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John Black

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  1. That feature took 12 months to implement, don't be so insensitive and show some appreciation.
  2. I was thinking more in the line of inspecting items but since devs are in the habit of simplifying and dumbing down I never thought it worth trying to put my thoughts into words... non-english so PITA to accurately try and articulate things
  3. Just make the gains low enough so it's not worth running for nothing. Give me 0.01 skill points for running to X whilst doing Y and I'll be happy. It's not about getting to 100, it's about continuously improving as I'm doing something.
  4. [ ] traders [ ] bandits |-^--------| Zombie HP |--------^-| Zombie Damage |------^---| POI size cap
  5. The of course you also have the master of all inventory mods(opensource) that include deposit, restock and locking. -- https://www.nexusmods.com/7daystodie/mods/1357?tab=description
  6. I still recall trying to sit on the bloody bed
  7. They should really keep the tin can variations for pipe weapon. By the time you can craft a working SMG surely you should be able to craft a decent-looking silencer. And this goes for all weapons / mod combinations.
  8. Bit late, but here’s my quick ramble regarding stealth and general zombie behavior. Smell - Zombies should always detect you within X blocks by smell, no matter visibility, they shouldn’t be bumping into you ever, as is the case currently. They should even be able to smell you on the other side of the door! [z][door][player] Sound - Certain sounds should always wake up and aggro zombies within range. Zombie dropping to the floor - (~3 blocks for sleeper) Other sounds like alert/pain - (~10 blocks) Doors (~1 block), blocks breaking(~3) This will cause cascaded zombie aggroing, which can solve many of the artificial mechanics when the intent is to trigger multiple zombies at a time. And I guess if external sound shouldn’t bait them, sound can be limited to “room” for the ‘group’, until one is aggroed - the rationale would be they can’t hear as well as the door and windows are closed. Stealth, crouch bonus or whatever we want to call it should be based on detection, not on the character’s ‘crouch’ status. The idea is that you can do extra damage as you have time to position/aim/prep to inflict a more lethal attack. I’ve been in situations where I couldn’t deliver bonus damage as in crouch LOS was not possible. And don’t hate, but since physical actions against blocks make less noise in ‘stealth’, they should be slower, much slower, or at least do a lot less damage per attack. This comes back to balance where going in Stealth vs Full guns blazing should aim to balance time vs risk.
  9. Please consider adding a slider for the existing hand/weapon FOV to allow for changes similar to https://community.7daystodie.com/topic/21699-weaponhands-fov-camera-distance-changer/page/2/. (For those interested, @Ragnar made an A20 alternative - https://community.7daystodie.com/topic/21699-weaponhands-fov-camera-distance-changer/?do=findComment&comment=484560) Modded screenshots are at a setting of 75. Think default is 45 so the current can be dialed back to your preference. Keep in mind that you physical screen size can make different settings look either good or very bad. As an example, I have a 34" where I play a default fov of 65 and a 55" as a desktop screen on the other table which I play at 75. The 55" is massive on a table so the weapons are gigantic. Similar issue using VorpX in VR, the weapons and hand modals are way to big and a setting to adjust those will make a huge difference to immersion and visuals.
  10. Thanks @ivailogeimara and @Ragnar for saving us from the limited weapon FOV. Just wish I found this before I started my VorpX session.
  11. If the devs are going to rework the stealth system, the door mechanic will be nice, otherwise it will just be more reason to mutilate POI design to even more unrealistic levels. The way zombies are triggered and hidden all the time either in boxes, groups behind curtains, within bricked in areas, groups in ceilings are all side-effects of the bolt-on stealth system IMHO. I’m in favor of the scope zoom because the groundwork has already been done by a modder, still not a priority for me. I’m not so much in favor of the door mechanic because it is screaming advanced stealth and I’m not convinced we’ll see much more work in that area. I’m still hoping for a lean left/right feature and my interact is already bound to F.
  12. Looks nice, have seen the mod before and have considered installing it. As I play more than one game, the scoping in 7d2d has been feeling and looking dated for a while already. I’d be happy to see one of my favorite games improve visually.
  13. 1.1.0 on this end - Thank you -
  14. Hi Fil, Am I correct in assuming that the games' "Feral Sense=on" option will override your horde settings? I’ve been struggling to manage the level of action in the wasteland. With feral sense=off during the day, normal zombies have a lackluster threat level. I therefore set feral sense=on during the day, which results in what I feel to be an appropriate threat. This unfortunately seems to have the side-effect of making every IH feral. At insane difficulty, 200% block damage and with my current horde settings, its a bit much especially as the horde can’t be avoided(from my testing). Would it be possible to have IH not be affected by the feral setting of the game and only use the setting from the IH settings.xml? <min_hrs_between_occurrences>0</min_hrs_between_occurrences> <min_occurrences>6</min_occurrences> <max_occurrences>21</max_occurrences> <feral_horde_chance>0.01 (also tried zero)</feral_horde_chance>
  15. ^^This - And remember you need to restart the game after deactivating the mesh. Also deactivating shadows, even indoors, when you're getting low frames can make a huge difference, just flip them on/off based on the situation as you don't need to restart the game.
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