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TopAce6

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Posts posted by TopAce6

  1. Summary: Quality 5 weapons such as M60 and Desert vulture are significantly better in durability and range then Quality 6.
    Tested with dozens of weapons to account for % variance in each weapon.
    basically Q6 is a massive downgrade

    have 4 points in machine gunner if thats relevant, tho others reporting same issue that have different skills.

     

    Game Version: A21 b324

    OS/Version: Windows

    CPU Model: I5 6600k

    System Memory: 16gm

    GPU Model and VRAM: RTX 4070

    Screen Resolution: 1080p

    Video Settings: High

    Game mode: Client on Dedi

     

    Did you wipe old saves? no

     

    Did you start a new game? no

     

    Did you validate your files? yes

     

    Are you using any mods? yes ( i make mods, the ones im using have zero effect on this issue, increasing stack size, always open trader...)

     

    EAC on or off? off

     

    Status: NEW

     

    Bug Description:

     

    Detailed steps to reproduce the bug:

    1) get quality 5 m60

    2) get quality 6 m60

    3) cry after comparing

     

    Actual result: (description of what is occurring) for some reason quality 6 is significantly worse in durability and range than quality 5

     

    Expected result: (what you expect to occur) expected quality 6 to be atleast as good as quality 5 not worse

    Log files are not in either the 7dtd folder OR the appdata folder.

    took some pics for example. same issue with spawned items from Creative menu vs the one i crafted and got as loot reward.
    apparently desert vulture has same issue as reported in the linked thread.








    Link to previous discussion below, others report same issue

     

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  2. this isn't a 1 off, every single q5 m60 i made had significantly higher durability then  any q6, and i made sure to reset the stats of each one i spawned by retyping. i cannot get a single q6 m60 anywhere remotely close to any q5.

    i've been testing over and over, jsut to make sure. 

    TLDR q5 better then q6 by a lot, except a small damage boost on q6

    also the range is still way worse. its honestly a pretty big downgrade, a few points of damage is not worth the massive durability loss, and range loss.

  3. this has been happening to my group as well, ever single one of us have had multiple t5/t6's fail. its really disheartening, as its a lot of wasted resources and time.

    there needs to be some sort of failsafe system introduced. not sure how or what, but there needs to be something.

  4. there are a-lot of settings in the registry, not just the files, use the 7dtd launcher, go-to the tools tab, and use the shortcut in there to view the settings.
    just be very very careful if you decide to change anything there.
    however, im not sure you can do what you ask, though it should definately be fixed if you cannot, accessibility is a very very important thing, and there's really not an excuse to not have the basics covered.

     

    Screenshot (24).png

  5. got a Q6 M60 as a quest reward, noticed it has 125 lower durability then my q5, so i opened the console and spawned in many more to see if it was a one off.

    every q5 m60 has at-least 650 durability while every single Q6 M60 has around 525, is that intentional?

    notice the effective range is also much lower.

    not sure if bug or intentional, but it sure is crappy.

    pics included.

    Screenshot (21).png

    Screenshot (22).png

  6. 14 hours ago, Kostriktor said:

    do backpack mods not work since stable a21 ?

    They are working fine for my group in stable. Problem must be on your end, are you sire you got it installed correctly?  Check to make sure the directories folder structure goes 7dtd > mods > bigger backpack mod > config/xui.

     

    sometimes it gets extracted wrong and goes 7dtd > mods > bigger backpack mod > BIGGER PACKPACK MOD > config/xui. That will not work.

  7. While i personally like the game on hard mode, some aspects/things just shouldn't have too much added difficulty.

    as it is now, this is totally bad for multiplayer groups that share a base together. a few dew collectors worth of heat is 1 thing, but having enough dew collectors for 5-6 people means screamer fest non-stop.

    so now some sucker is gonna have to run a few hundred meters away to a dew base, and deal with the screamer hordes to get some water. and since the only non electric traps are the super fragile wood spikes that die in a few hits thats a lot of maintenance time and mats. YOU MUST have water to live, long before you get electricity.

  8. so the new square spiral command added in a21 would be really useful "SquareSpiral console command that has the player traverse the world chunk by chunk in a square spiral in fly and godmode "

    however i cant get it to work, i type in "sqs s" then starts and then it pauses, i cannot get it to un-pause, nor can i figure out the syntax to use the other parameters.
    can any of you give me an example of what i would type in to get it to just go do the whole map?

    "sqs" is the abbreviated command for "squarespiral" and "s" is for "start", that part works fine, but i cant figure out the rest of the commands to get it to do anything more then moving 1 time.

  9. birds nest and cars are the 2 big offenders on servers, i cant really think of anything else ATM that id need to have respawn.
    question with the vehicle respawn, some cars i don't want to respawn to keep some roads clear, can the respawner block be broken if i choose to do so?

  10. so a21 now has a built in web page (think allocs server fixes)
    there is a console command to enable /disable the live map rendering.
    i cannot get it to enable the live web map.
    in the console/rcon i type in " enablerendering " and it says current state set to FALSE,  so then i try in the console "enablerendering enable" doesnt work. no combination ive tried will turn it on.

    so what stupid thing am i doing to mess it up? anyone here know  or able to help?

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