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hiemfire

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Posts posted by hiemfire

  1. 24 minutes ago, AtomicUs5000 said:

    In the desert, you would have to do something like cover up a bunch of collected plants to get the moisture out of them as they bake in the sun.

    Dig a shallow wide hole (needs to be deep enough that tarp above it won't touch the container placed in it), place a pan (other containers also work, just make sure you did the hole deep enough that the tarp won't touch the container) roughly centered in the bottom of it, take a section of tarp (plastic, cloth, heck a large mylar sheet works even better) and lay it across the hole weighing/staking down the corners, place a small rock just heavy enough to cause the tarp to bow a bit in the middle of the tarp above the pan. Water will collect as the dew evaporates from the soil over night hitting the tarp and following gravity to the lowest point above the pan dripping.

     

    No plants needed, though it does work best in areas of the desert where there is some plant growth and you really need to make sure that there are no crawlies or snakes under the tarp when you go to collect. They like water too and the tarp makes for decent shade for them during the day.

  2. 2 hours ago, Aldranon said:

    1) Start in the New York area (included the airport to indicate the scale)

    "The city's land area is estimated to be 321 square miles (830 km2).[2] However, a more recent estimate calculates a total land area of 304.8 square miles (789.4 square kilometres)"

  3. 2 hours ago, canadianbluebeer said:

    Q6 Steel pick, iron/stone mods, ergo grip, and the don't wear out one, and stone goes in 1 hit.  Ores in 2.

     

    I would like to see something that let's us get the ores in 1 hit though.

     

    (aside from the twitch #boost_melee   . which I've modded to 300 seconds instead of 30)

     

    I'll have to see if a better Q6 pick would get to the 1 shot of ore.

     

    oh, in 20  it took 11 hits to break a wall/desk safe. Now it is 9 hits. So the axes are doing more.

     

    Derp!  I've only got 4/5 in mining. gotta see if that last point would do the trick.

    I'm gonna need at couple boatloads of iron before long to feed the dart traps.

    (60 traps, do the math)   :)

     

     

    4 minutes ago, FranticDan said:

    With maxed miner 69'er, Q6 steel pick with unmodded dmg of 147~+, bunker buster, mining book for extra dmg is able to 1 shot stone-based ores, shale, coal and nitrate

    Due to the screamer reference I suspect they aren't using a pickax but an auger instead. Removal of the 20% chance to break on one hit would mean more spikes to the heat map from impact with metal ores resulting in more screamers compared to swinging a pick of the appropriate type and tier for your estimations.

  4. 40 minutes ago, theFlu said:

    It's been a thing in previous alphas as well; Hatch Elevator, you're still dearly missed.

     

    It shouldn't do that while mining, but as with every fresh experimental, there seems to be plenty of regression bugs. Could be worth a bug report.

    I remember getting swallowed by the cave walls in the old Dump-N-Lung mine among other places in A18. Iirc they re-implemented the auto unstick for A19, though I also remember getting sucked out of a cramped mine shaft in A19 and deposited on the surface too.

  5. 54 minutes ago, theFlu said:

    Just did the new T5 old folk's home .. no spoilers, but whatever cheese you feel like bringing, bring it. And all of the cheese you Don't feel like bringing, bring that too.. the designers sure as hell did.

     

    Now, I'm not going to claim it's necessarily terrible, I was able to pre-build myself out of all* of the "traps" - so I guess it was "readable" in the new sense of the game.

    *except a completely random roof spawn with a weird trigger, but that was small enough not to bring me down to less than half health.

     

    I'm actually bitter right now. Didn't think you had it in you, old man.. darnit .. :)

    So HE rockets and to Hell with the quests.

  6. 1 hour ago, Maxwar said:

    In the simplest of words 7dtd is a Sandbox survival game

    Just quoted to underline what I'm laughing at. The "sandbox" is getting narrower and turning into predefined rows of concrete tubes more and more with every alpha.

