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Solomon

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Everything posted by Solomon

  1. Could you help me with it a little bit? Im trying to turn this into a modlet so i can share it with my bro and anybody who might be interested in it but im getting an error: xmlexpecttion: '=' is an unexpected token. The expected token is ';', line 8 position 120. How can i fix this? I need to sleep more, i funked up the modinfo.xml
  2. Finally i can build legit defenses! No more pathing cheese, no more worry that adding one more layer to the front would make them path into a different part! You are a lifesaver!
  3. Is it really dumbs them down to true zombie levels? No more structural engineer undead?
  4. Even if they dont want us to know, just make the zombies awake and moving around. Im not sure if theres anything in this game what looks worse then some random shambler doing a full 180 because you entered the room in full stealth gear. Also it doesnt need to be actual warning, these things can be used to set an atmosphere and also its quite possible to suprise a player without going for ceiling zombies and stuck in a furniture setups. Examples: Graveyard and other places where its ambient to find dead in the ground could have some random dead hidden by an instabreak dirt block so the player falls in the hole and has to wrestle with the undead there. Quite scary deal. If every dead could crawl we could have some fake ventillation point like looking places all around factories and bunkers where the dead crawls out and rushes at us in feral mode after we passed throught that point a bit. Makes people paranoid towards walls. One dead right behind where a door opens up so hes in coverage is always a good scare. The runner strike i mentioned has no signs expect the runner rushing at you and exploding alerting every dead in the building. Turn all the fake bodies ingame into zombie looking ones and randomly make one of them into zombies when hit.
  5. Supposedly everything what is upgraded from the basic wood block we place ic count as "unnatural" blocks. I tested with cobblestone blocks and it works wonderfully in making sure the dead only spawns in a limited place.
  6. I would much more prefer the idea electrical traps and warning signs. The problem is much more simple since we have 2 types of rooms avoidable sleepers and trigger ready sleepers, so all we need is the following: For the avoidable ones i propose the rigged doors and other actually avoidable traps. The idea is that they look like regular doors and bocks but when you open/hit them they make a loud noise. Examples: A potted plant on a flimsy chair next to the door. When you open the door the plant falls and shatters alerting the undead. To avoid it you need to find where the plant is and go around it raising your stealth high enough would decrease the chance of triggering this one to 100%. A beaten up door, same idea as previously expect that this door falls out of its place when opened. Tripwire set up to a hidden speaker. Just not touch it. Simple puzzle system where you need to walk around in a pattern to not trigger movement sensors or to place some weight on the right pressure plate to open the door. For the unavoidable ones i propose the idea of visual marking and no sleeper function. Examples: Already awakened zeds and masses of bodies infront of the door. Pretty simple deal. "AMBUSH" and other warning signs. The idea is to make the player know that there might be a trap in the room, there doesnt need to be always one to keep the players on edge. For example put the "Rabid dead!" on the boiler room in the shotgun messiah factory where the burning guys spawn, now there are no spawns in the actual room because they are on the other side of the room. Runner strike. Simply let loose one bloodmoon type feral screamer in the POI what tracks the player and tries to fight it, when the screamer gets attacked it explodes triggering nearby zeds to attack.
  7. The only thing what works to get them dead stop spawning on your land is to fill your land with player crafted blocks. No matter the situation, they cant spawn on a block what a player places so even filling the entire place with basic wood blocks stops the spawns.
  8. I hope thats not it, global reflections what you cant even see properly eat up resources fast as hell.
  9. Didnt they only changed the light system? I havent noticed much differences between the A18 and A19 in terms of graphical upgrade apart from the light and some model changes (book shelves). Looking around for A18 VS A19 pictures i havent found much differences. I also dont understand how the Terrain Quality setting what adds almost no visual change can eat up 30+ fps.
  10. Kind of in A18 i was able to run the game on high settings at 100fps the latest update put me down to 30-40fps while everything is as low as possible. Sorry for the late reaction but what does this one exactly do?
  11. I dont get how it is intented as proper and acceptable gameplay and at the same time its completely ignored by both the horde and these specific POI rooms. Like every perk choice works throught the entire game but Stealth only works in out in the wild along in some parts of a POI and thats it.
  12. You can see it clearly in the game setting that it shouldnt be impossible at all. Take a look at the military base POI the one with the underground safe, doors are intact, lights are running, some weed grows around the place. This all indicates that this soo called apocalypse was fast enough to wipe the population and leave everything behind. If i would blow some sci-fi bomb up on earth what removes all human presence leaving 10% of the population here would mean that by the time the electricity would go out there would be still tons of equipment left behind on military bases and other zones. I still dont understand why are T6 items soo damm common. Like these are our best equipment and they are everywhere once your gamestage is up.
