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hiemfire

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Everything posted by hiemfire

  1. Game mechanic meant to emulate more efficient use of resources, namely the leftover stuff that gets thrown away when making small batches gets lumped in together to make more of the bigger batch.
  2. 5000 dukes (1/4 stack) is needed for that unless they changed it.
  3. Or burn it to ash and laugh as the thinly veiled gambling addicts mourn and scream in sorrow at their god's death.
  4. So when is the plasma baton going to be implemented into the game fully or removed from the files?
  5. 🤣 Criminal past? Nah. A combination of to much time browsing Rotten, helping my father around the house dealing with dense shrubs that loppers couldn't cut, and watching a few EMT training vids.
  6. 🤣 🤣 🤣 🤣 🤣 If by "immersion" you mean slasher film then sure. If you mean "realism" then no. A chainsaw would be lucky to make it to the second zombie before being so gummed up with flesh and other crud that the chain jams
  7. Sounds like a bug to me. You can report it directly by clicking this link (or the "Report an Alpha 21 bug" banner at the top of this page) and following the directions there: Report an Alpha 21 Bug! - 7 Days to Die
  8. Before plastic was widely used, shotgun cartridges, even ones with brass bases, used paper hulls. So paper for shogun shells makes sense for both the wadding and the body of the cartridge. The jump from paper to plastic feels like an attempt to simulate "tiers" of ammo since slugs also used paper hulled cartridges after the jump from percussion cap to cartridge weapons.
  9. Do you have a landclaim block or bedroll placed in your base? If not then sleeper zombies will respawn.
  10. Unless they changed it and I missed it, all changing the difficulty does is change the amount of damage the player and enemies (zombies, bears, dogs , etc.) do. The Game Stage reference for difficulty is set to 1.2 iirc.
  11. From what I saw in vids from A20 the screamer doesn't just call in her horde when she sees the player but also after a couple minutes wandering around trying to get to the "heat" source. The chunk a player's base is in isn't guaranteed to be unloaded while questing/looting, I forget the total distance needed to be away from a location to unload it, but it is farther than you seem to think.
  12. Um? They were saying the exact opposite was happening.
  13. Should be showing up on your compass during quests with a "clear area" requirement when in proximity to enemies that count towards the quest req if you've not modded that out. Was added in A19 or 20 iirc.
  14. If the game day is still 24hrs long then 1 game hour at default time settings is 2 minutes and 30 seconds.
  15. First part has me boiling a bit but I won't go into it. All I'm going to suggest is, if the stealth perks are kept in game, before you guys tweak things involving volumes to balance things out try and figure out what the hell is up with what @Jugginator demonstrated in their vid they shared involving zombies being able to collide with and push around a sneaking player or have a suppressed mag dumped next to their head by a sneaking player and remain oblivious to the player being a possible target. Iirc Jugginator's point for the vid was demonstrating that the "breadcrumbs" system does work well, which it did, but what the zombies were doing reminds me of sneaking around unperked in iron and steel at lvl 50+ and not waking up anything weaker than a rad in A19, which is a problem. Addressing it the other way around (volumes then base sneak issues) strikes me a likely to cause twice the work to get to the same place. Just incase they haven't been able to ping the rest of you on your side things with what they've been seeing and if you hadn't noticed it yourself here is the link for the vid they shared earlier that I'm referring to.
  16. Trader shop stock is individually instanced to each player and the filters are supposed to have a good-great chance to be in stock every 3 day reset iirc. Depending on how rapidly they accrue the dukes, shouldn't be an issue for a questing/looting focused group (which is where TFP wants us to focus right now), at max officially supported server size (8 players) a group could end up with 56 collectors chugging along on day 21 or 22 just from trader stock. Fuel-less horde summoning activated by simply harvesting the "workstation" with the check trigger ticking over a little bit less than every 5 minutes real time. If they don't want to deal with the hordes, leave the area for about an hour real time and comeback to the hordes despawned and the collectors turned off due to being full.. Edit: Seriously, the dew collectors have more in common with farm plots (place down, poke a bit after a set and unchanging bit of time, then walk away and come back later to repeat) than they do with workbenches and forges.
  17. Do they still have a chance at smacking something, like a block or workstation, in the way of them and their nav point in the case of screamers and heat map triggered wandering hordes?
  18. Drinking from a lake with the set damage from doing so sounds less punishing.
  19. Iirc the plan was for us to "finish" the story by taking down one of the faction leaders after aligning with their opposition. I forget if it is supposed to continue on Minecraft style afterwards or not. Probably but /shrug.
  20. Gas generators, fuel sounds like it has gotten harder to come by and those do generate a fair bit of heat (based on output iirc). Solar panels did too, at a lower rate I think, back in 18 and iirc that got nixed. Though they may have snuck it back in.
  21. POI design and the quest system would like a word with you on 7D2D and "Low Profile".🤣🤣🤣🤣🤣🤣
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