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BarryTGash

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Everything posted by BarryTGash

  1. DnD is setting based. The story is derived from the actions the players take within the scope provided by the setting and the DM. In 7d2d, TFP are the DMs and provide the setting, we continue to be the players. No need to extrapolate - we're not talking about some magic death spell. We're talking about investing skill points, clothing slots and mod slots in one specific skill (stealth) to maximise your chances that you can reasonably safely sneak without waking up inert zombies (don't forget, the current system wakes them up regardless of what our skills and equipment suggest). It isn't just our actions that influence the outcome of an event... The 5% failure rate is just an arbitrary number, selected because of d20. It would obviously need to be balanced to 7d2d - 1% might prove to be fine. <1% might be fine if the skill check is run on each zombie individually, rather than a volumes worth of zombies. Think of it as simulating a minor issue of, for example, getting your clothing snagged on a door handle or something - a small mishap irl but could have dramatic repercussions depending on the situation. The failure rate could decrease with distance - sound obeys the inverse square law after all. Plus, we're both in agreement that sleepers should be reduced in number anyway - what I am trying to avoid is ending up where one is completely safe - there must always be a chance of failure; as in a lot of scenarios, the participant can do everything right but things outside of their control will end up dictating whether they have a bad day or not.
  2. Was thinking about this earlier. If you fail to discover the hidden zombies, wake them up when you leave the volume. Keep the number of potential hiding spots, but reduce the number of hidden zombies so their positions are randomised each time a poi is reset. A check that is based on your skills is fine, I think. Pure RNG that ignores your skills is not. If you're maxed out on stealth then having a minimal hard fail rate is ok. Consider the critical fail on a roll of 1 in DDO (based loosely on 3.5 ruleset). That equates to 5% guaranteed fail rate, which I think is fine. You could go days or weeks and never encounter a hard fail (or conversely have a real string of bad luck ). Each point in stealth skills reduces the chance of a fail until it hits that minimum threshold. Might be worth requiring stealth gear (military stealth boots) and mods (advanced muffled connectors) to actually reach that minimum 5% so sneaking around in tap shoes, eh, steel boots isn't viable at any skill level. Perhaps even incurring a stealth penalty if you are over encumbered - ninjas were renowned for not carrying around pockets full of rocks and tin cans, if I recall my history lessons correctly
  3. That... that's my password! Sometimes random is just not random enough...
  4. Two suggestions from me: 1. silent mode just deactivated voice, not turned it in to stealth mode. When it bumps in to things when silent causes more concern. 2. If you have a weapon, block shapes or tool out, it should stay behind you at all times. When you want to engage with it (open inventory for example), put the weapon/tool away and it should behave as it currently does. 2b. Alternative version: if enemies are alert and in range (eg. not sleeping), or you have block shapes/tool in hand, it should stay behind you. This would allow you to control it whilst sneaking in a POI (eg. stay here).
  5. 192 corn plants and 24 campfires out in the boonies for water (great for abusing screamer horders too)
  6. The fog in A20 is quite spooky, especially at night!
  7. I play on 2 hour days, so more bloodmoon time, and inadvertently discovered that the BM horde starts all over again if you finish one and exit the game before 0400hrs (a surprise to be sure, the first time logging back in). Not a deliberate, planned, strategy but reasonably effective...
  8. Quite. Picking any single minute in a random POI, I might go between bow->club->shotgun->pickaxe->wrench->axe and back again, all in that short time. The idea of being optimal by also swapping out an entire outfit for each weapon/tool swap to get the most out of them is too much. Weapon and tool skills/mods are fine as is (in so far as it would be detrimental to push those bonuses to the outfit, whether skills or mods could benefit tweaking is beyond the scope of this conversation).
  9. Quick question: is the time on fertiliser correct? I think it's about 7.5mins per single unit (through the chem station, reducing to just about 5ish with skills). It just seems a bit... excessive
  10. Seems like a ui issue, not an outfit issue. A simple mouseover tooltip describing each item would help; eg. Mobility 76% - default naked mobility is 100%. <100% is slowing you down, >100% speeding you up. Seems pretty intuitive to me. Besides, how long does a player remain 'new'? 1 week, 2 weeks? 8 hours, 24 hours of total play time? Either have a better, skippable, tutorial or more, toggleable, tooltips - or both. If we consider 1000 hours as a not unreasonable amount of hours an average player will play 7D2D, catering primarily to those players in their first 24-48 hours really just gives the middle finger to those players who 'graduated' from new player status. Work on bringing new players up to experienced speed, don't bring the majority of players down to 'newbie' speed.
