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Krougal

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Posts posted by Krougal

  1. 1 hour ago, Roland said:

    I'm assuming that the conflicting feedback is due to some people using mostly melee whenever possible and saving bullets and others spraying and praying with their machine guns.  To me, they are totally worthwhile. I come out way ahead in ammo which is great and the reason I choose them in the first place.

    Hmmm....well I mostly melee and let my turrets do the shooting but ammo still always makes me happy, although it does let me waste 7.62 and .44 when I feel like it. Mainly though, I do them for the speed killing.

  2. 1 hour ago, meganoth said:

     

    The "percentage bonus being applied to base chance" is exactly what our theories are based on. How high that percentage is is the question.

     

    BFT thinks it is 20% just like you.

     

    But the number in the xml is "2" which neither fits mathematical nor percentage notation for 20% and also doesn't fit with how percentage numbers are used anywhere else in XML.

    If TFP isn't deliberately trying to confuse their own coders then it must be either bumped to 1.02 or 3, increasing to 1.1 or 11 at max. The only wiggle room I see is if it were applied differently than we think

     

    Maybe I'm not phrasing it right, I'm not 100% sure what to call it.

    The 1 is a 1 out of however many other numbers we throw in the pool right? So it's like we throw however many balls in and we draw a ball at random. So it is now 1.2 balls.

    It's a 20% addition to whatever chance it has, which is not the same as a straight 20% (I think, I am not a mathematician).

     

    So if we've got 3 items in the pool and they each had a 1, then they've got a 1/3 chance, but we just gave the 1 a bump and....no, that is an even lower increase, the numbers don't seem to jive with what we are looting.

     

    My magazines follow the same pattern reported by others, my chosen perks are maxed early, the ones that are more likely to spawn (cooking, etc) also maxed regardless of perks and then other weapons are all fairly low until endgame.

  3. 1 hour ago, Kyonshi said:

    That's just completely false, stop. Unless there's fog during the night or it's a full moon, nights are always flat out darker. Rainy nights are even darker than rainy days, you can't see 2 meters ahead of you.

    It is absolutely true, but yes, I should have specified than a clear night. Of course a rainy night is darker than a rainy day. Visibility is fine for me on a clear night, actually most nights.

    I think it depends on your other graphics settings, because I do remember it being much darker at night in prior alphas, not pitch black like Rust but still pretty dark.

  4. 1 hour ago, meganoth said:

     

    I put more confidence in what I see in the XML than the dev diary, just like comments in code are much less accurate than the code. The dev diary doesn't take mistakes and bugs into account and neither any balancing changes made after someone wrote that sentence.

     

    And what we experience in game really doesn't fit a 2% bonus at all. If the chance of finding one magazine in 17 were 1.1, and the rest 1, you would not have that magazine in about one third of all book containers.

     

    For me it looks like a bug because someone forgot about the mathematical notation and simply used percentage. Or they found out that a small buff just had no impact (looking at say 4 days of play) and pushed it up until they noticed one.

     

    Maybe we are looking at this wrong (I haven't checked the code myself so I apologize if I am just way off).

    What if it is a percentage bonus to the base chance?

    So a 20% bonus. If the chance of that magazine were a 1, then it would be bumped to 1.2 and so on and so forth for each increasing level, 2.0 at max.

  5. 13 hours ago, Melange said:

    But molotovs and flaming arrows/bolts do work. Maybe the burnt zombies just needed to be cooked a little longer.

    The OP's explanation was interesting. Yet, the image (model) for a battery bank shows all the car batteries to be wired in series (increasing voltage, not amperage). So somewhere in all this there's some wires crossed. Not that it matters 'cause its a game, not a simulator.

    Yeah. This is a pretty silly game when you get right down to it.

    Try not to look at the things you aren't supposed to look at lol!

  6. They should bring back making ethanol from corn. As it is, I have had no reason to grow corn since it is so plentiful and so either potato/mushroom/fat/meat or more likely water are my limiting factors, but I am not having trouble staying fed.

     

    There is plenty of shale to be found though, and I don't really remember ever mining it before A21 but I sure do now. Still, I've made 1 trip per game so far. Now lead otoh, I mine lead like one day a week the junk turrets chew through so much ammo.

     

    So fuel is a big issue before you can make your own, I pretty much stick to the minibike and don't go crazy with powered devices in my base before then. The fuel saver mods are also a big help.

     

    Really don't use antibiotics or even make them. Honey early, honey often. They probably need to do some re-balancing there. Maybe make the late game radiated zombies give a stronger initial infection so that you need to use antibiotics at the later game stages? Otherwise it would just be too punishing for people starting out.

