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John Black

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Everything posted by John Black

  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.
  16. I originally planned on posting the link but it slipped my mind. https://7daystodiemods.com/declutter-compass-mod/ Still works fine in A20.
  17. Thanks @Boidster, I’ve installed the mod and confirmed what I’ve reversed engineered from the loot.xml. (FYI - Player.log no longer seems to get updated as per doc but the output can be found in C:\Steam\steamapps\common\7 Days To Die\7DaysToDie_Data\output_log__***.txt) This is true and with each item being added to a loot list your chances of finding the item you want will get lower. Previous games I looted L6 Stun Batons like candy and now it’s M60s. And now we have traders and perk points so I guess looting will never be looked at again. Either way, there’s currently no point bothering with the shotgun as the spread is bugged. https://community.7daystodie.com/bug-test-1/bug-pool/shotgun-shell-pellet-spread-bugged-r2411/
  18. Day 89, have a couple of double barrels, probably < 3 pump, and only 1 x L1 autoshotty. Have multiple L6 SMGs, Pistols, Vultures and have probably looted about 15 x L6 M60s by now. Something is off with the RNG, pretty sure of that. Lockpicking getting multiple breaks after < 250ms in a row. Then of course it is random but just because you can have a bad luck streak doesn't mean it is impossible for a bugs to exist in the RNG.
  19. I’m on day 81 and also play with no traders and no loot respawn. Working vending machines replaced with broken ones but they drop candy and food when broken. Playing with improved hordes, no delay between spawns and upped the spawns per week. Biome GS & LS are tiered, pine is ~50-100(50LS), desert 120-220(100LS), snow 240-340(200LS) and wasteland 400(300LS) with increments depending on player level(as you can’t access base GS via xml). Harvest reduced between 75%-25% with 0% deduction in wasteland, harvest Xp negative 300%-0%. Improved auto shotty as I’m tired of M60 spam. Still only have a rank 1 shotty, probably picked up 8 x R6 M60s already :/. With tiered biomes BMs are an xp farm so on 30days. All these settings are to motivate me to get to the wasteland, yet it allows me to play at my own pace and enjoy the game. The final goal would be to finish a BM on top of a skyscraper in the wasteland which also doubles as the RP LZ for extraction.
  20. And here I was trying to mod the thing like a fool! <append xpath="/blocks/block[@name='tableLampLight']"> <property name="Material" value="Mglass"/> <property name="Collide" value="movement,melee,bullet,arrow,rocket"/> </append>
  21. And here I was trying to mod the thing like a fool! <append xpath="/blocks/block[@name='tableLampLight']"> <property name="Material" value="Mglass"/> <property name="Collide" value="movement,melee,bullet,arrow,rocket"/> </append>
  22. The problem with a macro is that it blocks you from doing anything except the basic actions. So you either have to integrate the basic actions(movement etc) with the map/inventory open, which will not happen, or add an autorun(fwd) feature. That way you can still check your map without stalling the gyro and streamers can set their volume while running away from zombie bears. Win-win! And a note on implementation. While in auto ____ state, allow shift to toggle between 'auto run' and 'auto walk'.
  23. Many start out with a bunch of stacked chests which at that point allows inventories to be sorted out in mere seconds. Some decide to move on and build a nice base with different crafting areas and a more granular inventory. That entire process of moving from a purely functional base to a 'nice' base is also part of the progression for those that decide to do so. The frustration sets in as doing inventory management in bigger organized and spread out inventories comprises boring repeated actions that waste real life hours over the course of a game. And in a game where unpowered workbenches can craft 1000s of items unattended, I wouldn't find some ooc QoL inventory progression alien at all. I don't expect the solution to make sense, conveyor belts etc, I just want to save real life time so I can get back to building, looting and shooting zombies in the head. Haha, all this inventory talk has made me think back of RedPower.
  24. It will look for containers with the items you're trying to store. So if you have one box with 9mm ammo and it's in range, it will move the 9mm from your inventory, if not locked, to that box. It works similar to the current store functions where a single click will fill to stack and a double click will create new stacks, it just does it without having to go and open each inventory and clicking those buttons.
  25. Best mod ever! - QuickStack by Westwad ( https://www.nexusmods.com/7daystodie/mods/1357?tab=posts ) Click or double click on the icon whist in range of containers and done! You just saved 5 minutes and stopped 2 hairs from turning gray. It also has a 'slot locking' feature to quickly lock any slot in the inventory.
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