wolfbain5 Posted November 22, 2018 Share Posted November 22, 2018 Someone with the know how please do me a favor. look into the rwgmixer and tell me if the higarashi building, the crack a book admin building and the other sky scrapers are still in. did 6 worlds, havent seen em. and if they are in, are they just too low a % chance to spawn? Link to comment Share on other sites More sharing options...
Stives Posted November 22, 2018 Share Posted November 22, 2018 that is exploiting ai and also are you a magician and can see in the future that 5 zombie dogs spawn in front of you in that aprticullar poi doors were even locked open on purpose you cant close them and run im talking about dogs inside poi dogs outside aggro range are easy to deal with but when they spawn rigth in front of you no way you can live Yes, mad wizard skills. Seriously though, I did see them before setting up my defense. I've yet to run across a poi that had dogs I didn't see before they saw me. Not saying it doesn't happen, just not in my experience thus far. It does sound like there needs to be tuning done on what zombies spawn and when. As I understand it though certain pois have harder zombies and better loot from the start. I was satisfied with the loot at the end of the poi I took out with the dogs. As to the original point I actually agree. I like to build bases, it's way too long a slog now to get a base up and running unless you want to dig a hole and hide for the night. Surviving a night in a poi is one thing, being forced to do it is another. Link to comment Share on other sites More sharing options...
unholyjoe Posted November 22, 2018 Share Posted November 22, 2018 Someone with the know how please do me a favor. look into the rwgmixer and tell me if the higarashi building, the crack a book admin building and the other sky scrapers are still in. did 6 worlds, havent seen em. and if they are in, are they just too low a % chance to spawn? this is what i found, is it what you were after? they dont go by names for the skyscrapers. <prefab rule="skyscrapers" min_count="2"/> <prefab_rule name="skyscrapers"> <prefab name="skyscraper_01" max_count="1" prob="50"/> <prefab name="skyscraper_02" max_count="1" prob="50"/> <prefab name="skyscraper_03" max_count="1" prob="50"/> <prefab name="skyscraper_04" max_count="1" prob="50"/> i use notepad++ to open my files... did ctrl + f and list all in document to show this. Link to comment Share on other sites More sharing options...
Guppycur Posted November 22, 2018 Share Posted November 22, 2018 That's them. Link to comment Share on other sites More sharing options...
Brian9824 Posted November 22, 2018 Share Posted November 22, 2018 that is exploiting ai and also are you a magician and can see in the future that 5 zombie dogs spawn in front of you in that aprticullar poi doors were even locked open on purpose you cant close them and run im talking about dogs inside poi dogs outside aggro range are easy to deal with but when they spawn rigth in front of you no way you can live Thats not an AI exploit at all. I always keep 10-15 spikes on toolbelt for stuff like that. Have to sneak into POI's carefully. Saw one that when you went in the floor had collapsed and there were multiple dogs inside so I set up spike blockade and then sneak attacked and pulled em out. Link to comment Share on other sites More sharing options...
Hek Harris Posted November 22, 2018 Share Posted November 22, 2018 My dearest madmole, gazz, and Faatal... As I write this post, I am reminded that we don't always see eye to eye, but on this one point I'd like to show my solidarity in one particular vision... ...and that's difficulty. The General threads are filled with cries of "it's too hard", and "waa, my hoo hoo hurts, it's not a cakewalk anymore", and yet a large number of these people also REFUSE to lower their difficulty level, citing "new users will die, the game will fail!". And I'd simply like to help bolster your morale by pointing out that these same folks will be compaining that the game lacks challenges in 5 months, and that what makes this game great in the first place IS it's toughness... So please, although you can feel free to revert the perk system, and I'm grateful levelled loot is no longer an issue, please don't cave to the loud few and nerf sleeper counts, irradiated zeds at GS 27, the New AI, vulture "death from above", or any other factor that makes zeds deadly. Thank you. It had to be said - and it's even better when Guppy says it. I've played more than 4000 hours, and now A17 is beating me, making me cry and rage quit. And that's what I wanted : the opportunity to be challenged and humiliated by the game. Of course, one of these days, i'll be able to start a new map without being a miserable coward, fearing at each second to be killed. Or maybe not. I'm amazed by the work TFP has done. The game has never been so immersive. A big thank you for your work, dudes. And as usual "sorry for my french"... Link to comment Share on other sites More sharing options...
Guppycur Posted November 22, 2018 Share Posted November 22, 2018 Re: difficulty ...sincere question. Do people really want a game where there's little chance of failure? Do people want a game where there's NO chance of a "crap happens" moment that's out of your control? Cause those deaths are the best moments for me... Link to comment Share on other sites More sharing options...