  7. @Laz Man So the designed solution is not only to go loud but to also destroy a resource that has been made allot more scarce which will spike the heat map from the impacts of the shots and the weapon firing, causing it to detonate which will also spike the heat map and destroy any containers + the loot they contain around it, compromise the SI of portions of the POI which will also spike the heat map as those portions of it collapse, very likely resulting in a screamer chain. There is a question on the tip of my tongue that out of politeness I will not ask.

  8. 1 hour ago, Jugginator said:

    There we go, productive discussion :)

    We were talking about parallel but related issues with me assuming that your position was just more dismissiveness and down playing of mine.

    1 hour ago, Jugginator said:

    Yeah I agree, there are a lot of weird things to be worked out. It would be a system change and a lot of work, so that would be in the future before gold. Also has to be worked around with bandits, so be a good time to go have a look when those are more done.

    Honestly I'm not getting a good feeling about how bandits are going to pan out initially unless the POI designers heavily back off of, preferably completely stop putting in, the ambush spawning for the bandit POIs. Especially the triggered spawn ins with pincering or fully surrounding of the player out of nowhere. Leaving a cleared room or entering an empty one only to have one or more spawn in and pump a shot, dump a mag, or introduce the head of a melee weapon into your back, sneaking or not, is going to be a whole other level of hell no.

     

  9. On 6/24/2023 at 5:30 PM, Jugginator said:

    IMO stealth is almost at the point of being broken and needing a nerf.

     

    Okay, setting aside my issue with how the triggers and ambush volumes are set up, I can agree with you that there is definitely an issue with stealth. They should not be remaining oblivious to the player while colliding with them and, even with the silencer, those shots you took inside that close of proximity, aimed off so as not to hit, should have gotten you hit, killed in the case of the horde that the trigger summoned.

  10. 17 minutes ago, RhinoW said:

    I think we can all agree neither the stealth nor the sleeper behavior is intuitive atm and they need a rework sometime in the future. Just yesterday I stood literally in front of a standing sleeper, and got him silently, as well as missing shots on sleepers laying down and none of them waking up. But I might be 10 blocks away from a sleeper group, and all it takes is an invisible trigger that I would never know its there until I replay that PoI, that sends the zombies raging into my exact location. Which is, by all means, meta-knowledge.

    Yep, there is something really wonky with how sneaking "works" in general, and completely separate from how it interacts with their poi design philosophy, that probably needs a look at by them.

     

    8 minutes ago, Jugginator said:

    Actually it's knowledge I acquired before being on the team lol.

    Then the former (underlined in following for ease) and not the latter.

    34 minutes ago, hiemfire said:

    More like learn by dying or meta-knowledge of how the game works thanks to being on the dev team.

     

    8 minutes ago, Jugginator said:

    The system hasn't changed.

    The game sure as hell has.

    8 minutes ago, Jugginator said:

    Am I being shamed for trying to help stealth users out that don't know this?

    Any "shame" is self inflicted, all I'm doing is calling out what I see as bull@%$#.

  11. 2 hours ago, Laz Man said:

    some encounters are designed not to be played stealthable as you have experienced. 

    Then why is it in the game?

     

    2 hours ago, meganoth said:

    Agi players have "run and gun" but not the firepower to take a stand when there are so many zombies, so I suppose this should be the solution.

    Like Str running shotguns, just with much lower damage and more bouncing off of the ceilings due to parkour being full power at all times?

     

    42 minutes ago, theFlu said:

    vs

     

    These statements sound a little contradictory to my non-native-english brain.. :)

    They are.

     

    18 minutes ago, Jugginator said:

    Yup lol, hence the part where I said it sometimes requires nerves of steel

    More like learn by dying or meta-knowledge of how the game works thanks to being on the dev team.

  12. 2 hours ago, ElCabong said:

    You should be able to make dye with a chemistry station. Unless it's been removed.

    Not in vanilla. Paint you can, which dyes break down into, but not the dyes themselves.