  7. 20 minutes ago, BFT2020 said:

    Magazines never drop out of the loot tables.  When you find all of the magazines in a series, the bonus boost from Perks is reset to 0. 

     

    Each magazine has an equal chance of being found in a container that has them unless you perk into one of the perks.  At that point, it adds a boost (usually from 20% to 100%) as you level up on the perks.

     

    However, there are other benefits from those perks to spend points into:

    • LoTL - reduction in crafting costs for farm plots and increase harvest yields
    • Physician - instant cures of sprains, faster crafting in chemistry stations

    The magazine find is a bonus part of the perks, but should never be considered as the primary reason to perk into them.  If that is the only reason you perk into those categories, then it will always seem to be a waste of a perk point.

    I didn't realize it was such a small adjustment, but it certainly adds up over time. 

     

    The other benefit for physician is if you use the stun baton as your primary. 10% insta-kill is nothing to sneeze at, especially on higher difficulty, 20% dismember isn't too shabby either.

  8. 16 minutes ago, RipClaw said:

    The magazines are not completely random. It is a weighted randomness.

     

    And there are a couple of things that are good to know.

     

    The first is that you should never put points into Advanced Engeering if you want to collect Forge Ahead magazines. You have to put the points into Lockpicking. Sounds strange, but the reason is that Advanced Engineering also boosts other magazines, whereas Lockpicking only boosts Forge Ahead magazines.

     

    The second is that you should not waste points in Physician or Living of the Land. These two magazines can be found in abundance anyway, even without a boost. And if possible, you should only put points into a few perks that boost skill magazines. I try never to have more than 4 perks active at the same time.

     

    Farming especially since it caps out at like 22, would suck to keep getting the mag all the time Not to mention talk about tedious, to me farming is @%$#ing tedious. I throw down like 20 plots and use whatever seeds I find, try to remember to harvest & replant when I can. Put perk points into it? Pfffttt!

     

    papa's experience with the cooking mags is wierd though, I currently have no points in chef, last game I think I put a point or 2 in late game, but cooking mags seem common (and really, they need to be), especially in the locations he searched.

     

  9. 1 minute ago, theFlu said:

    Could be, but for now the consequences of the changes they've made are:

    - Clothing is the easiest source of cloth, other sources were left untouched, thus left behind (I haven't checked farming thou..). But the scrapping required is now tedious.

    - Multiplayer games are now way more limited on cloth compared to SP.

     

    Might be intended, might not. I'm not one to guess. It does look like it isn't really thought through though, with the incremental changes, but that's been the dev cycle in many places here..

    My gut is they were trying this out, and other resources will likely follow this pattern in the future. I mean some of it would be welcomed, I don't even use feathers, and they really aren't worth bothering with selling past early game, but yet I am always on the lookout for eggs and so I have to constantly throw out feathers. There are a few other resources that just seem to accumulate too much of with no good use for. Hopefully they tweak it a bit. I still think overall it was a good change, but the numbers need some adjustment. That is part of the problem around here too, we as a community tend to just @%$# that we hate some change but if we all said "hey, I think this is good but tone it down a little" maybe we'd get better results.

  10. 16 minutes ago, meganoth said:

     

    Nice, didn't notice. Ok, I would guess this is an unintended consequence of the change. Though I don't know if they will ever fix it, in a normal playthrough I would assume one would seldomly hit the limit because of clothes overload.

     

     

     

    Well, and that would be another plus if they cut the cloth in half. Half the salvage time for clothes too.

  11. 27 minutes ago, RipClaw said:

    Since clothes do not stack, your inventory will be full pretty quickly. Then the scrapping begins. You queue up 4 items for scrapping and wait until the first one is done, then scrape again and wait again.

     

    Yeah, I start scrapping as I am looting and constantly trying to keep the queue full and my inventory not, but it is very micromanagement intensive and time-consuming (so not fun at all). But like I said, it's something to do once or twice per game and then never again.

  12. 52 minutes ago, The_Great_Sephiroth said:

    Zombie hearts don't beat, do they? I assumed their systems had all shut down during the "zombification" process. I assumed our goal would be to fry them to a crisp so they cannot move.

    That's a very good question. I mean they still eat. They bleed. So many things to not think about for suspension of disbelief.

    The closest to anything plausible was the fungus thing in, I already forget the name of the game HBO made into a series.

    Nobody but the devs really know the rules of the 7DTD world.

     

    Oh, and then there is the burnt zombie, so no, I don't think burning them to a crisp would work either.