  11. Probably best to just email them: https://7daystodie.com/thepimps/
  12. I think you're right. It's probably just superstition: have I jinxed myself? It's like eventually buying an item because you've not found one, only to loot one soon after buying it - it stands out and is memorable because of the apparent importance at that time (although my suspicious mind can't help but think TFP has literally coded such a scenario to troll us ).
  13. I have a nagging feeling that RNG is tied to the save name (as spawn location appears to be). In a recent game I've had 22 acid, 3 anvils, 2 bellows and 1 crucible drop in the first 7 days. Beakers be damned. In another, none of the other items, just 3 beakers. If RNG does use a seed, it should probably be randomly generated each time the game loads (md5 timestamp?), not tied to a fixed string. 😕 Of course, this is purely speculative and only derived through personal observation...
  14. Or cockfighting, if you will... No, Joel, not that kind...
  15. Silent mode should really just stop its speech.
  16. They're cheap to make but I'd be happy with a ~50% return rate; assume some break 'cause I'm a klutz and heat expansion/contraction.
  17. Jen is a pleasant npc. I'm sure if she were created to be obnoxious she wouldn't be objectified so much. On the flipside, Joel is just a creep: "you wouldn't do that for just any one?". Yes Joel, I would - dukes for jobs. No, I won't sleep with you.
  18. No, it's been around for a while - I couldn't tell you when it was introduced. Simple test; metal blue door - 1 zombie will take over a minute (default settings) to get through - I think the default damage is 8 per hit. 2 will take considerably less than half that time. More than that exponentially decreases that time to breach.
  19. Grind is encountered when the amount of unique content < amount of time developers deem is appropriate to 'level up'. I anticipate this will become less of an issue as TFP move to developing more content; A20 already introduced a slew of new POIs which were sorely needed. Quest/mission system will hopefully see the same love in the not so distant future - bandits/npcs in general will hopefully add considerably more diversity (if done well). I'm hoping the drone is a test of a possible follower ai system... guards/sentries and companions could be awesome. Just add food and water to a designated container, designate working hours eg. max 12 and have staggered shifts. Regarding digging/zombie block damage, the damage multiplier they get when zombies > 1 attack the same block needs to go. It makes no sense; the multiplier is already there - it is the number of zombies hitting the same block, with a natural cap dictated by the amount of zombies that can fit in a certain space.
  20. That'll do it. A lot of block destruction in a short amount of time will tick the heat counter over several times. For a test, cm yourself in the dev super digger and shoot out the ground floor of any skyscraper (or dynamite if you've got the time) - you will have screamers for days. Even just knocking the crane out on the building site will spawn in a few rounds of screamers.
  21. Ok, thanks. That narrows it down at least.
  22. Quick question: is there a feature added to DF that spawns a wave of zombies around and then converges on a POI when the player enters said POI? I ask because I've noticed this on practically every POI and whilst on occasions this might happen in vanilla, it is not nearly to the extent - so its hard to tell if it is the same mechanic. Is it, perhaps just because DF spawns in considerably more aggressive zombies (and in larger quantities) in general than vanilla? Or is this something that has been tweaked for DF? It pretty much negates securing an area around a POI before breaching because they'll just spawn in anyway - I find it drags me out of the game; I lose my immersion in the scenario. Ideally I'd like to find a way to tone it down a bit - and if it's not DF then I'll go ask in general discussion. Thanks for any info.
  23. I think that would be quite fun. TFP could disable the damage multiplier zeds get when more than 1 hit the same block to balance (tbh, the multiplier is already there - it is x nZombies, so I don't know why an extra multiplier is even deemed necessary). Regarding the underground base nonsense, it would have been a lot less work for TFP just to say "if you don't like impervious underground bases then just don't build one", then everyone could (not necessarily would) be happier. But I don't have a dog in this fight - the idea all that digging just puts me off the whole underground bunker thing. I ain't a dwarf. Mods are a thing, and TFP exposed all the xml files - have at it!
  24. Thanks for your great work, Khaine. I do note that there is no NoiseMultiplier in From the Shadows perk (progression.xml) despite the description saying otherwise - I don't know if that will pick up vanilla values in lieu?
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