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Oragepoilu

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Everything posted by Oragepoilu

  1. Note : I started as a farmer. Just wanna give a little though about this since it's interesting, from a later point of view. If you have a hight mining skill (80 with the 5/5 perk) and use a hoe you get a very hight amount of seed from any crops you plant (about 90% can be reused; less if you use iron hoe and not steel, and less if you don't have 5/5 perk) If you don't play on a server and play only on your own you won't care; but on a server, you just need to ask a farmer once in a while and can go a very long way with a few seeds. And you don't even need to till the ground since you harvest with a (steel)hoe. I just put that information here in case of. Nearly all recipe give the same ratio welness/food beside a very few and even so the difference isn't worth the bother to even think about it, and I don't even want to talk about the waste of time to get perk, tool, and book. My point is ; ALL the food aren't balanced. Regardless of why (ratio wellness/food, ratio cost/food gain, and how you unlock it). Most are around 0.018 to 0.035 wellness gain per point of food. That's also why pickles were nerfed ( since using a veggy juice with it would raise the gain in wellness x8 better than any other kind of food). There is little point to argue over a detail like this one, since food food and recipe don't fallow any rule atm. Just use the best you can. As a last note, the best item atm (unless I missed one) is cracker n cheese with vegetable juice. require wheat, soy beans for the cracker; cucumber, tomato, carrot, coal and hold some plastic bottle for the juice. You get a ratio of 0.066 for that, and don't need to hunt, but need books, farmer, table, etc. That's one of the few recipe that do make sense in term of progression, and it would be neat if the other reciep would fallow this one to some extend.
  2. @Andargor Count how much time you hit him in each step. First step : Place a few weapon and tool that doesn't have a chance to kill (like blade or shotgun) in your hotbar. Second step : Use your best weapon/tool to knock down a basic zombie. Third step : wait for him to recover (for safety purpose). 4 : use a weak weapon or tool and attack his torso. 5 : Do the same thing with two other similar zombies (have the first one just fallow you while you search for a second). 6 : once they are both near dead use your drug and kill them. 7 : do multiple time the quest in a row i you have more quests so you don't have to search again how much time you need to hit them. On a side note whoever edited the item.xml to add the well in the list of possible water source for the #1364 bucket did a mistake. <property name="Focused_blockname_7" value="workingCabinetSink"/> <property name="Focused_blockname_7" value="waterWell"/> Change the second line to 8 instead of 7.
  3. @ Subquake This mod sound nice. I hope it goes well. I'm trying it atm
  4. WARNING : NUMBER ! DON'T READ IF YOU ARE SCARED OF THEM (even if it's so easy to do it that it shouldn't even called math at this point) There is a Tl;DR too. nurse have 1.25% chance to drop the beaker overall. If something drop medicine, it have 5.37% chance to drop rare medicine. Rare medicine have 0.62% chance to drop a beaker. That's 0.033% chance per drop of medicine. As you can see, you better go loot a nurse, because on the other case you won't get it (beside maybe health crate or pop n pill, but even so nurse is the way to go). I found a few already, but unless you actively hunt the nurse it's likely you won't find one. Rare med are *really* rare. Book are basically about the same problem. Tier 1 book are found in a loot that is actually everywhere, and in some building a hight quantity. There is little tier 1 book, so the prob of draw all of them isn't low. In the end, tier 1 book can be found super quickly. However, after that bookcase are useless. tier 2 book are found in safe (wall safe, safe, gun safe). Safe are more rare than bookcase, there is less of it, are locked behind iron (so there is a big chunk of your time you won't be able to loot them). There is also way more book in tier 2. The prob to find *all* tier 2 book is rather low because of the hight number of book (tip : the more item you add the worst it become really quickly, as nothing stop you from drawing the same book again and again). As safe are rare AND long to loot AND don't even bother drop a book in first place often (25.97% for gun safe, 26.31% for wall/desk safe), it's extremely long to get them. And by extremely long I mean either you are lucky and spend *all* your time hunt for book, or either you will NEVER find them all even if you are in a team of 5 players in a decent period of time (=server reset before you get it). Tier three is another thing. It require either steel, only 27.12% chance in