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BFT2020

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Everything posted by BFT2020

  1. I would hope the a rescue mission be more than just transport Meat Sack 1 from Point A to Point B. It would be great if they were a true rescue mission where you are rescuing a group that follows Noah that consists of civilians and guards. Where they need rescue because the guards are critically low on ammo and members of the party are hurt which slows them down significantly. Then you have a choice: Do you distribute your supply of ammo and medical supplies to the group to improve the chances of getting them safely to their destination, or do you keep everything yourself and roll the dice to see if you can escort such a large group by yourself and doing all the work while slowly making your way to the safe zone.
  2. again proving my point. 😁
  3. Try launching the game launcher first (go to Steam library, hit the play button, and select Show Game Launcher. Choose tools and select Clean game data.... Then validate files through steam once again. This is just a guess, but a good spot to try until someone with better knowledge comes along to help.
  4. I don’t mind a rescue mission, I just hope it would be executed correctly by TFP if they were to go this route. Otherwise I would avoid it like the plague if it goes from a rescue mission to a babysitting mission. The bandit AI will give us an idea if this can be pulled off correctly.
  5. What you said was fine, it came out the way you intended. Again, proving my point. You are attacking others when you dismissed their opinions / comments as based on “school programming achievements.” You don’t know mine or meganoth’s programming experience, so when we mentioned what would it take and where TFP is in regards to non-zombie AI, you immediately go after us with childish attacks on our credentials. Anyone is anyone you would use the same tactic against, not a brotherhood or mates - I only know meganoth through the forums and is simply someone I have discusses with and against ideas. I don’t like it when people use these tactics and willing to speak up about them when it is used on someone.
  6. Both Nitro and KG allow customizations in regards to the desert and snow. When you generate the maps, you can select different options regarding those biomes. The game's RWG creator normally places the biomes opposite of one another. However, it is not necessary North / South. The current map I have is West / East.
  7. Have you done any programming? If you have, you would understand that while computer languages change, the basic principles you learn via programming stay the same. It is all about the process. Once you strip down the differences of the computer languages, each language has the same thing: Processes, steps, algorithms. meganoth has experience in programming so he understands the process and what it would take. You do understand that there are other fields of programming, not just the gaming industry? But to simply imply that the opinions of others doesn't matter because they don't meet your standards of programming is shortsightedness on your part. meganoth has not been rude to you or been attacking you; he just has been discussing of what you requested, what he knows has been requested in the past, and what TFP are doing today that may affect what you asked for. However, it seems like you are taking his discussion of this request as personal (as if anyone that doesn't fully agree with you is against you).
  8. Or maybe use KingGen since it is supported while Nitrogen has been abandoned
  9. I was driving my minibike once and managed to drive myself into a hole I dug for a buried quests mission several days before....eh we're human 😁
  10. I am at work so I can't open paste bin links (and thus cannot see how many mods he has). I recommended to someone in the past who had around 104 mods to do them in batches of 10. That makes it easier to isolate the problem (compared to 52 which would have been half in their case) and faster than doing it one by one. In the end, it was the last 4 mods they installed that was causing the issues. But I may be giving advice in this situation that is not necessary since I can't read the log file 🙂
  11. Make sure you are hitting mannequins and not stone statues 😉
  12. Actually meganoth was not arguing against it. First, he pointed out at the beginning was that TFP are working on introducing bandits prior to going Gold. A lot of what you are thinking of would be tied into that project as the bandits themselves will require AI to operate well in the environment of 7D2D. So TFP are already busy on working on an AI for them. Second, any AI needs to take into account the world that they are in. They need to react to threats around them and to traverse an environment that can change (if you rescue the AI, do you want them to go the blocked door and just wait there until you clear it or go through the hole you created in the wall to get to them). A simple magnet pull AI would not suffice. If there is a deep hole between you and the NPC, the NPC will simply fall into the hole. If there is a threat nearby (Zs), you don't want the NPC to just stand there and take hits. You want them to react to the world around them, not just become Simon from Neebs Gaming. Now, we are not saying that they have to be advanced AI where they need to act like they are human; but nobody wants to escort / rescue a Simon; and we have all seen bad NPC behavior in past games where it frustrated the player (aka Fallout 4 is a great example). Third, TFP already have a list of things they want to get done before going Gold; and they don't want to drag out the Alpha development even more adding more and more content in the game. While they will add some things in as they finish up their big ticket items, this might be one of those things that a modder would add later on once TFP have the basic elements added to the game (bandit models, bandit AI, drone AI).
  13. I prefer the argument about the actual walk speed rather than the OP request to make it faster 😉
  14. I only recently been playing with a mod, but I could sworn I have seen screamers as part of a bloodmoon on some earlier Alphas. That might have been removed at one point and I am thinking about the olden days.....or I could be completely mistaken. I have put so many hours in the game that sometimes things blend in.