BeeBeeBee Posted November 22, 2018 Share Posted November 22, 2018 this is what i found, is it what you were after? they dont go by names for the skyscrapers. <prefab rule="skyscrapers" min_count="2"/> <prefab_rule name="skyscrapers"> <prefab name="skyscraper_01" max_count="1" prob="50"/> <prefab name="skyscraper_02" max_count="1" prob="50"/> <prefab name="skyscraper_03" max_count="1" prob="50"/> <prefab name="skyscraper_04" max_count="1" prob="50"/> i use notepad++ to open my files... did ctrl + f and list all in document to show this. Is that supposed to be 50 or 0.50? Just curious with all the other probabilities not going past the number 1, just 0.** leading to 1 Also: skyscraper_01 = Dishong Tower skyscraper_02 = Crack A Book Corporate skyscraper_03 = Higashi Pharmaceutical skyscraper_04 = Joe Bros Builders Link to comment Share on other sites More sharing options...
wolfbain5 Posted November 22, 2018 Share Posted November 22, 2018 this is what i found, is it what you were after? they dont go by names for the skyscrapers. <prefab rule="skyscrapers" min_count="2"/> <prefab_rule name="skyscrapers"> <prefab name="skyscraper_01" max_count="1" prob="50"/> <prefab name="skyscraper_02" max_count="1" prob="50"/> <prefab name="skyscraper_03" max_count="1" prob="50"/> <prefab name="skyscraper_04" max_count="1" prob="50"/> i use notepad++ to open my files... did ctrl + f and list all in document to show this. yep, but not finding any generated. no cities actually, but sprawled towns a plenty. Link to comment Share on other sites More sharing options...
SnowDog1942 Posted November 22, 2018 Share Posted November 22, 2018 For the love of god.. please don't let the crybabys convince the devs to decrease difficulty. TURN DOWN THE DIFFICULTY IN SETTINGS! USE THE LONGEST DAYLIGHT POSSIBLE! MAKE ZOMBIES ALWAYS WALK! BE A MAN AND LEARN2PLAY Link to comment Share on other sites More sharing options...
unholyjoe Posted November 22, 2018 Share Posted November 22, 2018 i wont be ashamed to admit it... but i have paid and played games where i just had to set the difficulty down to diaper stage. point is... the option was there and as i advanced i raised the level up. our game basically starts in the medium difficulty setting by default so people need to make their own adjustments as you hinted. we did throw out warnings and hints about changes and rethinking how to play. so yeah guppy... a few months from now will be an all new complaint. and I love the vultures... the little SOBs always trying to sit on my shoulders. Link to comment Share on other sites More sharing options...
Darkfoxx117 Posted November 22, 2018 Share Posted November 22, 2018 Re: difficulty ...sincere question. Do people really want a game where there's little chance of failure? Do people want a game where there's NO chance of a "crap happens" moment that's out of your control? Cause those deaths are the best moments for me... I'm loving the new difficulty/challenge, perk system and progression feels slow but all the more rewarding, the newly designed pois made a jump scare and it was super effective it's been so long since a game has done that for me. Kudos to the pimps they took their time and it's paid dividends. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 22, 2018 Share Posted November 22, 2018 Re: difficulty ...sincere question. Do people really want a game where there's little chance of failure? Do people want a game where there's NO chance of a "crap happens" moment that's out of your control? Cause those deaths are the best moments for me... Be careful what you ask for. The question may shock you. To the core. And just to be on record with my own thoughts, weird spawning issues aside Im loving every minute of rediscovery in this alpha. Its what I dreamed for. Its WHY I made the mod I did. And I'm proud to say that this alpha has already defeated me several times. Something 16 NEVER could do. Please do not change a thing. If anything I see areas for increasing difficulty (way too much gun loot, ores in surface boulders) but Im a sadist at times. Thank you for making me a fan of vanilla again, something i was aching for. Link to comment Share on other sites More sharing options...
DaVegaNL Posted November 22, 2018 Share Posted November 22, 2018 I sincerly hope TFP will stick to this difficulty level! Forum regulars, unite! Link to comment Share on other sites More sharing options...
unholyjoe Posted November 22, 2018 Share Posted November 22, 2018 yep, but not finding any generated. no cities actually, but sprawled towns a plenty. just sounds like RNG on seeds... i have found them in every one of my test rwg maps. keep trying and good luck Link to comment Share on other sites More sharing options...