munition box, 66% on a feral. I'll pass on the fact that steel is gated in a way that make it nearly impossible to get (see the very end if you want to read about it), the chance to have them all would be reasonable only if we could have a chance in first place to loot them. Feral come in two way : screamer during day (sometime), and 7d horde. Even so that's not even one per screamer and basically maybe 2-3 per 7d horde if you do good. You need to loot them too, so you are *forced* to make a tricky defense that allow you to loot them, kill them (not exactly the most easy thing to do; ranged weapon are costly in ammo, but at last there is way in melee). TL;DR Remove some book of tier 2 & 3 that really don't fit here (like remove vent block in tier 3) and move them in tier 1 Increase the chance to get tier 2 by a good amount, and same for tier 3 ammo box (only ammo box, they are rare, make them worth it) Just increase the prob isn't enough here, need to play with both number of loot, prob of other loot too. Because it's just way too low. *on a last note, about steel. If you intend to have player abuse the xp system yes steel is doable. Otherwise in a normal gameplay you can't really get it. You can assume someone would eventually get 100 wood/iron/stone. Maybe 50 engineering, as a LOT (too much) perk require lv50 engineering. Misc would not be done by them and still get some xp, same for athletic maybe. But beside this, you don't get any xp when hunting, killing, looting (always been super low in vanilla too), etc. And thus near lv50 won't progress much. There is way for a player to grind active skill by abusing the experience system. But there is no real fix for this, as it's because of a lot of the mechanic here (hp per block, hp per zombie, buff killing zombie, lower overall level and less quick craft perk and speed bonus from skill). Eventually you can ignore this and call it fine, but don't expect people to get any of the end game atm. Meanwhile if you want to help it you could try to : Make a way to grab decent amount of xp from medicine and stuff like this. Cloth, light, heavy armor xp : beside grind it, nothing happen. Could eventually have something done with those skill so we get some xp out of it (like awning block is misc and could be tailoring, even if this very change won't help the player level ...) Removal of weap skill mean removal of a lot of xp you can eventually get. It's a good idea, but we could use a bit lower player level experience requirement to deal with it. Harvesting isn't used anymore because of the farming/fertilizer system. Same as weapon skill, if we can't use it, lower a slight the player experience requirement. Unless next version could work. Zombie loot nothing, like nothing. We don't ask much : maybe a bit of scrap, dunno. Meanwhile, as they loot nothing, we don't kill them. As we don't kill them, we don't use all the active skill (blunt archery etc). There are already super low in first place (weapon buff system) but here, if there is no point in using it anyway (most dmg come from buff so clearly make no difference to level your skill) that's a lot of experience that people won't bother get. Hunting could get a boost for harvesting carcass, and get more xp ... atm, it's low, and the lack of use for knife beside hunting doesn't help (low dura and range so can't use it much in fight).
  5. http://www.noelshack.com/2016-51-1482595533-7dtd-hoof-hoof.png That's the last files. hoof =/= Hoof. git show exact the same thing. About the bladder, It could be nice to have some different names for the different stages otherwise we don't know how much water is left inside it. pretty sure you could guess somewhat if you have 1/5 water inside it or 4/5. Atm all stage are called "Bladder Flask" but the full one that is called "cigar" because of (I think) mistake. BladderFlaskFull,items,Clothes,KgNone,Cigar,Bladder Flask,Zigarre,,Puro BladderFlask5,items,Clothes,KgNone,Bladder Flask,Cigare,Zigarre,,Puro
  6. The dolly sound really cool nice work
  7. I can't tell. But if anything, you can simply remove the line instead of putting a wrong name, it would make even more sense. I guess it's because it's here from vanilla in first place. It can be really annoying to place a workbench and not being able to move it a bit - it happen often that you either missplaced it, changed your mind in your house, move your living space, or stuff like this. Especially since we are supposed to use 3 tier of construction - likely we change our house at some point ! I can understand for thing like bullet press (as you are supposed to find it outside in the police station and it's very useful early) or metal workstation and blast furnace, but not really for some other (nursery, for instance, armor table or simply the research bench). but we can already move the woodworkbench, and the chemistry station ... so yeah, could be nice to know if it's intended or not for now.