  13. 18 minutes ago, meganoth said:

     

    Tongue in cheek comment? Or do you seriously think that?

     

    Despite the claims of TFP overthrowing their system each new alpha the only whole system that was immediately replaced again in the next alpha was the perk system of A17 (to my knowledge). And no, even though replacing the crafting recipe system in A21 made some changes necessary in perks, the perk SYSTEM was not changed at all. 

     

    Maybe a little of both. It does feel like they will toss a system instead of tweaking it regularly enough for it to be almost a meme, but perhaps you are right since I can't think of anything else at the moment. You're right about the perk system though, it has been pretty consistent for a while.

     

    Back to the topic, I think if they reduced the amount of duct tape per recipe (because it is @%$#ing ridiculous) and yes, even cut the pockets and other recipes in half it would make a lot of people less unhappy. Obviously reduce the amount from scrapping clothes by half too. They could then leave the stack size and the amount we get from scrapping curtains and the like and it would all feel a little more balanced. I mean I also have the acquisitiveness of a magpie so even trying to not gather cloth, I still wind up bringing it home, maybe not everyone is still overflowing with cloth. 

     

      

    2 minutes ago, RipClaw said:

    Wrenching beds doesn't really get you much cloth. Maybe 3 or 4 cloth. That was apparently not increased. The best source of cloth is scrapping clothing. A visit in a Savage Country will get you about 3000 cloth but it's a bit tedious because you only have 4 queue spots.

     

     

    Very!

  14. 3 minutes ago, meganoth said:

     

    Oh right, that is the other thing I don't like with magazines. Originally they said the boost would be minimal, but now in effect it is the all-overriding mechanic to get specific magazines and in comparison nearly none of everthing else.  Instead of a safety measure which it should have been.

     

     

    Well maybe they will tweak it, but more likely, it will just be replaced by something we all hate even more in A22 and we'll all reminisce about the "good old days when you got recipes from magazines"

  15. 38 minutes ago, pApA^LeGBa said:

    The fact that a lot of people aren´t bothered that crafting skills are now kinda RNG also baffles me. 

    If anything it is less random than it used to be (and Meganoth posted while I was writing). You put points in perks and you get those magazines. So far (I've got a couple A21 games under my belt, but only SP) I will have maxed my trees out on books and everything else is in the 20s. Now I agree this must suck hard in MP because unless you divy up who loots the mailboxes and bookshelves then you are going to get mostly what the guy with the perks have. I guess the designated looter is a thing of the past (because yes, I have played MP prior to A21). And no, I'm not a big fan of the magazines either.

     

    You should be getting significant stuff from quests and loot, especially if you haven't made QL6 craftable I mean who wants to be stuck with QL5? I go through duct tape by the truckload, 2 QL6 robotic turrets were 90 each. Drone 60. Full set of QL6 steel and military armor crafted, and pockets 😛 I've still got a half a chest of cloth. I have ran through the clothing store probably twice this run. I otherwise have not put myself out gathering cloth. It's still pretty much a 1 time ordeal because once you have full t3 gear you don't need to gather anything besides building material and ammo at that point.

     

    I am just still having trouble believing it is as bad as you make it out to be.

     

    Yes, it's random of course, someone in that thread said like 3k.

    It's hard for me to say exactly because I couldn't even carry it all out in 1 trip.

     

  16. 12 minutes ago, Riamus said:

    No, I haven't.  That's a definite improvement.  I don't get hurt enough usually to have need of it and cargo is always useful, so I probably still won't bother with it.  But that is a good thing to know.

    Well yeah, cargo is most useful, but there's room for 4 and the armor is useless. So cargo, flashlight, medic, comfort.

  17. Yeah, but then you'd need to deal with power inverters as well, because someone else will come along and complain about that.

    Then we'd need step-up transformers to power the electric fences. Then you'll need to sit and calculate RMS and how much loss and all kinds of other things requiring much Trigonometry that we all hate. 

    I've got the background too and I don't want to deal with that in a zombie apocalypse game.

    As far as the electric fence, remember it only takes 10mW across your heart to kill you.

  18. 1 hour ago, Riamus said:

    I got sick of it using tons of medical supplies.  I mean, I'd take a couple HP damage and it would heal me.  Not worth using medical supplies for unnecessary healing.  If I could have settings to adjust how/when it heals, I'd probably consider using it.  But as it is right now, it isn't worth it.  Cargo has much more value to me.

    I don't really remember details of prior builds now, but have you used it in A21? You have to drop to less than 50% before it fires off.

     

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