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Krougal

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Posts posted by Krougal

  1. So I can't seem to find a good example for using append with entitygroup.

    No wonder people are just doing straight up file replacement in the mods.

    Set worked for Desert since there was already an entry for "none" but:

    	<append xpath="/entitygroups/entitygroup[@name='EnemyAnimalsWasteland']/entity[@name='none']/@prob">30</append>

    Isn't working. Curiously some of the other lines aren't working either, even though the configsdump files show them, the outputlog says didn't apply. Some of them do.

     

    So this works for append:

    	<append xpath="/entitygroups/entitygroup[@name='EnemyAnimalsWasteland']">
    		<entity name="none" prob="30" />
    	</append>

    Syntax is everything.

     

    Sat and compared the output log lines that don't work and it's because 2 of the groups didn't have vultures, so you can't set something when it doesn't exist. So I think I got it all fixed now. Thanks for all the help @BFT2020

  2. 32 minutes ago, Lenny Lettuce Lips said:

    Really? Since when? I've used it for years.

     

    3 minutes ago, BarryTGash said:

    When Piriform was bought out by Avast in 2017(?) is when CCleaner got ccleaned from my system.

     

    As an aside, any improvement you saw was purely coincidental.

    Yeah at least that long, probably longer. I forget when it stopped being a decent product. Do yourself a favor, get rid of that garbage.

    Most of those tuner/cleanup programs are malware.

  3. 3 minutes ago, meganoth said:

     

    Finding parts would be a solution. naturally even a Tier1 pistol would then need >10 parts for it to be a limitation or gate against an early weapon flood. There might be protests that you find useless ammo for a time, but I would like that the early game would depend on bows again.

     

     

    Is it such a bad thing though? I mean even when I find a ql1 pistol I think "nice, I'll have parts for later" but I continue using my bow. At some point I switch out that ql6 prim for a compound, but more often I'm already rocking an AK/auto shotty/SMG by then anyway so the compound becomes niche.

     

    Now as an experienced player I've got biases and some of them are outdated habits, back when guns were made of individual parts with ql (ahhh that system had such charm even if it needed a lot of balancing) I would hardly use guns until I had enough parts to make ql 600, but then it was game on. It also took that long to stockpile enough ammo to make the switch as primary.

  4. 8 hours ago, Zvex said:

    Yes, exactly ... so much fun with cautious POI clearing in the stealth mode is gone ... piles of trash do not make sense, a lot of content feels to be thrown through a window.

    Stealth clearing was more time consuming but also more fun, that is why often I was choosing stealth. Now I use only one comfortable option: machine gun/shotgun/magnum + a bunch of ammo = first person shooter with zombies. 

     

    I have tried my best to keep some niche for stealth stuff in my game playstyle ... but without luck, I have started to ignore stealth completely. My conclusion is that stealth more or less is broken.

    I feel the same but face it, it isn't the ready supply of ammo that has done that.

    It's the time and frustration plus the fact that we need to kill every living undead thing we see for 2 reasons, the mission typically requires it and XP.

    Back before XP & levels and skills (which is why I still maintain this is an RPG, no matter how much running and gunning it devolves into, it will still be an RPG) when it was all about exploring and getting the things you needed it was in your interest to get in and get out engaging as few zeds as you needed to.

     

  5. 3 minutes ago, Boidster said:

     

    Indeed. And even this solution would not prevent Auger before Beaker. It would only reduce the probability of that happening. In essence it only changes the balancing of loot tables. Which is my main point in this particular thread - OP and others are only complaining about balance, but they think they are complaining about a broken system. I'm keen to understand what a non-broken (and non "fake-random") system looks like. I'm honestly not sure how they think the game should be behaving. "It shouldn't give me an auger before giving me a beaker" is not a description of how the loot system should behave, it's only a specific complaint about a specific playthrough (or maybe several) which frustrated a particular player.

     

    Let's fix the broken system! But how, without "fake-random"?

    Well, yeah, I think a lot of the time people post the topics with an inflammatory topic, partly to cause discussion and partly because they are posting out of frustration.

