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Krougal

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Posts posted by Krougal

  1. Just now, Feycat said:

    ...I don't even know if that's a joke lol

    Considering the source, I'd say it's a joke ;)

     

    So I haven't noticed the zeds doing this, but I have noticed getting stuck in blocks in general, which I don't really remember happening to me prior to A21. It seems easily reproduceable if you open a door into yourself and are standing in the wrong spot, but I have gotten stuck in other places. I mean I try to play an honest game for the most part but I always have cheats enabled to deal with the inevitable bugs in this game.

  2. 1 hour ago, Feycat said:

    Yeah, the videos are useful, but it's super frustrating that people needed to do THAT much research into how to counter this and even trying to figure out what had been changed. Cops coming in from the sides drill through parts of my base well before I can even see them.

    Yeah, this Cop-proof base made my head hurt. I mean what is the point of us having all these shapes to build with if it is only safe to use a few of them. I was riding the fence on the no vomit mod but at this point, with the amount of cheese and inconvenience it takes to properly deal with it, I give up.

  3. 1 hour ago, theFlu said:

    His chosen handle is a dead giveaway, here to troll people. Might consider himself noble, might not, but the end result is the same, pointless aggro => just ignore.

    Yeah, that's the same thing I was thinking when I called him out on his bull@%$#.

     

    Not one post from him I've seen where he brought anything of value to any discussion, just started arguments with people he disagreed with and otherwise attempted to derail any discussion.

     

  4. 33 minutes ago, OneManStanding said:

    That is a VERY interesting way to look at the problem :) Given full 6000-stacks of each resource, the limiting factor would always be brass and not lead - either way you couldn't make more than 1000 rounds. I'm tempted to see HP as maybe a better option... However, the damage improvement remains fairly miserly for the HP rounds. The irradiated zombies are boasting around 500 health -- that's 10-11 rounds per kill for standard versus 9-10 rounds for AP.

    Yeah, not enough bang for the extra buck. Maybe on nightmare they do better, or are you already there I forget?

  5. 2 hours ago, YourMirror said:

    Oh great, another "game designer"

     

    Sigh...

     

    -edit- please give us the link to the forum of your game. Can't wait to drip the same toxicity there, as you do here.  Come on, be brave, give us the link to game you " designed".

    Oh great, another "white knight"

     

    This is useless parroted bull@%$# and just as toxic as the OP if not more. The consumer doesn't need to know how to design the widget to be able to complain about it.

    I don't expect the sys admins that are my end users to be engineers and if they complain about X, then I take what they have to say as something that needs to be improved. I certainly don't expect their customers who are non-IT end-users to be able to do either of our jobs. Once again, if they have legitimate complaints, then my design needs improvement. I don't get bent about it, I go fix it.

    I don't know why some of you think game designers deserve a free pass.

     

    There was nothing toxic about Old Crow's response, it is inconsistent behavior out of the UI.

     

    20 minutes ago, BFT2020 said:

    I wish people would simply just point things like this out and ask the developers to fix them, rather than attacking their work.

     

    Yes. Inconsistent would have been a better phrase but man, why is everyone such a bunch of sensitive candy asses these days (and no, this wasn't personally directed at you, who are generally the voice of reason in any discussion you join).

  6. Modding (2 separate files of course)

    <append xpath="/vehicles/vehicle[@name='vehicleGyrocopter']">
        <property class="headlight">
          <property name="class" value="Headlight" />
          <property name="transform" value="Origin/handlebars" />
          <property name="bright" value=".9" />
        </property>
    </append>
    
    <set xpath="/items/item[@name='vehicleGyrocopterPlaceable']/property[@name='Tags']/@value">vehicle,vengine,vfuel,vlight,canHaveCosmetic</set>

    ConfigsDump:

    Snipped from vehicles.xml
        <property class="headlight">
          <!--Element appended by: "Krougal_QuieterDurableVehicles"-->
          <property name="class" value="Headlight" />
          <property name="transform" value="Origin/handlebars" />
          <property name="bright" value=".9" />
        </property>
      </vehicle>
    Snipped from items.xml
      <item name="vehicleGyrocopterPlaceable">
        <property name="Extends" value="vehicleMinibikePlaceable" />
        <property name="Tags" value="vehicle,vengine,vfuel,vlight,canHaveCosmetic">
          <!--Attribute "value" replaced by: "Krougal_QuieterDurableVehicles"-->
        </property>

    Results ingame:

    @%$# all.