  8. <block id="1561" name="workcementMixer"> <drop event="Destroy" name="cementMixer" count="1" tool_category="Disassemble" /> same problem as the forge, but I'v already told you about it (I think).
  9. Each entity can have this line : <property name="CanClimbVertical" value="true" /> So either they can if they have this, or either they can't. Some night variant are basically the same as the day z but have this property added. When you loot them, if they show "8" in their name they climb. (like Joe8)
  10. Quick note : I walked into a bear trap (farmer) in my small testing area (bear trap + npc in the middle to lure/kill) while I was starting to remove it. The buff don't wear off, so if I log again I'll die very quickly (bandage did remove the bleeding). I have a few healing item but I won't last past a few minutes. I would appreciate if you could look into it.
  11. Well, you can move the frame - truss is static. If you use a poi, yeah you don't need much but you might want otherwise to get lv55 and get your first "real" base out of cobblestone unless you want to see your wall break quickly and/or have some z shoot and one shoot some stage of your block. Upgrade wood to iron isn't doable because of the cost and the lack of iron tool to mine iron. Pole are also useful if you build somewhat in the air (to shoot from above), ramp are too wide and get hit too often. Wood is too easy to destroy (spit/explosion) and can lead to problem eventually. Also, if you start making your cobble frame/etc at lv20 (and stick before) you reach rather easily lv 55 for the cobblestone item - as the frame itself is wood working. (Unless you use a POI of course, as you don't need to build much then)
  12. I do agree on xyth on this; In term of production speed wood is faster to make than cobble, but in term of speed of access wood is a step that isn't required : you already is forced to have some sort of base for storage (and whatever) before you get access to all wood block (minus maybe a very few players that loot towns first and are both lucky enough to get the workbench* and find a claw hammer). So basically by then you already found a way to deal with it somehow, and as cobble isn't really hard to unlock (after lv 5 use plank and stick craft as you need plenty of stick anyway) you will just skip it beside maybe make a ramp (maybe, because you can always make ladder in your inventory). *can't really make it, I'v yet to see any battery while i take down car with my wrench. and it need 4. And each take a inventory slot. That quickly limit yours possibility in term of time used/ thing you get back to your base. At last you can get the nail gun part in the snow, with zombies.
  13. You have some sort of misunderstanding of the code that is actually used. First we have <buff id="overStuffed" name_key="OverStuffed" buffif="stuffed gequal 80" debuffif="stuffed lequal 80" type="speedmodifier" description_key="You have gorged yourself to the point you can barely move" tooltip_key="Your stuffed" icon="stuffed"> That mean the "slow" debuff is here only when you are at 80pt or more then we have <buff id="stuffedFade" buffif="stuffed greater 0" debuffif="stuffed less 1" actions="increment(stuffed, -2, 100t, 0, 0);min(stuffed, 0)" /> It only mean you loose "2" of the "stuffed" value every in game hour. Stuffed value isn't overstuffed debuff. Overstuffed come when stuffed value reach 80, but overstuffed doesn't decrease : only stuffed decrease. If you would want to have overstuffed decrease in one hour, you would need to have "-80" instead of "-2".
