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  1. I don't really mind dogs, I can handle them, if not in packs. And the bears are rare enough. But when you encounter a fatty, little you can do to prevent his puke. Either you can snipe him before he sees you, or sneak up on him to close range so he engages in melee and not puke. But there are too many of them and when I hear his 'gulp' sounds it means another hole in the ground or a tree gone and it just pisses me I don't know why.

     

    I sometimes find myself using the fatties to do some explosive landscaping early on.

     

    How do you do it, as their explosions (unlike pukes) don't damage terrain? Only 'artificial' blocks, like asphalt ect.

  2. What does vomit damage to terrain and roads have to do with difficulty and frustration?

     

    Spider says he put fat zombies everywhere because they add dificulty (don't remember the exact quote). But they are not really dangerous. Messy terrain is annoying, especially around your base if you want it neat. After I loot a town, its roads resemble Dresden after it was bombed.

  3. I agree with xyth on everything (except nuclear winter). I find fat zombies very frustrating. The damage their vomit does to terrain and their explosions to roads, it becomes messy and ugly fast. There is a difference between difficulty and frustration.

     

    Xyth, RAM is dirt cheap, look it up. I used to play 7dtd with 8GB, it's a pain. Btw, I've just bought an SSD, gonna relocate my 7dtd folder there and see if I lag less.

     

    edit: I didn't notice any performance improvement with SSD :(

  4. - What I love about you is your thinking outside the box. Yes Reverse Engineering! I imagine I'd be thrilled travelling the world exploring and examining POIs in search for unique blocks instead of the tiresome grind 'clear the resistance - shortcut to a safe - move to the next building - repeat'. Definetely worth a try!

     

    - Like I said, your expectations are 20-30 hours, my experience is 200+ hours.

     

    - Ever mentioning a reset is an Evil Magic Curse that destroys any motivation to continue playing. No matter how distant that perspective is. We all want SDX, but the reaction on our server was :uncomfortableness:

     

    - Yes I have heavy lags, maybe my PC is to blame, maybe it is UMA indeed, idk. But if you remove followers from 'everywhere' and leave them only in certain POIs, I hope it will help.

     

    - Hey, maybe lock them in Wasteland? :black_eyed: I don't think we currently have any motivation to travel to that biome, might as well remove it from RWG.

  5. My observations on Spider-Oragepoilu discussion:

     

    - If the numbers are right (0.033% chance to find a beaker in a madical cabinet), that makes 3000 cabinets on average to find one. And a player usually needs three beakers. So you better hunt nurses.

     

    - If the numbers are right, we have 1/4 chance to find a T2 book in a safe, 31 T2 books in game, so to find a specific book the chances are 0.008, so 125 safes on average. Seems doable. Maybe I need to try harder. But nobody on our server has found the books I'm after. I hope you add them to traders.

     

    - You say you expect a player to play 3-4 weeks an hour a day to start thinking about steel. My Steam says I play 11 hours a day (OMG I have no life) for three weeks on this current map (does it make 200+ hours?). My iron working is rising not too bad, no grinding, and I'm sure I can speed it up if I need it. But my player levels basicaly stopped after 50+ and I need 15 more levels to unlock steel. Maybe I'm not really determined enough to shortcut to steel, maybe I spend too much time looting safes for those books, I try not to grind if possible, playing rather relaxed. Steel is not my goal, but I think you are wrong if you think a player is close to steel after "3-4 weeks for one hour a day".

     

    - I was surprised to learn you got engineering 48 when you were lvl 20. What's your secret? I am lvl 50+, have a big castle, had to resort to grinding (hundreds of purification tablets and purifying water with them), and only recently broke engineering 50. I think my 'flying' castle is to blame, no damage -> no repairs.

     

    - You said athletics is the fastest skill. My athletics was rising pretty good when I was using stone tools, but now it doesn't seem to progress. I've reached athletics 50 (if I remember right) and I think this is it. Maybe I drive my bike too much, it doesn't help athletics at all. But I have no problem with it, this skill doesn't gate anything important.

     

    - So after three weeks of playing the game full time (not an average player on our server) I still cannot continue my castle (have all materials and all the time, but lost my hope to find the books), I have not unlocked steel in a natural progression, I am not using guns (maybe I should, so my bad). If there were no menace of reset in the future I'd expect to play another month before getting tired. But I'm top player on the server (Wukepedia was top, but I haven't seen him for a while, maybe he joins when I sleep?). I don't belive many players will ever get to the endgame without grinding/tricking the system.

     

    - We managed to balance the early stages to some extent, but very few people get to endgame to give feedback.

  6. I'm not sure if it's worth to post this feedback now, as Spider is busy with SDX, but I don't want these issues to go into the next build.