    I tend to overlook the title and honestly I have been more devils advocate taking OPs side, I can see where it would be frustrating and there are still things that irk me but to be honest I have had an amazing run so far for A20 stable. OTOH, I have prioritized barter & DA so I damn well better get good loot. It shouldn't be mandatory to max those 2 skills to enjoy your play through though.

     

    For sure there needs to be more balancing and tweaking though. I am also adamant that if you have to plan so much and spend so many skill points to get certain skills you need to be able to practice those skills. It isn't just the skills, it's the stats which are expensive, especially if you are taking it for 1 or 2 skills alone. Whether that is through giving more choices or having some of the loot adjusted by skills (obviously that would take quite a bit of additional code) or some other means is open for debate.

  6. Much as these changes seem stupid, they really haven't affected me much, the food situation is now something I am more aware of, especially early game, but it hasn't been a dramatic change.

     

    I guess I haven't been much into farming since grain alcohol was removed (back then I had huge corn fields, we still had to replant by hand too IIRC)

    I mean I always had a little farm going (by little I mean like 4 of each plant) but by midgame it was mostly ignored as boxes were overflowing.

     

    Now for A20 I threw a few plots down and I plant whatever I find. I've got more meat than I know what to do with from hunting self-defense, and that is almost all from bears and wolves. I buy eggs & corn meal when I see them, mostly make bacon&eggs and chilidogs, find a lot of blueberry pie. I do scavenge a lot, most of my time (day or night) is spent questing. I try to only eat the canned food that doesn't have a recipe associated with it.

     

    It's hard to make it a more important aspect without making it too much of a hassle.

    Spoilage mechanics sound like a good idea but the games that I've played that have it, it just a hassle.

     

    I don't think making us have to eat more often is a good solution either, I already feel like I am having to eat too often.

    It is really just a hard aspect of the game to balance.

     

  7. 6 minutes ago, Boidster said:

     

    I'm keen to hear your suggestion for a loot mechanism which does not meet Meganoth's (and my own) definition of "fake-random" and which would prevent the situation above. And just so we're crystal clear on how it works now:

     

    1) Every possible loot item in a container is assigned a probability

    2) Game produces a random number and checks against the probabilities

    3) Game gives you the item indicated by the random number

    4) Game does not track in any way what you have found already, what you still need, or what you want to find

     

    Okay - how could it be changed to prevent Auger before Beaker?

     

    Raise the minimum gamestage that auger appears at, making at least 50% of the playerbase absolutely livid?

    I admit it's been a minute since I looked at the loot spawning in depth; there are other things that annoy me more that need modlets written and I have to relearn modding for this game after every hiatus.

     

    I rarely find augers early game, hell I'm still to find one. Have gotten several chainsaws already. By the time I find a decent auger I've usually got a t6 steel pickaxe anyway.

  8. I remember the stone axes protest yes. I was there with my (stone)pitchfork and torch!

    I think they should have removed them but their response was to add in @%$# weapons to complement them and thumb their nose at the playerbase.

    Englishman 7DTD player, I fart in your general direction!

     

    I think it's good that we can make these primitive tools as a fallback and before we've learned things but finding them as loot is silly (see how I avoided saying unrealistic there :P).

    No, I don't think more weapons as loot is the answer, I think more parts. Early game there should be more parts, although I suppose having the option of using the low quality weapon for a bit and then scrapping it into parts works out the same.

     

     

     

  9. 1 hour ago, speedbuump said:

    I feel like my main problem is I havent seen a mod that works for this for the past few months. I wish this was a default toggleable option when making a new world so that my friends and I can feel like were in the typical zombie apocalypse where its just people turned into mindless eating machines that come after us in numbers instead of having "spitters" and bomb zombies. I just want to feel like we need to deal with overwhelming numbers and not special enemies.

    I was going to suggest it until I looked at it, but the no feral/irradiated is an amateur hack; it's not a modlet, it's a straight-up entitygroups replacement. OP can do that himself if so inclined, and remove the cops and demolishers and whoever else while they're at it. It is not recommended to mod that way but in a pinch it works.

     

    The increased spawning is JaxTeller718 who makes proper modlets. His mods are a good example to learn from if you want to get started into modding.

     

  10.  

