Jump to content

hiemfire

Members
  • Posts

    1,123
  • Joined

  • Last visited

Everything posted by hiemfire

  1. Easy enough to do. Can't say I haven't done so myself on several occasions (probably the main reason for most of my post edits is re-proofreading after posting and catching something that is missing or was misphrased). 🙂
  2. Bolded might be what I was noticing during my night hunts. Though the "attack" sounds might be the ones they make when they are taking a swing at you (they ain't quiet when they are punching you in the mouth) and the "alert" sounds could be both when they have you targeted and when they are investigating.
  3. Or have backed through a door in a POI and have them funneling through that.
  4. And you have the schematic per: Why not craft one?
  5. Have you been taking robotic parts and the robotic turrets as you've been finding them? It strikes me as a bit of a wistful juju thing, but some of the Streamers I've been watching have been mentioning that passing over related items seems to make the rng for what they want worse where as when they actually do take the related item what they're looking for starts popping up after not too long.
  6. They're trying another fix in Experimental currently which is supposed to go to Stable on Monday (US).
  7. Unless they changed it from A19, my experience throwing rocks as a distraction and hunting ferals at night says otherwise. The sounds used are the same from what I remember, it just randomizes which one is played a bit between each investigating/targeting instance.
  8. The zombies don't move or make a sound every single time that check is failed by them?
  9. It is also only the turrets (smg and shotgun), Blade traps, dart trap and electrical traps that will give the player that placed them experience. All of which have to be wired to a power source. Basically it comes down to: 1. Did you place them? 2. Do they require electricity to function? 3. Do you have Advanced Engineering 3(?) or higher? 4. If "yes" to 1, 2 and 3 then you get some experience from the traps' kills. Otherwise no.
  10. So they stuck with roughly the same proportion as A19. Kinda shoots down my grumping, sort of. Now I'm getting curious about possible RWG spawn weighting for the different POIs. Yet with the POIs that @theFlu dug up, with them being clusters summable as "poi-x-01 through 10", until they're fully perked the player is given a fairly active indicator that stealth does not work, true or not, since there is no immediately perceivable difference between a zombie jumping out of a hidden panel going after you (targeted) and one that is looking to figure out who farted at the door to their room (investigating)*. Take into consideration that those are only ones that have 6 or more attack volumes, excluding ones with 5 or less, and a disturbing proportion have almost all if not all of the volumes flagged as attack volumes. If a similar proportion of the volumes with 5 or less attack volumes have 2/3rds or more of their volumes tagged as attack then the indication that stealth isn't working in POIs is even stronger. * = I agree with following. And I think the crux of the issue with stealth is possibly in the following. Unlike in A19 where the problem with the attack volumes were they were a guaranteed failure point ignoring perk investment with no indicator other than repetitive experiences with the volume, the reason the A20 volumes being flagged as attack is a problem seems to be stemming from the adjustment to how light level is applied to the player for the detectability checks that was released to stable simultaneous with fataal's additional check to toggle to attack that referenced From the Shadows. I'm not saying the change to lighting's effect on stealth was a bad idea, it just needs either some direct tuning or there is something else affecting it that is swinging things too far the other direction when it comes to stealth in POIs. If they can get stealth tuned right than this suggestion would also give back a bit more of the feel that some of the longer playing run & gunners have been mentioning they've been missing from the game.
  11. Almost as if the Poi designers were given a green light to place as many as they wanted with the additions of fataal's adjustments to stealth. Wouldn't happen to have a breakdown that shows total of POIs with 2 or more attack volumes vs total # of POIs would you? 2 or more because I'm expecting all of the POIs to have at least one attack volume now.
  12. I think it is a reading comprehension error on the OP's part or maybe a localization error with the perk's description. Per their explanation (bolded by me) : @Sal Penetrator actually boosts the player's ability to penetrate enemy armor and, at higher ranks, causes even normal rounds to hit multiple zombies in a line like the Diablo 2 Bone Spear spell could.
  13. If you're talking about the blocks that look like they're broken sections of brick/wood/cement when you first see them and haven't been damaged by either you or an enemy critter/zombie they had their upgrade path yoinked with the update to A20 so you can't "repair" them anymore. TFP also dropped their hp by allot so that they are easier to break out and replace with new blocks for the player.
  14. Tempting, but I'd get dinged for spam even if I was actually inclined to do so. 😆
  15. They'd need to change where the impact and break "noises" are generated from for it to work. It's why we can shoot out a closet door from across the room and the occupant of that closet doesn't "hear" it but if we do from only a couple paces out the occupant gets grumpy.
  16. From what I could tell they're not arguing aware vs unaware, but the actual way the zombie locations have been placed and toggle from static or spawn in, regardless of them being aware/attack or unaware/investigating active. Aware "ambush" vs unaware "ambush" really doesn't matter if the "ambushes" are so common that they can be reasonably expected to be present in the gross majority of the POIs.
  17. A bit of leather, some scraps of iron, a can and a candle for a primitive mining light with about half the illumination of a torch that can strap to the head taking up the glasses slot (or head slot when the new clothing system is implemented)? No stat bonuses, just a light source.
  18. Same rate as the fully illuminated growth rate of crops would work. Have the harvest return 2-3 fish. Add in a couple of recipes. One to craft 1 fish into 3 meat and another to craft 2 fish, some nitrate and a can into 1 can of salmon. Also have the traps have a limited use. Maybe 2-3 harvests and the fish trap breaks. Since they'd probably adhere to the normal block placement rules a distance limitation of 20 blocks would work. Might also need a check to ensure that the trap isn't just set in a wet hole in the ground. Having it look for a linear set of 3 or more water "blocks" in at least 2 horizontal directions and 1 block of water above it would work. Enough water to fill 13 blocks worth of space is a royal pain to gather so that would put a damper on making auto fishing "tanks" in bases. 🤨 Hard to find? Wood for the trap's structure and plant fiber or leather or plastic to bind the structure together. Those are all you really need to make a fish trap of the live catch passive variety. Heck, rocks placed properly in a water flow also works so hard to find materials doesn't make sense. Limited return does.
  19. If people value their retinas they'd ignore that this recipe exists. The lanterns are way too bright to be of use.
  20. "LAN PvP", "LAN Co-op"... 🤣🤣🤣🤣 Things 7D2D doesn't have for 100... All multiplayer in this game is handled via Steam and requires an active and constant connection to Steam or the connection between players is killed. That is not LAN.
  21. Go nosh some corn bread without anything to drink irl some time and enjoy the dry mouth.
  22. No, The Last of Us. Gygax and his crew drew heavily from existing fables/myths so I don't doubt that they came across something that inspired those.
  23. Insects, like the ones that that fungus family is known to affect, have a central nervous system. A fungus of that family adapted, either via evolution or lab manipulation, to affect primates could result in what we see in game. Though isn't there a game already that is themed in a world with that type of zombie that was published by a fairly sue happy corporation?
×
×
  • Create New...