     

    Am I doing something wrong, is there another related config or is it because there is no headlight on the model? I mean it is @%$#ing stupid that there is no light, especially since the recipe takes 8. Supposedly this was on Fataal's todo list from like A18 but never got done. Do I need to learn to edit unity assets now? I expected this to be a simple thing, I've also played with various origin points to try to make it work, all no go.

  7. 12 minutes ago, Riamus said:

    I guess the question is what your average kills are... are you maintaining a kill average of over 2 zombies per bullet (or perhaps better to say 2 hits per bullet as that's a better indication)?  Even if you regularly hit 3 at a time, your average could be far lower because it's more common to have them not lined up except on horde night (depending on your base).  If you're only using it for horde night with a base designed to line them up, then it would be more useful to you.  If you're using it all the time, it is likely a waste of the bullet tips.

     

    As far as lead vs brass, I find plenty of ammo that I rarely have to craft it, so brass isn't an issue.  That means basically no time to craft regular ammo vs a lot of time to mine lead to craft turret ammo.  In short, I no longer use the robotic turrets because of this.

    Yeah, I'm sick of mining lead, there is very little in loot anymore. OTOH, the pair of robotic turrets absolutely shred @%$#, and I have taken to using the AP ammo lately, since I seem to still get plenty of iron out of my lead mines. I can walk into an infestation POI, plop down the turrets and go about looting while they do all the work. Horde night I can also be pretty lazy as long as I keep reloading them, but I go through boxes and boxes of ammo then.

     

    Otherwise I find plenty of ammo and brass, but the point still stands that you cannot mine brass, so it is a hard limit; most of us are probably just not hitting it in A21. It was a real thing in earlier alphas.

  8. 1 hour ago, OneManStanding said:

    Definitely up the difficulty for more fun in this regard. Infestations on lower difficulties, we could walk through them no sweat and easily take pains not to trigger a screamer. Higher difficulty -- if we didn't use guns we would DIE. Heck, we used guns and DID die. Screamers have become a fact of life. Good thing is, we're still walking out with more ammo than we had when we walked in thanks to the infestation crate at the end.

    Yeah, it has become very hard to find a balance I like, even with modding.

    I can make the game way too easy or I can make it way too hard, but I can't find the middle.

  9. No, that is pretty much it. The zombies themselves are not dynamic. So once you start getting a lot of demolishers and radiated that is pretty much it.

    The numbers increase but of course there is still a practical limit.

     

    You can set it to 64, which means 64 at a time. The horde will have X zeds, but once 4AM hits it is done, so after the first few weeks, the actual amount is going to be determined by how fast you kill them.

  10. 40 minutes ago, ElCabong said:

    This is my pet peeve for bows.

    I made a quality level two primitive bow that did more damage than the quality level 3 bow and did more damage than the quality level 4 bow AND DID MORE damage than the quality level 5 bow. 

    The quality level 5 bow only has two slots.

     

    At least when I finally got to the wooden bow it did more damage and had better projectile velocity.

     

     

    Yeah, I hate that too. That was what I started with, I made all QL have the max slots (so 3 for T0 and 4 for everything else).

    Then I got rid of the random. I did wind up changing the clothing stats to the average value instead of the max; all max just made temperature completely irrelevant.

  11. 10 hours ago, Ramethzer0 said:

    Last I checked you could still drink from them.  Or were you thinking something else?

    Well yeah, but you can't use them for drinking if you don't have a water purifier (well I guess you can if you don't mind @%$#ting yourself)

    13 minutes ago, ElCabong said:

    I can't, what version are you running?

    Sneak with an empty hand and you'll get the option to drink.

    7 hours ago, Syphon583 said:

    There have been a multitude of discussions on this topic already and the lead dev behind weather coding has stated (as far as I understand) that weather is not tracked in unloaded chunks because, for all intents and purposes, weather only exists where the player is. Weather does not happen anywhere else.

     

    That's not to say they can't make changes to make it work that way. However they stated at the time that the time and effort needed to make those changes aren't worth it. Coding resources are best spent elsewhere.

    Wasn't aware of that. Yes, it makes sense.

  12. 2 hours ago, Crater Creator said:


    That part can be painless at least. You can craft and place another land claim block (for a cheap 5 stones), and the game will automatically disable your old land claim block, without you having to destroy it.

    It considers you a different player. It's still pretty easy though yeah. The super digger 1 shots it. Alternately you could remove them before you swap.