    35 minutes ago, meganoth said:

     

    I mention this in this case specifically because there are not many objective indications available for placing the chem station in the progression. You could argument it is an early game item if the rest of the game is setup so you need the better ammo production in early game. which depends strongly in how you play the game and the balance of the game which isn't finished.

     

     

    What exactly are you proposing here? We suffer through low tier firearms now with pipe weapons.

     

     

    Except if you don't plan on using higher tier shotguns and SMGs much.

     

     

    If you are talking about the wooden bow, this is tier1. Primitive bow is tier0 like the pipe weapons. And I'm pretty happy when I find a good wooden bow as it allows me to shoot zombies and animals from farther away than the pitiful distance the primitive bow allows. 

     

    Generally your are right that tier1 weapons are often very short-lived items. Though there are always exceptions, in my current SP I have been using a pistol for a very long time before I could finally craft an SMG.

     

    That went right over your head; it wasn't about the chem station, it was about saying "it's the devs decision!"

     

    My bad, in this case I meant quality level not tier. Suffer through low quality real firearms instead of having the pipe weapons, especially when it doesn't take long to get t6 pipes.

     

    I couldn't remember if we were starting at t0 or t1 (especially since I don't even think it is defined anywhere in the game files, and I probably missed whatever discussion of it is considered official). So bring everything up a tier.

     

    I typically use a pistol a long time before SMG too, this game I did manage to score one but not agility spec so not using. Normally (well, when I was stealth build) I still used a pistol endgame, since it was setup with a silencer and I used it for executions. The SMG was for "oh @%$#sies!" and optimized for hip-fire. That's another flaw of tiers to me, I don't like tiers, I like weapons which are situationally more or less useful than others. One of the saving graces of the mod system, you can setup different weapons for different situations. I actually ran around with a whole set of 9mm and .44 guns then, although the Dirty Harry special was for bartering really.

     

     

  11. 1 hour ago, Whorhay said:

    You don't have to move to each new trader to get higher tier quests. The trader you've been reping up with will offer better quests as you rep up with them. PoI's already scale up in difficulty. Making the higher tier poi's spawn predominantly in harder and harder biomes is a bad idea for balance reasons because you'd be compounding difficulty scaling factors. If they wanted to do that for RWG they'd probably have to reduce the difficulty of each of those factors individually. It'd be a lot easier to manage in a prebuilt map like navezgame, but I think most of the user base prefers RWG.

    Yeah, in my mind the tier should strictly be related to the POI.

    The more zombies in the POI the more loot there will be, since an empty place would get looted or probably has been looted while one full of zeds likely is untouched.

    I do wish some of them weren't so big though, it takes 2+ ingame days to clear and loot Dishong Tower. Talk about cat-assing, but at least SP I can pause and take a break.

     

  12. 2 hours ago, meganoth said:

     

    Which is end-game, since before demos and glowy ferals "unlimited" ammo is simply OP. With spray and pray I can deal with a horde of normal and feral zombies easy without getting a scratch. But sure, the definition of what IS end-game depends very strongly on how the game seeks to balance the progress of the player. Eventually the TFP developers are the ones who define what is an end-game item and what isn't-

     

     

    Pipe weapons are very unbalanced at the moment. Which is acceptable as you can build and use any of them with almost equal skill as you probably used your initial perk points for better things than boosting your gun skill.

     

    So the pipe rifle is good for hunting game but absolutely nothing else. The pipe machine gun is the only effective oh @%$# weapon. Pipe pistol and shotgun are only there to use ammo you otherwise couldn't use.

     

    But comparing pipe weapons with compound bow doesn't make any sense. Compare them with a primitive bow. The compound bow is at least tier2, (maybe even tier3 and there exists no tier2).  

     

    Why do so many people feel the need to mention the obvious all the time with devs; yes they get the final word, it's understood, it doesn't bear being mentioned, we still have the right (the duty even!) to debate among ourselves the kind of game we want it to be. I also always hear those words said in a nasal mouth-breathing neckbeard voice in my head "It's the devs game" Pfffffttttt! As if.

     

    Pipe weapons are pointless gamey-game guns. It would have been better to just make us suffer through low tier quality proper firearms and then we would have fully used items instead of things we rush through or even bypass.