SnowDog1942 Posted November 22, 2018 Share Posted November 22, 2018 Is there any chance we can get an update on being able to generate larger maps? please? I know this is experimental... I'm mainly concerned about getting stuck with smaller maps in stable.... Link to comment Share on other sites More sharing options...
Sundaysmile Posted November 22, 2018 Share Posted November 22, 2018 Been playing the new Experimental path that released last night. Is the rate of swing meant to be this slow? I only ask because on occasion my char does like three very rapid swings every so often and then just goes back to a very clunky swing. It wasn't like this in the previous 17.experimental. Link to comment Share on other sites More sharing options...
swado95 Posted November 22, 2018 Share Posted November 22, 2018 I'm not sure if I'm just unlucky but all my random gen maps seem really flat compared to a16. What height difference there is seems to be small hills not the large mountains that im use to in a16. Just wondering if anyone else is noticing the same issue? Link to comment Share on other sites More sharing options...
Guppycur Posted November 22, 2018 Share Posted November 22, 2018 Is there any chance we can get an update on being able to generate larger maps? please? I know this is experimental... I'm mainly concerned about getting stuck with smaller maps in stable.... Edit the rwgmixer file. Change the 8k number to its 16k equivalent. So... 8192 to 16384? Link to comment Share on other sites More sharing options...
DaVegaNL Posted November 22, 2018 Share Posted November 22, 2018 ?fter updating to the latest version I cannot use my mouse anymore to walk.. The ♥♥♥♥ is that. Edit: Never mind, it fixed itself it appears. Holy smoley, you guys have to fix the delay in swinging your fists.. it's horrible. Wow, the game just reset its own resolution.. What the.. Link to comment Share on other sites More sharing options...
FileMachete Posted November 22, 2018 Share Posted November 22, 2018 Re: difficulty ...sincere question. Do people really want a game where there's little chance of failure? Do people want a game where there's NO chance of a "crap happens" moment that's out of your control? Cause those deaths are the best moments for me... 1) Nope. And I personally prefer it that it -is- a learning curve. I'm ok w dying, -if- there's a reasonable chance that I learn from it. 2) Nope. Yet learning should reduce those moments significantly. I posted earlier about my 1st horde night and that I felt it was too hard for default difficulty. I stand by that. IMO progression is important & just steamrolling folks on horde night doesn't seem like 'good' progression, to me. I'm totally ok with the (rough) difficulty other than horde night. I do hope they work-on/tweak a few things so there's a bit more of a ramp up. Will admit that I'm worried that the only bases that will stand up to MID-game BMs will have to basically be bristling w -every- kind of turret/trap; and we'll be back to the whole, 'how'm I supposed to make all that damn ammo??' meme. Link to comment Share on other sites More sharing options...
Skykemn Posted November 22, 2018 Share Posted November 22, 2018 I'm not sure if I'm just unlucky but all my random gen maps seem really flat compared to a16. What height difference there is seems to be small hills not the large mountains that im use to in a16. Just wondering if anyone else is noticing the same issue? Yeah , it might just be a thing , but I love it , really hated the old maps , one montain here and there is ok but maps made almost entierly of hills and montains , i'd rather have it like this flat and nice Link to comment Share on other sites More sharing options...
beerfly Posted November 22, 2018 Share Posted November 22, 2018 I never died so many times before, meaning I don`t do something right, not that the game is too difficult. Now when I learned I have really good fun. Enjoy it boys. (banjo music) Link to comment Share on other sites More sharing options...
meganoth Posted November 22, 2018 Share Posted November 22, 2018 The quest system might have a slight problem: Since you have to go to a trader for quest AND reward A17 will push players even more into setting themselves up near a trader. Sure, it never is a bad idea to have a trader near you, but this is really stacking a lot of incentive on your choice of location (if you are using bases). This supposes that traders don't run out of quests, I might be wrong there. But if not, maybe a quests 2.0 should make getting the reward independent of the traders. Link to comment Share on other sites More sharing options...
Stives Posted November 22, 2018 Share Posted November 22, 2018 I think that can be fixed. Not my department, but scale the loot somehow. The use it to skill up vs the generic get xp and pick your poison never bothered me one way or the other. They both work and have their pros and cons. I don't consider using a skill to get better all that realistic, since many people repeatedly do things in life and still suck at them. I think natural talent plays a bigger part, which is more akin to roll some stats and pick your class at the beginning of a game method. I agree with you, neither system is strictly better than the other. On the other point: I don't know anybody who has spent several hours on a simple task who doesn't get better at it. Complex task are another thing. Link to comment Share on other sites More sharing options...
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