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BarryTGash

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Everything posted by BarryTGash

  1. Clippy: It looks like you're trying to hurl yourself into oblivion. Would you like a push?
  2. Appreciate your thoroughness as always. What tier is restuarant_02, 3 I think? The gear and skills you're packing are quite advanced - I would imagine if your test could be repeated with max stealth skills, primarily padded armour (for stealth not damage mitigation), a couple of muffled connectors, no stealth boots or books, then that might represent better a typical player's progression when they hit tier 3 quests. What you're rolling with would be tier 4 at least perhaps? I don't think any changes would really affect my personal playstyle too much. I'm far too impatient to sneak everywhere. I'll sneak what I can sneak and go Conan (not O'Brien), then Rambo when the sneaking is done An ambush is defined as a surprise attack from a concealed location. I don't think the success matters, just the intent. As we all know what it's referring to in the context of 7D2D, I think the word is good enough. But in this situation, the players do not have access to the code - the technical data is not available, thus anecdotal interpretation is the best players can provide unless they can devote the time required to perform multiple runs of the same POI. But even those results are just based on feelings/reactions rather than technical data. Granted, everyone's reactions will be different, as yours are to who you replied to. We, as players, cannot accurately determine who is more correct. Only TFP, who have access to the technical data, can determine who appears to be having the more correct experience. If more players are not experiencing things as intended then perhaps things need tweaking. Conversely, if the majority appear to be fine, are there enough in the minority to change anything? Agreed. And agreed!
  3. Sheet strength has been nerfed to oblivion by TFP. IIRC, the sheets making up Jen's base are like 75hp or less. I'd almost consider it reasonable to grab a stack of cobblestone blocks from the creative menu and reinforce the walls. Almost. Were you logged in to steam? I run DF from a duplicate of the main steam install. I did forget to log in once and although steam opens when you launch the game, the game loads before the account is connected - or at least that's my hypothesis.
  4. Quickly tested and I think that's what it is - they revert to the same behaviour as when you fly in creative mode. Not that I've particularly noticed in my proper games - I tend to jump away from them If the destruction mode trigger is separate from the damage trigger, then it needs a timer before activating.
  5. I'd probably go with fat, as is, and oil - just to add to the cost (and add more use to oil). I think gasoline would be trivial very quickly - it doesn't take long to stockpile stacks. Granted, oil also builds up but only in stacks of 50. Ah, to hell with it; fat, gasoline and oil.
  6. When everything is an ambush nothing is an ambush (because you're expecting it). They need to find a way to randomise them, eg. ~10% will be ambushes, so you can't know in advance. That will provide excitement and its own kind of difficulty (not through attrition, but through surprise).
  7. Argumentative. I never said that. Day 1, torches are fine. I made a suggestion earlier in this thread for another tier of light source between torch and helmet light mod: The 'uber solar-powered helmet light mod' is what we have now. In my head canon it explains why it doesn't need batteries - it must charge during the day. As for the flashlight + duct tape mod it should be terrible:
  8. In the frames shape menu look for 'bars'. Rotate as you see fit. You can probably go out a few blocks.
  9. They'll learn and then they won't be brand new any more so any complications or consequences specifically avoided for a brand new player's benefit shouldn't really interfere with the gaming experience of everyone else. I've said before, paraphrasing: bring new players up to speed, don't lower the speed limit for everyone else especially considering new players vs existing players is probably around the 5-8% mark (real rough estimation, TFP probably have a better grasp on this). If brand new players really need more hand-holding then maybe the tutorial quest needs revamping and/or preferably, a tutorial map be created that guides that player through their first encounters with zombies and their mechanics.
  10. I'm fine with it but I'd still like to see less of a one-size-fits-all approach and add more granularity: different crops = different growth rates, different harvest amounts and that some crops do need replanting every time and some can provide a handful of harvests before replanting. But I appreciate that just increases the balancing complexity just for a bit of flavour. That could work - unprotected crops allow chickens to attack your corn crop for instance. You could leave unprotected corn plants deliberately to attract chickens to your base and harvest them instead.
  11. You say that but that's going against human nature and I think that's the crux of the issue. Having a more tiered progression would be something: torch -> flashlight + duct tape mod* -> uber solar-powered helmet light mod. * car batteries show that a depleting resource is possible. Have a modified version, the aaa battery that can only be looted for instance, add two mod slots to the flashlight for two aaa batteries. Allow a simple mod to be created of flashlight + duct tape but make it so goddamned awful (dim/low range, flickering + the need for batteries and perhaps even have it flicker and shut off every couple of minutes at random so you've got to turn it on again for some real potential horror moments) so you're effectively trading the effectiveness (brightness) of the torch for the convenience of a handsfree light source as an alternative and/or interim tier before the helmet light mod (and push that further up in loot stage). You could even allow it to be duct tape-able to a weapon so it acts as an interim tier for the weapon light mod.
  12. Or duplicate the helmet light mod, change the recipe to flashlight + duct tape, change the mod slot to chest (if you really want to) and half the light output (for balance). Flashlights tend to be 2 a penny pretty early on. It could just be a tier0 version of the helmet light mod. How about the same caveats as every other game that allows dual wielding: you can only hold something in your off hand if the item in your primary hand is one-handed (clubs, stone axe, iron pick, wrenches, knives). Not rocket science and certainly not a hyperbole magnet.
  13. Way to try and shut down a discussion before it's even started - that's bad form fella. Well, I'm worth my salarium and I disagree. Strategically placed, modded one/preferably two sledges can take a bit of pressure off and be quite effective. They aren't supposed to be god-tier damage/utility but they do assist with some crowd control. Flamethrower turrets would be cool though. Someone brought up flamethrowers the other day and as a top tier weapon I think they'd work well with a suitable fuel; my suggestions for such below:
  14. Are you using one of the packaged maps (DFalls-XXX-TestWorld etc) or one you're generating yourself?
  15. Previously I've found 5x5 grid of farm plots with a rain catcher in the centre spot (so 24 farm plots total) worked well. Haven't had a chance to try B36 yet, if it's changed. Only thing with farming that seems a bit off is the randomness in growing time - I tend to use fertiliser to speed things up but going from growing to grown, some plants take 2-3 days longer than others. My OCD insists I wait for all to be harvested together which means I'm perhaps not being as efficient with rotation as I could
  16. They don't restock everyday - their restock day is in between trader restock days, if I recall correctly (I don't tend to use them). That said, yes - I agree. I'd say they should be static outside traders and you need to break in to them. On a related note, why are they cheaper than buying a similar item from the trader directly? I'd expect the trader's vending machine to be the same price (whether that means dropping the trader's price or the vending machine price to match that other).
  17. I've had this - but I hadn't analysed it to determine the cause. I'm intrigued that you've discovered a link to turrets - I installed turrets in my base (6 shotgun turrets + 2 sledge).
  18. It seems to me that you're just getting in to a vicious circle: more zombies gravitating to you > lots of ammo usage > more spawns/screamers > more zombies gravitating to you ad infinitum. Perhaps the current state of the game means that certain combinations of mechanics (settings/biomes/gamestage/spawning) do not work well together or, if things are working as intended, you might just need to experiment with settings/mods to tweak things to your specific liking. For me, feral sense has little appeal for the issues you have already presented.
  19. In addition to Khaine's reply: Anna's House.
  20. I'd like the option but it would give an advantage over screamers/wandering hordes as you could hear them more readily.
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