  14. I wrote a TL;DR, the math was just to show that I just don't post random stuff and not think about it before posting. I could eventually just have post "I'm overstuffed ! Help !" and that wouldn't help much. I was using charred sandwich, +16/0.6. Not charred meat. I think the biggest issue when I think of it is that I didn't used the "normal" time value (Didn't noticed yet). You set 100t/-2 stuffed point, but my "t" value is bigger than the base one because I changed the time per day. yet I need to eat more food per hour. That's only -2pt per hour btw, while debuff come at 80, I don't see how you can it could "only last one hour". If i'm at 79pt, eat some thing (0.6, if i don't drink) i will be at 85pt : that's 2.5 hours at last. You could have added a safety measure, that instead of having the buff pop at 80 and fade only when you are under 80, have the buff pop a 80 for a fixed duration and reset the system after, or something like this. Would be cool to have a small part in your first post about the setting not allowed to be changed (like running zombie, etc). edit : or replace "100t" by "125" (that's the number of second per hour in a 50min setting)
  15. So, The buff headshot applied over only one second works so far for me (SP). it clearly reduce the dmg I do, feel more natural (no more stacking dmg) and now avoiding the fat man explosion is a pain in the but (I miss one shot with the spear = he will explose, I need to finda ranged weapon ...). So far so good ! edit : Ha, yes, small thing i forgot to say. Stone axe : 0.8 speed, 8,26 block dmg (1vs earth), 6 stamina/use Stone shovel : 1.1 speed, 20,30 block dmg (1vs earth) At lvl 1 : Stone axe do 10 block dmg per second for 3.75 stamina/s Stone shovel do 18 block dmg/s for 4.5stamina/s At lv600 : Stone axe do 32 block dmg/s while stone shovel do 27 block dmg/s Also, if you use the second action of the stone axe at lv600 you do 52blockdmg/s for 6 stamina/s (extra good as it's near a multiple of 50 and thus don't waste much on earth block that are 200 or 250 hp !) TL;DR the stone axe >>> stone shovel at digging Way to "fix" it : Remove the stone shovel if it's not relevant (atm it act as a trap item, wasting the time of player. not a big deal to remove it !) OR some of the above Reduce the earth dmg of the stone axe (1 & 2 => 0.5 & 1) Increase the stone shovel block dmg vs earth (1 => 1.5) Add a second action for the shovel, that is more efficient than the second action of the stone axe (vs earth 2.5, so 3 to 4 hit for earth block of 200/250 hp when hight ql to be on par with the stone axe that is 4 & 5 hit) Have the stone shovel be more stamina efficient than the stone axe (as it's a bit more adapted tool for digging). atm it's the opposite As the stone shovel can only be used to dig, it need to be relevant in his only function over his brother. Might need to take a look at the engineer stone shovel too, if you do some change.
  16. Haa ! A spider ! I hate spider ! *throw some number to defend himself*
  17. So after a talk with unlike them, I report about a problem I had with the "overeating" debuff. It's d5 90min/d and I started asap to eat regularly food that gave wellness, and quickly started to use only the charred sandwich. At d5 I went into a snow biome for about 10min, hunting some zombie, eat some sandwich during the trip (with a 3-in-a-row near a campfire while i was freezing a bit) and was fine. But like, 5 min later, while I was in the way up to my base the debuff started to pop up. As I was slowed down, I did wait about 10 more min in my house but it didn't fade away like I would expect and worst I needed to eat more anyway. I didn't try to abuse the wellness-in-the-cold thing, but end getting stuck anyway because of a small trip in the snow biome. I think it might need a bit of tweak. I took a look at the file, sound simple enough; 1 "stuffed" per 0.1 wellness so I am allowed to get about 0.2 wellness every 100s. That's 0.002 wellness/s before having the debuff. The player need (unless you take the perk, I'll talk about it later) 2 food every minute. That's 0.033333 food/s required to stay alive. My sandwich give me 16 food for 0.6 wellness. That's a ratio of 1 food => 0.0375 wellness. In the end I will eat 0.03333food/s, and it will give me 0.00125 wellness/s. as the cap is 0.002, I don't reach it , and it's fine, when I think only with the food. As the drink is 1 water/30s, if I do the same with tea (lets say golden rod, 25 water/0.2 wellness, plenty everywhere to harvest) I need to add 0.0002667 