  13. Okay so i thought its time to collect up the commands what one way or another boost the fps. Soo far i only know these: * pois This one turns of distance rendering of points of interests, it boosts up fps a bit and is also helpful to fix a myriad of bugs like the "fake blocks" you can pass throught or building shadows generated throught terrain. * gfx pp enable 0 This one turns off post processing and can easily net you more fps. * gfx af 0 This one turns off anisotropic filtering, suprisingly it can net you 30+ fps when you activate it with minimal quality decrease. * gfx dt This one turns off distant terrain supposedly, havent tested it yet. Anybody has more tips on bringing out more fps without making the game look like a bad minecraft clone?
  14. It still works but you need to change the pois a bit, even applying paint is enough to offhold the spawns.
  15. I know my math is kind of.....busted but you get what i mean even if it would make my math teacher commit sudoku. Yeah i figured you would need to find a way to exclude the weapon from eating itself to repair itself and which one to use up for the repair. How does reforging sound? We could make a forge recipe what uses up 2 Pistols to make a Pistol. This way the only issue left is the T6 item quality but we could probably just cut that quality out and replace it with an identical pistol what has these stats at base but its untiered like the nailgun (or just make all items untiered and let the perks handle the stats).
  16. Honestly theres nothing else, before today this was the only loot mod made. Now we have @Boidster's loot lottery mod too so people could switch if they want. All i wanted is a mod what makes the looting randomised, so i dont swim in the same stone gear for ages. I think im gonna go and edit that mod around so it progresses like 4%, 3%, 1.5%, 0,5% or find out just which exact setting controls quality tiers and manipulate that. Also on a sidenot due to how this game works theres no such thing as "rare find". In a game like Warframe an item drop with 4% chance is almost impossible to get but here you can go as low as 0.1% and it would still mean that you run a fairly good chance of getting an item from that rarity group because of the number of lootable containers. At 4% you need to find 25 containers to reach the mathematical 100% chance, at 0.01% you need 100 containers but thats like 10 days.
  17. Or if you are good enough with modding you could make items need themselves to be repaired. Essentially make sure that you take out parts of a working AK47 to repair your favorite AK47. This would probably be more immmersion fitting to cobble together weapons than straight up just removing the ability to repair.
  18. Item degradation is one of the core points of the game Dying Light and you can find countless people who are posting the most meta ways to avoid that feature completely, its a game where you can always find better gear and even in that case people dont like the idea that stuff just breaks and leaves them with nothing. Because its true actual randomity, in games where you dont have the gameplay made around the idea that the player has to create everything for themselves most of the looting excitement comes from not knowing what to expect. This mod makes sure that you can find from the most basic stone tool to a nailgun in a box, every loot is new and exciting. Literally the only thing i would change about the mod is to limit the tiers so i cant just find T6 gear on day 1 but other than that i enjoy that i really have no idea what will be in a lootbox.
  19. At first i downloaded it for similar purposes, it seems like all it does is take the probability tables and make them all have 0.25 chance including all items from level 1-9999999.
  20. And how many of those players modded out parts of the game or are running A18 or earlier? Those player numbers only show how many players are in the game, it doesnt show whenever they like this specific alpha or not neither does it show if the player just modded the game back into an A16 experience or such. July was our best month with almost 39K people, August managed to lost 14% of the playerbase already and who knows what will september bring. You also need to consider that players might dislike the current loot but love the new zombies and lighting, or like the loot and hate the food system and soo on. Also just to get some generic view on how many people hate the loot system from the playerbase and also mod their games heres the full random loot's nexus page: https://www.nexusmods.com/7daystodie/mods/1004?tab=description This mod is currently at 910 unique downloads, this is the amount of people who hate the looting, mod their game and use this specific loot mod.
  21. I kinda wish we could add more questions to these pools, it would be nice if you could have all data you search in one pool instead of 6.
  22. In A18 putting a point into intelligence was an optional decision, in A19 its a necessity because without that the game feels artifically slowed down.
  23. Not sure about the avarage player in A18 but my run with my brother needed us to pass day 15 for the first purple find what was my stun baton.
  24. I voted 1 because none of the future aspects look like something i look forward to. I already have a mod ready to load in incase i have enough of all the same repeating stuff in every container. In my opinion what A18 needed for loot is in general more items to even out what you can find and instead of tying the actual items to the gamestage just tie the tiers into it up to T5 so with some randomisation and a low chance of finding T6 so when someone finds a T6 Pistol they will be like "OMG! A purple item!" instead of "Meh, another one.". Kind of like how in Borderlands when you find your first pearlscent weapon you will be in awe you got one and will treasure each and every single one of them.
  25. On A18 i would have separated each container to have stuff in it what actually makes sense: Rotten, busted or otherwise destroyed containers have heavily degraded tools and items. Iron is replaced with scrap metal and soo on to indicate the damage. Sealed containers have loot fitting their type in all cases. Safes are only for valuable items. Items are "size" checked before put into a container. No purse rocket launchers. "Crafted items" aka stuff what looks homemade can only be found in unattended, unsealed and open containers. Survivor gear in logical places. Delaying T6 items further. Soo many small improvements could been done before going for the current tiering.
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