  13. 6 minutes ago, BFT2020 said:

     

    It's a coding reason.  The devs don't want to spend processing time to calculate if and where it rains in the world and then have rain catchers fill up.

    Oh, I can't see it taking up a lot of cycles, but what do I know.

    I mean they already have to calculate if and where it rains, although I guess that does mean then it needs to check each and every rain collector, which with some people that could be a lot. Especially in MP.

  14. So I figured out how to save your character (mostly)

    \AppData\Roaming\7DaysToDie\Saves\'MAPNAME'\'SAVEGAMENAME'\Player

    You will find 3 files that are named EOS_'bunchofnumbers' .map .ttp and .ttp.bak 

    If you copy and rename them to Steam_'youruserid'.map and .ttp (you can probably skip the bak file)

    Easy way to get them would be remove the EOS from Crossplay and it will create them for you so you don't have to worry about getting the name wrong.

     

    Now I say mostly, because my drone shutdown and locked and my bike is locked, and I imagine I am locked out of other things, but at least they are easily fixable with the DM. Probably best to move these things into your inventory before making the switch. And my turrets...yeah, and I seem to remember being able to select and unlock things (like safes) but that doesn't seem to be a thing anymore. Anyone? Oh, and your LCB...so this is a @%$#ing pita. LCB at least you can just give yourself the dev SMG (super digger) and remove and replace it. Really better to just start a new game probably, but I wanted to see if it could be done, and it can.

     

    The Openresty thing seems to work, since without it you will be forced into offline mode (which also kinda works), but c'mon it is wrong that one should need to go through all these measures to bypass this crap. It is too much for the average person and that's why most of them just sit there and suck it up. I mean y'all already got my money so you can ignore me all you want, but you aren't going to get anymore out of me in the future if your next product has this crap embedded in it so obnoxiously, of course the rate you guys work, I will be dead before this game is out of alpha 😛

     

    I also haven't tried online play with it yet, although obviously EAC has to be disabled on the server(s) you play on.

  15. 1 hour ago, meganoth said:

     

    Weapons are not necessarily the problem. But a single player NEEDS to put points into the workstations and vehicle perks, otherwise his only source for workstations and vehicles will be the trader. And someone diversifying will hamper his own advancement.

     

    How logical does it sound that if you are agi player and pistols your main weapon and you put a perk point into bows and farming besides pistol you are actually greatly slowing down your progress with pistols?

     

    Sure, veteran players who get told on the forum or players who let themselves get spoiled by well-informed youtubers will get to know those strange rules. Anyone else will just wonder and not understand why he sits there on day 21 without a workstation and it is not at all easy to find out these rules by himself.

     

    Oh, yeah...that is a problem.

     

    40 minutes ago, warmer said:

    It does seem a bit high, but think of what it is offsetting two level two pocket mods is the equivalent of spending 1 point in pack mule. That's a big advantage over spending that point in carrying capacity.

     

    While the recipe is exaggerated in amount. I feel the weight of it relative to spending a level up point is justified. Otherwise no one would choose pack mule and that would become essentially useless.

     

    I guess I am a masochist, because I enjoy the encumbrance system and the choices it forces you to make.

    I wind up with the 3 clothing and only 2 in my armor, because other armor mods are more important to me. So lately, I do take 2 points of pack mule, but that is late game when I can spend points on whatever rounds out my build. Long story short, it isn't the end of the world if you're a little encumbered. especially once you get a motorized vehicle, and you're right, it does force you to make meaningful choices. I even stopped using any expanded inventory mods recently, which forces me to leave stuff behind or make a lot of trips to the car in a T5, but really by then you shouldn't be taking every last thing that you already have 5000 of at home anyway. 

  16. 5 hours ago, RipClaw said:

    It seems to be intended to work like this

     

     

     

    Well, I mean there is some sense to it. Much as I hate to be restricted to 1 or a few weapons, we already kinda are by the perks (because face it, especially on higher difficulty a non-perked weapon isn't really viable). I get around this to some degree by having my headshot multiplier cranked way the @%$# up, so I can still 1 shot zeds with an unperked 9.

     

    Anywho, as much as I would like to be able to craft some other weapons, it is far more important to me to be able to craft my chosen weapon so I'll take the system as it is I think. At some point I still wind up with the guns I like in QL6 from quest rewards/loot, but at least my primary is pretty much guaranteed.

     

    Now I didn't realize the thing with the lockpicking, but then I am a fan of lockpicking in general anyway. With the new information I think I would take it even earlier.

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