  13. 1 hour ago, theFlu said:

    Might as well, not like the designers are going to complain. I myself, will rather hang up the game though...

    Isn't there an on and off again @%$# fest over "nerd poling"? Watch it gain stronger dev backing to eliminate it when they see people blocking spawn points with frames...

  14. 7 minutes ago, theFlu said:

    Yeh, it's always felt a bit of an afterthought at best, but they Have dragged it along for now. With this New Design (tm), it's going to take something like the introduction of Flashbangs (blind and deafen, effectively freeze in place all zeds in LoS Or Range). Which could become interesting, but I really doubt they'll go that far for stealth.

    If they did it would spike the heat map by 50-60 points per use and guarantee a scout spawn when it causes the heat map to break 100. 

    They'd also be steel tier and cost more than a frag rocket each to prevent screamer horde farming.

  15. At this point, with how many pois are in game and how long it'd take to fix and triple check that they wouldn't @%$# over any single perk line, it'd probably be better if TFP just went "Hell with it." and yoinked the sneaking dependent perks, including the bonuses bows and knives get from sneaking (though they might as well just set the prime bow to gray quality like nailgun with the damage being the same as the tier 2, strip out the other bows/crossbows and the arrows and bolts that aren't stone arrows specifically), leaving baseline sneaking for hiding at night and the base 2x damage bonus only for the occasional "Yay!" moments. TFP doesn't design, and honestly really never has in the alphas I've played so far, with stealth in mind at all and is about as flexible as a 100 year old oak trunk when it comes to us pointing out what their desire for an exactingly tailored experience in each and every poi is doing to stealth.

  16. 3 hours ago, Riamus said:

    It is kind of like the junk turret ammo now.  3 lead or 3 lead+3 iron per round on something that eats ammo very quickly just feels way to high.  I might end up no longer using these turrets going forward even though I liked them in A20.  Note that I don't use them as a portable weapon and only on a horde base, so that probably plays a part.  If it was 1 per round, I would still use them.

    I takes a hell of allot more lead, much less lead and iron for the ap ammo, to clear a building using the Junk turrets and, iirc, junk turret ammo doesn't spawn in loot unlike the rest of the ammo. Back when it just required iron you could recoup the ammo used mid clear from stuff you scrapped in poi. Not any more.

  17. 1 hour ago, Ralathar44 said:

    As mentioned before this is only true until mods. 

    Even with mods and perks taken into account, leather and military armor still penalize mobility, noise generation and stamina use. Any value above 0 is more than what padded armor causes.

  18. 1 hour ago, Riamus said:

    Any change to rework the levels with quality and tiers will most likely also affect cloth armor and will likely upset those who consider it the best armor.

     

    & @Ralathar44

     

    It is the "best" for a couple of specific play styles, one of which I admittedly prefer to play in any game, for the simple factors of no mobility reduction (being able to cover distances faster when not in a vehicle and being able to actually get out of a bad situation to open up the needed space to deal with threats), no stamina penalties at all from the armor (move faster and farther for longer) and no additional "noise" generation (until about player lvl 50ish when for some reason most of the zombies can't even tell if an unperked sneaker in steel is within 5 blocks, this keeps a sneaking player from getting attacked at the cost of taking allot longer to move through POIs) while still giving the player access to the mods allowed for armor and adding a slight mit of crit mitigation. Those of us who use it do so knowing that when we get hit it will hurt allot more than what others consider the "best", but weigh that against the stark increase negative effects even leather (Mil, Scrap, Iron, and Steel armors are worse much than leather on this) has on any of those things I mentioned. Not going to go into the argument over stealth/mobility playstyles vs TFP POI design philosophy that renders those playstyles more and more the purveyance of hardline masochists here.

    Honestly, in my opinion, any discussion about the current armors ingame outside of supposition around what TFP is planning to replace them with when/after bandits and the new player creation system hit public is completely moot.

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