  15. So the suggestion is to make Int players worse in terms of combat because of their negotiation skills with traders? Do you, by chance, hate smart people? 😉 Int builds are already handicapped in using the weapons of other trees if they don't spec into them. In fact, Int builds are believed to be the least combat capability tree out there (personally, I like the challenge of playing them early game as combat doesn't come easy to them until they get double turrets deployed). Also, your suggestion seems to be a way of forcing Int players to go one specific route, and that is hybrid. Int only builds already have handicaps, but if you push to make them worse, I feel like this would be limiting the options for Int builds.
  16. Screamers can be part of the bloodmoon, but they lose their ability to scream and spawn in zombies.
  17. So you are perfectly fine with hitting the bunk beds with a tool to beat down the mattresses and hearing metal clinks, but getting cloth as the scrap item? 😉 Just messing with you, the little idiosyncrasies are just one thing I love about this game during the Alpha development.
  18. Remember that Concrete and Reinforced concrete are getting merged into one stage of upgrades / blocks, and the new block will be balanced to account for that. We just won't have to do as many clicks on the upgrade path that we have to do today (what is it today: Frame - wood - reinf wood - cobblestone - concrete - reinf concrete - steel). I am not a programmer but I expect TFP will set it up so that Concrete block A (regular concrete) and Concrete Block B (reinf concrete) will be changed into Concrete Block C (the new concrete block for Alpha 20) in order to minimize the work in converting over existing POIs.
  19. Correct. Though at this point, I think the best thing to do to get that feeling is a mod. I don't see TFP changing the horde night mechanics at this time, and haven't really seen any interest from Madmole to go in a different direction than what they have today.
  20. I have not seen any of these issues that you are describing. Actually, the point of 7 Days to Die is to not rush into things, but be aware of your surroundings; especially early game when you don't have much yet. The injuries system, the food and drink system, the need to find shelter....all those elements are in place so that people just don't go running and gunning for the zombies. You need to slow down, take stock of your situation, and figure out the best course with the resources you have on hand. What is your typically days set at? If you are doing 10 minute days, I can see how it would be a rush...but you can adjust those settings so you don't feel like you have to "run" all the time. Apex and PUBG are FPS where the goal is to shoot and not be shot at. Those types of games require the player to be fast and are not a good comparison to this game. 7D2D is a zombie survival game where the main thing is SURVIVAL.
  21. OP was asking to change the mechanic on how it is done, not that it is there. Don't forget that we now have the option of randomizing when the Bloodmoon occurs so it is not always on a set schedule, though I have not personally done it yet in one of my games - I think when I get bored of my current playthrough, I might try this setting
  22. Yes, but the loot wouldn't be high level (which is what Fanatical_Meat was thinking). So looting Shotgun Messiah on Day 1 won't give you the same type of loot as looting it on Day 100. They would be great for building materials based on the amount of pallets there are in these locations.
  23. I used Nexus Mods a lot to download for my games. Boidster is correct. If the mod has a lot of traffic, you can read the comments and bugs section. If there are issues with the mod (safe or buggy), you will see feedback there. Any new mods, I won't download until it has been tested by a lot of others; unless the mod is from a creator I trust. Nexus Mods was hacked in the past, but they informed everyone right away and forced everyone to change their login information. They also have strengthen their login process. However, they can still be hacked or nefarious people can create an account to try to get people to download malware, but that is true on any website nowadays. Hell, we saw what happened with Equifax and their hacked data.
  24. Never tried that, but then again my looting strategy is probably significantly different. Early game I loot houses nearby to build up my items I need to survive or loot buildings as part of quest. After I am established and move into a more loot for resources to continue to expand phase, I start to loot every building going in a right to left or left to right pattern. At the end of my looting, I put a X on my map that states Start Here. Then I remove it when I restart looting to place it at the new location (I also been putting Xs for safes I find early game to come back to). Sometimes I may need something specific (for example car parts) so I may loot specific locations to find it (like car lots) but then I just make a note (or I check prior to clearing out the location again to see if already looted that location). My gameplay also puts an emphasis on using what I find, but I don't go out looking for specific POIs to raid (exception - food POIs in early game). I never felt the need to mark places I already looted.
  25. I still start with wood frames and upgrade from there. Maybe I could go to flagstone blocks, but lately I have been taking over the demolished buildings and rebuilding them for my base. I start out using wood frames / upgrade them to full wood blocks as I am building up the walls and ceilings. Then I upgrade to cobblestone (and then eventually to concrete / steel) as needed - typically outside walls and the roof of areas where vultures will try to get to me). I am also playing with a mod that significantly reduces resources gathered (so less clay, rock, wood, cobblestone from the pallets). From that it became an easy choice of building progression. Clay - need it for countless forge recipes along with farm plots Wood - besides a fuel source, not a lot of use outside of building material Stones - concrete and converting into sand, especially early game when I haven't located the desert yet My current playthrough, if I was going to build up my base with just flagstone blocks, it would have taken a long time to get it to the shape it is today. I am past day 67 and I still am not using the clay / stone I get to mass produce cobblestone, just sticking with pallets I come across. The clay I do get (either via auger or the plotted plants) goes into either my iron / steel furnace or my brass furnace while the stones are being used for concrete production.
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