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Scyris

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Everything posted by Scyris

  1. Ahh cool, all I am really intersted in though is the reduced zombie health. Seems entityclasses.xml is what controls this, so I can just overwrite the one in my base install with the one from the casual version.
  2. Can you eventually learn all classes? Also could use some advice, how does nomad diffculty in Ravenhearst compare to diffculties in the base game? I been having issues starting out, mostly zombies just feel a bit too tanky, the spawn rate I also feel is way to high both in the open and defently in the poi's, I was in some random house with 5 zombies, 5 of them in a tiny room, never mind the 3 in the hallway and who knows how many more behind that door I can't see. Thats not including the 5 or so I killed on the first floor. The spawn rate would be fine, if the zombies weren't so tanky. Melee kills to slow starting out, and I picked archer, and those arrows don't last when it takes 4+ to down a non-hive zombie. Don't even wanna see how many pistol shots it'll take if the pistol is as useless in this mod as it is in vanilla. In no way should a pistol be weaker than a bow or a crossbow, the round flies much faster and has that much more force behind it, but thats a vanilla issue. Right clicking for power attacks doesn't seem to do enough bonus damage for how much stam they eat. I suppose thats just a starting issue, once you got more stamina and some sex rex perks its probally not bad. So bascally, looking for advice? should I swallow my pride as a gamer and lower the diffculty so the zombies don't take forever to kill? or can you suggest a better starter class to go with? I really wanna experence what this mod has, but my first few days are always slow and boring. Seems the casual version would fix my zombie hp issue, but I got a question, what If I wanted the base experence except for the zombie health? which file from the casual version do I need to overwrite the base version with, as I just want the less tankier zombies.
  3. I agree, it adds depth to it, but doesn't make everything feel like a total slog. Had to be a bit more picky with skill points, like focusing on one melee weapon and one ranged weapon type. There a way to get extra skill points? Beside challenge quests.
  4. So, I was on night one and hiding in a half destroyed house, First thing outside at night creeps me out, but its not as creepy as the thing that sounded like a little girl walking by outside asking if I knew where her mommy was. Gave me chills. Anyone got a picture or preferably a video with that thing on screen saying that line? I wanna scare some people XD. - - - Updated - - - That explains why that Utility worker zombie I tried to fight took like 30+ hits from a ql 300 wooden club and still wasn't knocked down once yet. I hope that the devs fix the hitboxes, because its pretty hard to hit a zombie in the head if it has its arms out in front, with melee anyway.
  5. I like this mod though I feel the price of the mod added ammo needs to be reduced to be more inline with the vanilla ammo. Its resale value is just too high.
  6. Yeah I like alot of aspects of it, but here is one aspect I dispise: the zombies are way to damn tanky even on nomad diffculty, seriously, 30 headshots with a 300 quality wooden club and a utility worker type zombie still wasn't even knocked down once. Are all the headshot mults removed or something? It should not be taking 30+ headshots to kill zombies. I know about the right click power attack, But I doubt it does enough extra damage to even be worth the insane stamina it uses. Fought this one zombie named a Bolivar, and it took almost 5 minutes of headshotting it to kill it. I also am unable to loot poi's as the zombies are so tanky, I can't kill them in the poi, and leading them out doesn't work as they just insta respawn back inside. Been trying to find a second twine for this adv survival intro quest for 2 days in game now. Looked into the xml's and that explains the tanky zombies, even the basic male template has almost 500 health. Lastly I am having a weird technical problem, when the game first loads it literally maxes out my SSD's bandwith or whatever, but its not 7daystodie.exe thats doing it, its the system thing in task manager. Might be a issue on my end though and not the mod itself, but any advice both on killin the zeds in this mod, and my SSD performance issues with it.
  7. WTB proper mod support/override, like fallout/elder scrolls, anything in the data folder thats loose with the same file path, replaces the default asset in game. Would make modding graphics/sounds and such in a hell of alot easier. Wanna mute a sound? make a 1s muted sound file and follow the path, boom, silenced. Maybe i'll play with the xml's and remove the sound entries, mainly the thing in the quotes that says what sound to play and see if that shuts them up. Its not just the power tools though, everything the player does just seems obnoxiously loud for no good reason. I especally hate hitting metal with anything if I am not crouching due to the insane volume its at. Base game issue thou there. Been wishing every alpha for a player sound effects slider, but never got one yet.
  8. Honestly the only real issue I have, that really bothers me is how tanky most zombies are. I can deal with the rest easly enough, but zombies taking like 6+ headshots on nomad diffculty is a little nuts.