     

    Your assessment is correct. The thing is ammo doesn't go bad so the pistol and shotgun are even more useless because their only use is to waste ammo that you could just stockpile until you get a real gun. 

     

    I'd be pretty reluctant to use a Saturday night special of any kind but the machine gun just takes huge balls of steel and so is a manly gun for a manly mans game. Of course you'd have no balls after the thing inevitably blows up on you, taking your big steel balls with it.

     

    You forgot the "bow" bow. That is tier 2 1. Everyone does because it is pretty forgettable. The convenience of repairing a t6 primitive bow with wood makes it better than any half-assed bow I tend to find since I don't sink as many points into agility anymore. The crossbow with a 4x is a poor mans sniper rifle, and silenced at that. The compound bow is a general good all-rounder (for a bow). EDIT I had my tiers mixed up a bit, so compound bow would be 2 not 3, I suppose tier 3 bow is compound crossbow and only compound crossbow.

  13. 9 hours ago, Lenny Lettuce Lips said:

    Earlier today it was taking over a minute just to see the homepage. Ran CCleaner and did some mopping up and it seems fine again. Can confirm it was sad and slow earlier. 

    CCleaner is spyware, you should get rid of it and learn how to cleanup your system on your own.

     

    Everything seems better today.

  14. 2 hours ago, JoeDaFrogman said:

    ill be honest, unless they add some special coding such as various "stances" used for RPG NPC's, I don't WANT the damned thing just shooting random things(like zombie bears for example) unless I AM READY for them to start shooting things.... I have no idea, but that might be one of the reasons why the combat options were removed(in the short run??????)     

    I can't tell you how many times one of my NPC's annoyed the @%$# out of me by taking on a fight I did not want at that moment.     Think about trying to stealth into a place and your drone just charges in like a bull in a china shop waking stuff up.

    Yeah, now that you mention it, careful what you wish for. The thing might start shooting you.

     

  15. Yeah, for the most part having or not having the stuff you want doesn't make the game easier or harder.

    I mean the pipe machinegun I found on day 1 would work perfectly fine still on day 40, I'd just rather use the TAR and auto-shotgun.

    I really don't see what the point of adding them was. I don't want to be slowed down and forced to use them either.

    I'm still mostly cracking heads with the baseball bat, and probably still will until end game. It just has a more satisfying feel to it than the steel club. I'm still in the habit of using the guns for "Oh @%$#!" moments, although I remind myself to just have some fun with them since ammo is plentiful.

     

     

  16. So I remember there used to be an "invisibleanimal" which was used to further reduce a spawn chance. It would have been useful here but I can't find an example and don't know if it still works.

    I wound up adding:

    	<append xpath="/spawning/biome[@name='desert']">
    			<spawn maxcount="1" respawndelay="3.5" time="Any" entitygroup="EnemyAnimalsDesert" spawnDeadChance="20" />
    	</append>
    
    	<append xpath="/spawning/biome[@name='wasteland']">
    		<spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="30" />
    	</append>

    Which more or less works. As it is now it seems like I only get dead bears in the wasteland, and of course they spawn right in front of me, but it might just be I only notice them because they are so big. I don't spend a lot of time in the desert so not sure how it's going there.

  17. 1 hour ago, pApA^LeGBa said:

    @Krougal They didn´t balance skills, that is true. The loot however is way different. Mods and their recipes are much rarer now. Still no iron breaker for example. Or polymer string mod for the bow/crossbow. And a few others i usually had at my current level. My chest for mods, is empty af. It used to be filled to two thirds at that point.

     

    I didn´t change my playstyle. I go looting 24/7 if i don´t need to mine, craft or build/repair the horde base. I visit the traders regulary.

     

    That´s why i need points in pack mule now. Not because the skills changed but because the loot did. .

    So wierd. I've had multiple iron breaker all 3 plays and we're only talking level 50. In fact my current is the first I made it to t5 quests (but I made t4 on the others), just now on the morning of the 28th. Poly string too. I think I've seen most all of the mods (although not all in 1 game yet), so right now I'm missing a handful but I have most I want for weapons, armor is a bit lacking, but then I usually don't have all the armor mods I want until late game unless I've been lucky with schematics.

