wrong ;)

  12. Im on the verge of passing 2k hours in a little more than one year. And this is single player at 99% of the time. I barely touch my console anymore. The only other game in my life on which i stacked so much time is WoW but i only played for 2 years. And the upcoming A20 will not help my case.

     

    But when you still have fun after so much time, why stop? Just keep going 😉

  13. Honestly, im amazed to still see some people whining about it being in alpha/early access : in what kind of way is this a problem?? What's tormenting those people so much about this? And not only here, just look at the awful crap you can read from some folks when the Pimps post on the Facebook page... Jesus @%$#ing christ 😆

     

    Is the game properly playable and operational? Yes! Does it offer a lengthy and fulfilling experience? Yes! Does it get updated with artistic, gameplay and technical fixes on a frequent basis? Yes! Can you tailor the type of game you wanna have through a multitude of features and settings? Yes!

     

    So whats the goddamn problem then? Its a rhetorical question, no need to answer. My guess is that the current generation of gamers are used to have so many games released within very short intervals and launch day patches are seen like a normal thing (it shouldnt be), so when they see a game being built since 8 years, OMG THE OUTRAGE, HOW DARE THEY DO THIS CAPS LOCK?!

     

    It pretty much has 99% of the characteristics of a finished game. The remaining 1% is the occasional hiccups, bugs or glitches that shouldnt theorically be in a game gone gold but even there, some AAA titles still have some issues similar to what you can see in 7DtD, even after official release.

     

    There's no problem with this game not being gold "yet", period.

  14. 1 hour ago, Robloxx said:

     Most of the reload animations look insanely cheap and were done without efforts

    *Scratches head* 🤨 what?

    Insanely "cheap"? No effort put into this? Like, at all?

     

    I mean how much more accurate do you wanna have such basic gesture like reloading? The Beretta reloads like the real-life one. Same for the Desert Vulture (Desert Eagle), the M60, the Pump and Double-Barrel shotguns. Seems like good enough efforts have been put into this so the reloading procedures are the most accurate possible, regarding the real-life counterparts. This actually makes the experience much less boring and generic.

     

    Your judgement seems to be a bit harsh concerning the values of efforts the devs put in... Maybe you should teach the Pimps how to properly make reloading better? You have extended knowledge about the matter?

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