  9. I notice for Number 3 with the drinking sap thing, if you only drink one every 60s, as in when the stam regen buff drops off, you'll never seem to get the debuff. For the axes, it scales yeah, but Mining tools both scale off mining tools and miner 69er. Its a personal choice as I never plan to use axes anyway as a weapon, I prefer hunting knife/machete's due to the dual aspect of them where they can kill stuff, and butcher them optimally. Saves a inv slot, and kills zombies fast enough, especally the machete. Also seen a endgame weapon in your mod I think it was a laser sword.. I want it. Can it butcher animals as good as the machete? Also my comment on the axes skill, was just a personal thing I wasn't saying for you to change it for the mod, I did it myself for my game, its like switching from using clubs to blades, your gonna suck with them at first, same with switching from a axe thats a tool, to the combat axe. I left the combat axe and stone axe's alone, and just edited the scrap/iron/steel/titanium ones to use mining tools, as they are intended for that purpose. Also know of anyway I can shut the chainsaw up, auger too actually. Not a mod issue its a vanallia one and they are just WAY to damn loud like most of the sound effects in the game, it really needs a "Player sound effects" slider to adjust volume for just any sound the player makes, I'd have that crap near mute, as hitting rocks, and metal really grates on the nerves after a while. Do wanna be able to hear the zombies thou. I also got one shoted last night on warrior diffculty from full health, lets just say radiated zombie bear wandering horde and one of them happened to see me and I didn't even hear it coming, One swipe and I droped like a rock XD Scared the crap out of me too.
  10. I have some questions. 1: Is it intended for steel tools to be repairable even on a level 1 character if your lucky enough to find one and some steel to repair with? I notice the iron tools cannot be repaired without the perk, so I am wondering if this is some weird oversight, or a planned thing. Where if your lucky enough to find steel tools and happen to have steel you can repair them? 2: I might have missed this in the main post about the mod, but can you eventually learn all classes? If so, how? With the changes in 2.8.3, not being able to make seeds is really going to damper a pretty big portion of the game if you don't start as a farmer. 3: Does drinking tree sap have any downsides? I ask because its very easy to get and it pretty much equates to a infinite 2stam/1sec beer like buff. Sure it only lasts 60 seconds each one, but they stack high, and all you need is a maple tree to get more. It feels a bit overpowered for how easy it is to get, especally if it lacks any downside to just spamming it. 4: I personally switch most axes from axes skill back to mining tools, as without doing this they just take forever to destroy any blocks. The ones I don't are the ones meant for combat, like the combat axe as a prime example, and I don't bother switching the stone axe as you generally wanna get rid of that thing asap. I switch the scrap/iron/steel/titanium fireaxes back to mining tools. In a recent game, I had 27 mining tools and the 20 skill perk, it bascally doubled axe's block damage, which is more inline with vanallia.
  11. I tried to like this mod, it does alot of nice things, but there are a few aspects I didn't like. I'll list them. 1: The game just feels like a slog, like everything was put in to make it take as long as possible. Also we need to be able to pick up some more of the stations without a land claim block, like the drying rack, and advanced campfire if its not pickupable. I tried the food prep table, but it just destroyed when I tried to pick it up. Tried to hit it like a campfire. 2: FAR FAR too much redundant unneeded clutter like the logs->log scraps->wood -> sticks thing, its really unnesscary to have 4 diff types (or more) of wood. Same for stone arrowheads, it just seems redundant. 3: The zombies.. why the hell are they now super tanky bullet sponges? Even on nomad it takes forever to kill them, On nomad they take longer to kill than on survival or insane in the base game. The zombies having so much hp, is one of the main reasons I dislike the mod. This coupled with their stupidly high spawn rate in v4.2 which was the version I played. 4: The repair kits for all diff types of weapons gotta go, its bad enough the zombies take for frigging ever to kill with headshots, but now you add in some overly convoluted repair system as well on top? I am sure its not a problem mid game, but early game, it just makes it far to much of a slog. 5: The UI lag, I know this is more a base game issue but, I think the recipie list needs to be edited to remove alot of the redundant things. Examples: stone arrow heads, sticks, etc. 6: The whole clean/dirty system is also just a pain in the arse. In a new game I spawned no where near any water, so I was pretty much screwed as I didn't have the mats being freshly started to make towels etc. Other than those issues I rather liked what I seen. I'll give it a shot again when 4.3 comes out, from what I seen the spawn rate is being toned down to a lower level.
  12. I'm doing a permadeath run on survivialist, day 30 almost 31. still haven't died. If i'm outside the trader compound and I hear them shooting I hide behind a tree till the shooting stops.
  13. For feedback I feel it hits a tad too hard for 9mm ammo, then again its a pretty hard to get gun. I wish it had a silencer though.
  14. BTW: the M41A rifle, doesn't have a schematic, or a price set on the complete gun, To sell it you need to take it apart. Just thought I should let ya know. its a nice gun and actually gives 9mm rounds some use.