wellness/s That's a total of 0.00152 wellness/s. cap is 0.002, so I'm not on it yet but I start to get really close. I could eventually "loose" 0.000483/s. However when I'm cold I need an additional food every 10s (or every 5s if I wait until hypo 5) Same math, it add 0.00375 wellness/s, for a total of 0.00527 wellness/s. It's over the cap of 0.2 (+0.00327/s) TL;DR for every second you are cold you need to spend 6.77s "not cold" to avoid being overfeed, if you use charred sandwich and goldenrodtea. Some other food is even BETTER at giving you wellness, and make this even worst. You are not allowed to get cold but in a very quick situation because of this. Perk reduce your hunger/thirst but still not enough anyway to not get overfeed. So, if you stay in an area where you are cold = do not eat food that give wellness (up to a certain point, see the math above). I understand you try to avoid the player "farm" the wellness by using the cold but right now in normal gameplay people will get overfeed by playing in a normal way if they live in a cold area (unless they stick to super warm clothe/campfire). I don't think that's a very good idea, you solve a problem but add a worst one. The biggest issue I have with this is that the slow come rather quickly (80pt only), don't give any warning about your satiation allowed, and slow you an INSANE lot as soon as you hit the cap. If you think it's a good idea to keep this, here some idea to make it less painful as a feature (up to your liking if I convinced you ) : -Give a "warning" buff that pop before you reach the cap ("I should stop eating useful/good food and instead eat raw fruit") -increase the cap a slight (90, 100 ?) so you can make a short trip -Maybe not go straight up to 40% speed, add one step instead of being a death sentence if there is a zombie nearby -Have the stuffed value being reduced more quickly if you are over 100 (or more if you increase the cap) -Have the stuffed value decrease more over some special condition (over a bed for example[Edit : both last shouldn't happen if you are actually cold])
  18. Bee take ages to kill with a bow. I'm waiting for them to charge and clearly aim the head, but I doubt they have one in their model. Can someone check if they can kill them ? took me a lot of arrow to take it down.
  19. It's rather easy to hit them. just aim over the head; you have a sphere of hit pretty decent on the spear (0.2), so if you aim over the head the game automatically make you hit the head. Often, if you aim the head, because of the sphere system it will make you hit something else more "close" thus you miss a lot the head. I do agree the melee is better. I don't know about *all* zombie I might have miss, but so far yet I'v killed a bunch of different usual model walking like a spider, or walking like a cops (head a bit back), or walking with their arm hiding their head, etc. lot of variant, but as long as I do like I'v just said I don't have any problem hitting the head (unless you are forced to attack from bottom for sure). No, you have the best solution so far (because of pvp). I asked because I didn't know why you would do that in first place, and now I know why as you explained it. If anything, could try to reduce the buff time to 1.1s and see if it report some sort of error (I did for a few minutes but who know ! I'm not a pro at modding buff). You could also eventually reduce the sphere, as it help a lot when you want to hit them.
  20. I have a friend that actually play it and i'm chatting with it. He talk about some stuff, and as I know a bit about modding and i'v already played this in the past I'm reporting some info. If it's a problem, feel free to just ignore my post. This mod make everything extremely long especially early, so I can't tell much yet (i'm not even make cobble stuff) Was testing using the iron spear early - I was based on it in my other post. About 400hp, in insane, it's just two hit in the head and even after a lot of level up it doesn't change anything : two hit anyway. It's rather slow to level the weapon as it's more relevant to spend time upgrade other thing. If the weapon is crated using other skill as you talked about, it would change this too and might give more sense of progression. otherwise, the player would change his weapon before he would (if it's possible) stop two hit zombie. Club aren't relevant as the spear if by far more superior to them in all point of view. Range, damage (because of the buff), you have everything you would want from a weapon at lv1.
