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hiemfire

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Posts posted by hiemfire

  1. 3 minutes ago, SylenThunder said:

    Chainsaw against a zed is a max of 9.36 damage per hit against a zed because it's a tool, and not a weapon. It will do 50.31 points of damage to a block, and that isn't including the wood boost buff.

     

    The max level plasma baton does max damage to zeds of 20.41. When used against a block, it is only 11.34.

     

    Fun charts for you guys.

    BadPlayer Gaming | 7 Days To Die Damage Chart

     

     

    So when is the plasma baton going to be implemented into the game fully or removed from the files?

  2. 3 hours ago, Ramethzer0 said:

    For the sake of immersion, you'd think that the Chainsaw is the most superior melee weapon in the game.

    🤣 🤣 🤣 🤣 🤣

     

    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

  3. 13 hours ago, BFT2020 said:

    I can’t verify, but I thought shotgun shell crafting required scrap polymers

     

    10 hours ago, theFlu said:

    Slugs do, the basic shell uses paper.

    The basic shell is a little like a firecracker, powder wrapped in paper, capped with buckshot. The barrel contains the explosion, the package can just as well be paper.. might get messy when hand-crafted from your neighbour's electric bill, but it would do the trick... :)

     

    14 hours ago, Old Crow said:

    1. Paper is meant to represent wadding in the shell, though that brings up the question... where's the shell coming from? Kind of surprised shotgun shells don't require brass or scrap polymers. It'd make sense.

    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.

  4. 10 minutes ago, Eduho said:

     Buenas , gracias por el trabajo que estais haciendo , sois sorprendentes .. Tengo una duda , en mi base y en 27 dias , dentro de mi base reaparecen zombies , dos veces en ese espacio de tiempo . es un error ?, se supone que en tu base no han de aparecer ... Por lo demas todo esta fantasticamente bien , el juego es como lo juegas , hay de todo si buscas bien , y desde luego , sino te organizas pasas necesidades.

     

    Muchas quejas estoy leyendo para estar en un apocalipsis. ya si eso quitais bichos

    Do you have a landclaim block or bedroll placed in your base? If not then sleeper zombies will respawn.

  5. 2 hours ago, Laran Mithras said:

    Choices could be to lower the difficulty

    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.

  6. 1 hour ago, meganoth said:

    a screamer only spawns zombies if it has actually seen the player.

    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.

     

    1 hour ago, meganoth said:

    In a chunk that isn't loaded there are no zombies

     

    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.

  7. 23 minutes ago, BFT2020 said:

     

    Yeah that was what I was thinking.  A shotgun in a POI is going to attract a lot of attention.  When I was testing some custom quests I was making, killing a lot of zombies with any ranged weapon not silenced was drawing screamers to me like flies to honey.

    Um? They were saying the exact opposite was happening.

    7 hours ago, Mastermind said:

     

    After about 80 hours in A21, I've had a single screamer that wasn't mining related, and that was clearing a T6 infestation. So yeah, definitely sounds like a bug.

     

  8. 3 hours ago, The_Great_Sephiroth said:

    Red dots? You have a map that shows them?

    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.

  9. 33 minutes ago, faatal said:

    Trigger volumes are new and POI designers want sleeper volume zombies to attack you when triggered that way. There is no stealth check like an attack sleeper volume has. I play agility/stealth, but never expect it to work 100% of the time. My solution is fight them head on or run away, lose them and come back, then stealth kill them as triggers only happen once. Repeat as necessary.

     

    Nothing is locked in stone. All values in the game are candidates for tweaking. I think we have made balance adjustments to every stable release, since I have been working here and I'm sure 21.1 will have some adjustments as we play more and get more feedback.

     

    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.

     

     

     

  10. 16 hours ago, Slingblade2040 said:

    So unless I'm wrong with my little tests. 1 dew collector is 2% *heat activity* every in game hour or so.

     

    10 dew collectors will spawn in a screamer after 5 in game hours or so. 

     

    Feel bad for those in MP since this will affect you the most. In single player I honestly think this will affect those who prefer perception tree and use demo expert since again this screws you over also. But hey ignore all of that because this nerf was deemed necessary for some reason.

     

    Looks like the solution is now trader travel and vending machine travel so you can buy up all the drinks, glue and duct tape till that gets nerfed or they nerf this since folks will use this as an easy exp farm lol.

     

    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.

  11. 3 hours ago, faatal said:

    Individual AI does not care or know about the "heat" map. The AI heat map code spawns a zombie and says go investigate over there. The zombie goes to the point and looks around, then wanders.

     

    3 hours ago, faatal said:

    Zombies only attack blocks that are in the way of them getting to what they want. What they want is flesh.

    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?

  12. 58 minutes ago, Slingblade2040 said:

    So basically either let them get full to minimize possibility of screamers which then further limits the amount of water we get or keep collecting So they keep producing increase the chances of screamers which can easily get out of control? 

    Drinking from a lake with the set damage from doing so sounds less punishing.

  13. 3 hours ago, Riamus said:

    Any story line will 1) only be in Navesgane, 2) not have an actual ending.

     

    They could make a generic story that can fit RWG but it doesn't sound like they are going to do that, so you are likely to only get a story in Navesgane.  And because this game is meant to last as long as the player wants, there won't be an ending like waking up in an asylum because that would force players to stop playing at that point.  Instead, it'll just be something like befriending one of the factions and learning about what happened to the world... something that will not end the game but just end the story that they put into it.

    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.

  14. 55 minutes ago, RipClaw said:

    The disadvantage of the auto turrets is that they draw a lot of power and they seem to react not only to screamers or zombies in general but also to animals. In previous Alphas, my auto turrets often killed wolves. I don't know how they react to rabbits, chickens or deer.

     

    Do solar panels still cause lags or has this been fixed?

     

     

     

    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.

  15. 2 hours ago, Exxodous said:

    I think if I were in a real zombie apocalypses keeping a low profile would be of great importance.

    POI design and the quest system would like a word with you on 7D2D and "Low Profile".🤣🤣🤣🤣🤣🤣

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