     

    I mean we're questing at about the same rate unless you are on a later game date than I am. I usually double tap the POI but I haven't otherwise gone out looting non-quest POIs much. Done very little mining. Now I did max DA and barter, which may have helped a bit. I have no mods to the loot tables either (oh, except eggs in fridge, and I have yet to find a single egg in a fridge lol)

     

  18. It's not like they did any balancing on skills from A19 to A20, you're just having bad luck this run.

    I've made a few playthroughs and I generally find the book, armor schematics and/or mods. Now I haven't been maxed out, but I'll generally have a fair amount,  and I am typically encumbered most of the time, not having issues with stamina, but mods and settings may be throwing the balance off and making it easier for me. I am doing 64 zeds on BM though.

     

  19. I never said ineffective, I said inefficient. I have done both. A19 I ran a pretty pure agility build. Right now I am spread, although more str/int focus, but there are skills from all stats I use, even though some will never get more than a couple points.

     

    Now advanced engineering is generally another waste of points (that I am heavily invested into) since of course I've found all the things for it here on day 22 (even a bunch of crucibles for sale) and while less materials sounds great, I've already got such a large stock of materials that it doesn't really matter. Granted I've got high motherlode. I like rushing an early forge (especially now that all spawned workstations are broken) but multiple points was stupid.

    Well, I take that back, it was a waste for me cause it isn't suiting my current playstyle. The 50% xp bonus on trap kills is huge if you are capitalizing on that. I really don't like the stun baton or relying on turrets/traps, so int is not my preferred tree, other than the bartering/daring adventurer. I don't know if leveling the drone (even though I love the drone, the drone is awesome) really has any value, since it doesn't fight or seem to get hit.

     

    Learn by spamming sucked yeah, even though a lot of people liked it. 

  20. See now I think pack mule is a complete waste of points. Eventually I will get pocket mods.

    Once I have a vehicle encumberance isn't even an issue. The book that gives you no encumberance at night also seems to be super common for me, which really makes it a non-issue.

     

    I still say make the attribute points cost 1 for all levels and make the skills more costly at higher levels, I'm no math genius but I'm sure it could be done in a way that the overall cost was the same. The attributes are of general usefulness and having to invest so many points into them doesn't really encourage one to mix and match because it is very inefficient. Unfortunately I've never even been able to get anyone to discuss it, even in A19 (or was it 18 even?) when the change to this @%$#e system was first made.

  21. 5 hours ago, ate0ate said:

    Yeah, no, Days Gone suffered from mixed reviews unfortunately. Plus it was a PS exclusive for a long time. Critics said it was unoriginal and offered nothing new while others praised its take on an open world and the 500 zombie hordes and horde mechanic in general. It wasn't really until it released on PC that it gained a bit of a cult following. I've never heard mention of the child zombie thing being a reason for any of that. It barely drew any attention or ire for that. I think if TFP do not want child zombies in their game, that is fine. Its their choice. But to pretend it would damage game sales in some meaningful way is just silly. Everyone is offended by nonsense these days. If that were their design philosophy, to not offend, then the game would be trash and doomed from the start. They'd have to start pulling out the strip club and female zombies in general and hey, why not just pull out the violence in general? It'd be a whole can of worms/slippery slope to start on so I doubt that that is what their decision is based on.

    I've never seen more than 200, I count how many ears I have after a horde, still I would be thrilled if 7D could do even half that.

    It was a good game. Not great, but very good. It had its bugs, and the storyline had a lot of holes in it, and the main character was always yelling (mostly while talking to himself...@%$#er was about as annoying as Naruto) but it was engaging and entertaining. The melee was atrocious, but the gunplay was satisfying. Dying Light is still better overall  (although the combat situation there is reversed).

     

    Especially in this day and age of perpetual offense yes someone will always find something but there are some things that are just generally offensive to the vast majority of people. Violence against children is one of them. Much as I dislike children in general and think the world would be a better place if everyone started beating their useless spoiled entitled children every time they get out of line, even I don't find any gameplay value added by having children to kill. It was certainly not one of my favorite things about DG

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