  21. As you can kill in one shot in normal difficulty with any level, it remove (for PvE) the need to have anything better (better skill, or perk, or quality). That's what i mean by remove the whole perk/level up system, beside maybe durability (meh). You do get credit for the kill maybe, but as far as I know you won't get the xp bonus from it (both experience for finishing n action and the bonus on kill added rather recently). At last I didn't noticed any xp increase from killing - maybe you just remove it from somewhere else. I get the point for pvp, it solve this yeah. It's a fair point and make sense so this alone make the system of buff relevant. However the buff can stack - if you attack quickly, you get 3 tic of dmg (instead of 2). I play on insane, I need 3 hit in the head for some zombie, but only 2 if I hit quickly. The change sound good when I read it, but I'm not playing this much (just looking a bit around for now) so I can't talk much about it.
  22. I wonder about some choice that have been made for this mod. Specifically, the bonus vs head. I can understand the will to have zombie take a lot of dmg from a hit in their head. Fine by me, make sense. However the way it's done annoy me a bit. First, because you use a buff system, the player isn't rewarded with experience correctly (as it's the buff that kill the zombie, not the player and the game doesn't track who placed the buff). Second, because the damage come from a buff the quality of the weapon doesn't matter nor the skill of the user. Third, you could very well have simply used the basic bonus vs head the game already use but went with this instead. Fourth, you apply the dmg per second for 2s and it add up - same problem as the bed, and it's slow to kill zombie as it take time to apply the damage (but i know that having a buff apply in less than a second give problem). So, I'd like to know if it was your intention to remove completely the perk, skill and experience system from combat or maybe you just didn't though about it - or maybe there is something you don't like about adjusting the bonus dmg vs head per weapon ?
  23. large bed is supposed to give 2hp/5s but won't as you set the duration of the buff=10s. because it reapply itself when you stand on top of the bed, you won't get the second tic of health. Can be solved by adding a tiny amount of time (10.1). Edit : On a side note, I miss the recipe and the icon for the field knife.
  24. You can actually partially harvest it with low QL wrench. A grey one do the trick, I don't remember exactly how much it was (around 30-50) but I needed 2 hit to harvest the TV. When you add stamina block dmg loss, the durability dmg block loss and the possibility to repair to downgrade the QL, it's rather easy to do it. So, change : <drop event="Destroy" name="scrapIron" count="1" /> <drop event="Destroy" name="BrokenCircuit" count="2" /> <drop event="Harvest" name="BrokenCircuit" count="3" prob="1" tool_category="Disassemble" /> <drop event="Harvest" name="CircuitBoard" count="3" prob="0.2" tool_category="Disassemble" /> into <drop event="Destroy" name="scrapIron" count="1" /> <drop event="Destroy" name="BrokenCircuit" count="2" /> <drop event="Destroy" name="BrokenCircuit" count="3" prob="1" tool_category="Disassemble" /> <drop event="Destroy" name="CircuitBoard" count="3" prob="0.2" tool_category="Disassemble" /> <drop event="Harvest" name="scrapIron" count="1" prob="0" tool_category="Disassemble" /> harvest into destroy still allow you to have more drop when using a wrench, while the new line force the game to show the dissembling animation with the wrench so the player can see if using the wrench if useful or not with one hit. Same outcome, minus the ability to abuse the drop.
  25. Hey spider. Dunno what you will do with this information, but I noticed that (at last) the block 552 (tv) have both the possibility to be pickup AND have a harvest property. Basically, anyone can take a tv, place it, harvest it a bit - not destroying it (so they get some broken circuit board), and pickup again. infinite circuit board, basically. As far as I see, looking in the files, circuit board only come from TV and rare loot so it's quite a big exploit. Usually you would want to avoid using both those property together on a block.
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