  15. I myself don't mind the classes taking a bit to learn it gives me something to aim for once I am well established. Also yeah I was thinking of going civvie for the skill points too. But not having access to antibiotics could be painful early on. Its especally good because you increased exp to level and also lowered the skill points per lv by 2. Will you be making a version of this mod when a17 hits stable? I rather like it, its the first time i've died early game on survivalist diffculty. This time I was running at 4 am from a feral soldier zombie, trying to shoot it, and well, I backpeddled over a zombie corpse slowing my speed as it usually does and I was dead before I cleared that block XD. I usually play dead is dead so.. yeah.. I might have to revise that, maybe as long as i don't drop below 100 wellness (or 100+whatever wellness skill I have that ups min/max) I get a "life" Which means I have to hit 110 max health before dying the first time. I do have a question, when you harvest say a coconut plant, if you leave the harvested tree there will it eventually regrow the fruit and I can harvest it again a few days later? Same for all the other trees, can I harvest the fruit then leave the fruitless tree there to regrow fruit again?
  16. Nice so its now 2 blocks out in any direction. so my wppwppwppw is now wppppwppppwppppw. Also thank you for giving them silenced weapons, they made SO much noise. Also looking at the classes doesn't the miner seem the best choice overall? you get the forge unlocked, which is ok I guess its only 5 skill points normally, but the bigger bonus is the iron tools unlock that for other classes they need to wait till lv 50 to craft. You can't even repair iron tools like the iron pickaxe till level 50, so buying them off a trader has limited use early game. As for the hornets do they have any loot? i've killed a few and never seen them drop anything, and all butchering gave me was rotten flesh.
  17. Well I died my first death in this mod and it wasn't what I figured would have killed me. I was by a trader outpost fighting a zombie, and well.. The guard npcs 2 shoted me while "trying" to hit the zombie.. So yeah just a heads up... Don't go near zombies if they in the range of those trader guard npcs, cuz their aim sucks.
  18. Only main thing I dislike about darkness falls is the fact I need a water source near the plants for farming, How close does it have to be? I usually build my bases underground in the desert so... This is kinda messing with it. The time not showing kinda bugs me, but I usually listen for the sound that happens when night and day starts, so I got used to it. Though I do admit I don't see the purpose to removing the time from the UI in the first place. For the water could I dig like a channel in between each row of plants and drop 1 bucket of water there and hope it fills it up? Maybe like this. W=water P=plant wppwppwppwppw To stop people going on about the time, why not post how to add the time back into the UI for people who want to in the main post, since it seems to be brought up quite a bit.
  19. I know this is prob old but they really need to allow you to shutoff bloom and such in the game settings, I dispise bloom, all it does to me is make the world blurry.
  20. Well to make the current axe a viable weapon you'd need to do 2 things: 1 set it so bladed weapons effects it, and 2, up the headshot multiplier, its largely the headshot multiplayer that makes the axe such a useless weapon. I dunno about you, but if I had to choose between a hunting knife or a fireaxe for killing zombies, most people would go for the fireaxe if they could only choose one. As for old way, I really hated that forge ahead book, the leather book to, as they gated off so many recipies and sometimes I would hit lv 40 or 50 before i'd find either.
  21. Sounds good. I don't mind it getting more complacated in mid/late game, but some tend to overdo it in the early game making the mod just not very fun to start off in. As for the short iron pipes.. yeaaah I have a stack of a few hundred of those from taking apart cars, so I can see what ya mean. Other than using for minibike parts I don't see much else use for them in the base game. I also like the idea where you can craft the item without the proper workbench but it uses more mats and takes longer for some of the items. I am all about efficency, so that will be nice. Like in the base game I try to avoid doing much mining until I hit steel or find an auger, as the stone axe and iron pickaxe less so, give noticably less than the steel. I kinda prefer the old way where they all gave the same, but iron/steel was just so much faster at harvesting due to better block damage.
  22. I wanna try this mod but I got a question: How annoying did you make the recipies? Many modders feel the need to add completly pointless steps to making even the simplest items, Which just results in even more inventory tetris than we already have to play as it is. So how bad is it?
  23. Yeah, think i'll stay away from this, because all these extra steps are just stupid imo. Sad because the mod sounds great otherwise. I mostly play single player is partly why, if I was on a server it'd bother me alot less as there would be mutiple people to speed it up.
  24. I wanted to like this mod but I couldn't for a few reasons: when I tried it I had a 2-3 sec delay each time I opened a menu, optimization issue, the next issue however broke the camels back: clutter items, I dispise when a mod makes the simplest things require mutiple pointless steps, like one item required you to make rope, then something else, then a 3rd thing then a 4th thing before you could finally do the final step to put it all together. That crap is not fun its just an annoyence. It also adds alot of clutter to the game when the base game already has too much clutter as it is. rope, the stone arrowheads, sticks etc in this mod all need to disappear and just use the base materials, like the normal game does, as your char would do these steps as they make it anyway. If this "issue" get fixed i'd probally try the mod again. Also has the massivle lag when opening any menu/window been delt with?
  25. Anyway to remove or reduce the massive amount of loading lag this mod seems to put in? anytime I open any window there is a 1-3sec load time, or sometimes even more, its very obnoxious.
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