     

    - All the police stations I've met didn't have bullet press.

    - People report that burning barrel doesn't craft coal.

    - Engineering, hunting, and misc.crafting skills are rather slow to level.

    - Food is no problem again. Too much poop in toilets making fertilizer cheep. And too much meat from animals. Well, we gonna have new farming system with SDX, but we also gonna have fishing, so let's make meat valuable again.

    - My main problem is with books (tier 2). I scavange for weeks (gun safes and wall safes), find tons of gun parts but almost no books. And I lost any hope to find the specific books I want (fencing, paver bricks, shingles). I'm a builder so I need these. I suggest to greatly increase tier 2 books chances AND add them to traders stock. Price doesn't matter as I'm desperate.

    - Treasure chests are full of gold, silver and casino tokens. Gold and silver sell well, but the traders don't accept casino tokens.

    - Air drops (I found only two) are not worth the travel. I don't think they should have OP loot, but at least increase the amount.

    - Journals give too little experience for tier 2 books. Looks like you can as well craft any other item to get the same experience.

     

    I hope you don't hate me for posting issues all the time :) We want your mod to be perfect.

  7. - Field Knife without an icon.

    - Overalls are repaired with cloth fragments, but they level leatherworking skill.

    - Machete is gated by ironworking 10, but requires steel to make. And btw why 2 levels for machete skill (I didn't try it yet)?

     

    edit: ok. i'll try to update my mod folder too and report.

    edit 2: updated mod folder, some icons still missing:

    - Hoof

    - Field Knife

    - Venison steak

    - Pork belly

  8. 1. What determins the abuility for zombies to climb? Maybe their walk type? I had some nasty surprise this night :)

    2. Motorbike engine (full purple, fully repaired) breaks complitely after running over 1-2 zombies. I never try to do that on purpose, but sometimes you can't avoid it. I suspect it maybe due to the buffed zombies' health.

  9. A good point mentioned is to allow all wood technology to a starter. If you want players to fully live through all stages (wood, stone, iron), and not to shortcut to the next stage by grinding, then don't gate the wood technology by hard-to-get stuff. Currently wood workbench is rather affordable, but a clawhammer is nearly impossible to get if you don't have an engineer friend with access to forged iron. So when a player gets a workbench and a hammer and enough nails, he usually is already beyond his 'first base' stage.

  10. - Spider please check Bear Trap. It seems it is deadly, no way to cure it. You can break it, but nothing heals the 'bear trap' buff and you eventually die.

    - Also check carbon arrows, people report there is no headshot multyplier.

    - Secure storage chest has no icon.

    - When scavenging I find 'crossbow bolts', or when I find and unload crossbows, there are 'crossbow bolts', but I think there should only exist 'iron crossbow bolt' and 'steel crossbow bolt', shouldn't there? IDK if it matters or not.

  11. Wrenches are usually found in sinks, if you search every sink in a Hotel you usually end up with 1-2 wrenches. Cooking grills I remember finding in snow biomes in stumps.

  12. I don't get 'porkbelly' from a pig anymore (I think after Update 12/18/2016).

     

    Disregard this, must have been bad luck. But the 'porkbelly' still lacks an icon.

  13. Yeah, maybe balancing the blocks progression is not worth it, because A16 is gonna be a total overhaul.

     

    About the wood railing: (1144) wood railing costs only 5 planks and looks neat, while (1273) wood railing costs 10 planks and 5 nails and looks crappy.

     

    Miner69er description mentions mining tools, but we don't have this category. So you need to correct the description.

  14. The blocks I need:

    - (939) brick metal wedge

    - (1140) brick metal wedge tip

    - (1262) green metal ramp

    - (1263) green metal block

    - (1266) green metal corner full

    - (1356) green metal wedge

    - (1357) green metal wedge tip

    - and if it is possible (there is no such block) a green metal pyramid

    - (775) concrete 1/2 block

    - (774) concrete 1/4 block

    - (773) concrerte 1/8 block

    - (1546) metal pipe straight

    - (1548) metal pipe corner

    - (1549) metal pipe joint

    - (1553) metal pipe flange

  15. Been playing the mod extensively and accumulated some more feedback/notes:

     

    Block upgrade progression needs more work. Besides the two main progressions (wood-metal and stone-concrete) we have a small "flagstone-adobe-concrete progression" and this is OK. Maybe adding flagstone and adobe to the stone progression would complicate it too much. But I suggest the following tweaks:

    - add the abuility to upgrade cobblestone to bricks for all the existing shapes (currently only cubic cobblestone block upgrades to bricks)

    - enable wedge and tip brick blocks (they are already in game, just not in the mod). This one is personal, I need them for my castle.

    - also I need a concrete half block (1/2 block), 1/4 and 1/8 blocks. There are no cobblestone shapes for them, so maybe just make in possible to craft them from concrete mix?

    - for those cobblestone shapes that upgrade directly to concrete (poles, plates etc), maybe it makes more sense to use concrete mix to upgrade them, not clay.

    - when I destroy those concrete shapes (all except cubes), they don't downgrade back to cobblestone, but get destroyed. I don't think it is intended. Same with flagstone-adobe-concrete, it doesn't downgrade.

    - cubic concrete upgrades directly to DRY r.concrete (all other blocks upgrade to WET).

     

     

     

    Killing zombies doesn't feel rewarding, loot is scarce, xp is not noticeble. So I kill only to protect myself or to clear the area when looting POI. Maybe it is the direction of the mod, we want it to be hard, but still, looting zombies feels dissapointing. The exception is special zombies of course (nurses, lamberjacks, UMAs, ferals) their loot is attractive enough to hunt them down. I would add some special loot to Brute, he is hard to kill, but seems not to have much on him. Also too many empty bags, I don't even bother to stop and check them up. I don't know a solution to this, what to add to their loot without making the game easier.

     

    - I have never had a screamer spawn, though my forge is running for days.

     

    - I don't get 'porkbelly' from a pig anymore (I think after Update 12/18/2016). Maybe bad luck or did you remove it from the mod? Or do I need a field knife for it now?

     

    - You "Increased the Raw Meat drop on all animals", but I don't feel it was needed. In my opinion the old amount was just right. Or was it to allow the new 'animalguts' item?

     

    - Maybe change the field knife recipe to require steel?

     

    - I still have this 'never ending healing bug'. The only thing that removes it seems to be a bleeding buff. But after I eat anything, it triggers again. The others don't seem to have this bug/cheat, maybe my profile is bugged, idk. One time I even had two healing buffs at a time, but they cancelled each other, so I could not heal from food at all (only medicine).

     

    - And I still find the new wound system kinda forgiving. I never experienced small/normal/severe wound or gash. I have bleeding quite often, and bruised, and bitten, but not those 'wounds'.

     

    - when scrapping atlatls (more than one), it gives more scrap iron than it takes to craft. An exploit to grind weapon smithing and gain scrap iron.

     

    - 'crappy wood railing' is more expensive than the 'neat' one (type 'wood railing' to see them both).

     

    - probably already disscussed, but why not move engineer's tools to the upper tier, to replace steel tools and not iron? Currently I'm an engineer at the Iron Age and I find them a bit expensive to build (I want to save those mechanical parts for later).

     

    - why not to add a power swing to shovels, like other tools?

     

    - I'd love to have the tools 'non breakable', so when reaching zero durability they stopped working, but did not dissapear. So you could scrap/smelt/repair them. I think Valmod has it this way.

     

    - I remember you mentioned you wanted to remove buff descriptions/timers from the main HUD, because clutter. It doesn't seem clutter to me, I really enjoy both icons and descriptions with timers.

     

    - Any plans to bring hygiene system back? Or is it gone for good?

     

    - Clarify Miner69er description.

     

    - Coffee beans description mentions they can be planted. Might confuse some new players.

     

    - We need to decide if we want the workbenches 'movable' or not. Currently only chemistry station and wood workbench can be dismantled with a wrench.

     

    - The mod is awesome.

  16. A beginners tips sticky written by a veteran would be very helpful.

     

    Let me consider myself a veteran :) and give some starting tips:

     

    - In the first minutes/days you can rely on followers' help. If some zeds chase you, you can run up to a standing NPC and he will kill them. You can even make an NPC follow you for 30 sec if you hit him. This way you can lead him to your base.

     

    - Clear some POI (with a follower's help?) to spend the night. If night is coming and you have nowhere to hide, you can craft some tiny 4 walls 'shack' from grass hays or cabin log wood. Wood frames blocks is a too advanced technology for a starter :)

     

    - Zeds are not so hard to kill if you aim for the head. Melee is an option.

     

    - The infected rabbits and chicken are very scary, but not really dangerous. They damage you for 1 hp and are easy to kill. But they can bite you.

     

    - You will have a LONG time to run with your stone tools. Don't think about switching to Iron Tools as soon as you find a forge POI. Forget vanilla habits.

     

    - Food is gonna be a constant problem. Farming is difficult. My advice is to roam different biomes and harvest wild crops there. Apples from pine forest, yukka from desert, carrot from maple forest and corn from plains. Potato and snowberries are scarce. You can combine apples+yukka and carrots+corn. That is your starting menu.

     

    - Read the buff descriptions and how to heal your numerous wounds. The info is there.

     

    - Be ready for a really slow progression, and a rather miserable life in the early game. But each achievement feels really rewarding.

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