Why would they do that when it would negate the entire biome specific system they are coding in? They already get plenty of bogus "bug" reports of no trader which were caused by not having a forest zone as required for initial starter quest.MechanicalLens said:@madmole A bit early to ask about plans for RWG in A20, but what would you say about an option for single biome worlds? (Ex. All desert, all snow, etc.)
I dunno what the streamer plans for A20 are, but you guys should consider reaching out and try to get the Hololive girls to play 7 Days again. The JP ones played it in the past, and I bet the EN ones would be open to playing. If you snagged EN, it would likely be nuts even if they only played it once. Gawr Gura alone gets 25K-70K+ live views on literally anything she streams, she had like 30K+ people listening to the audio of her making a cake in the background lol
Even if only the JP ones played again, they pull quite big numbers themselves even among international fans and you guys apparently gave them permission in the past to stream it. Coco was just streaming it like a month ago apparently
Since the introduction of the new loot progress "stone tools bad quality to good quality, then iron tools bad to good, then steel...-") I have experienced that I always keep my fully modded stone axe (you rather quickly get a purple one, so 4 modslots) until i get an at least mid quality steel axe, and totally skip iron ones.
The iron pickaxe does just a little more damage, but drains a lot more stamina, and at first you get bad ones with less mod slots (intended, i know)
So after all it seems even slower...at least there is no "yeah finally" moment when you find them, but "meh...instant scrap".
And it's not only axes. Almost every weapon/tool you find of the higher tier is of bad quality, and due to the lesser modding slots its useless compared to the ones I have.
Tools is more the problem because of stamina drain, as already said, but same i feel for weapons.
I know the new system has advantages, but I really miss the former moments of for example: "YES finally the first pickaxe"
Now you know when you will start to find them, and that they will be definitely garbage at first.
Does anybody else feel the same?
Is that on the "still tweaked" list?
Could be adjusted by:
-making mods more efficient in higher tier stuff. For example an "iron breaker" mod in a stone axe gives 15% more damage to iron, while in a steel axe it gives 50% more.
-lower/adjust stamina drain for higher tier tools, so that its significantly faster to use them overall, even when you have to take some pauses to regain stamina.
-stamina drain not only connected to perks like "TRex" but to strength/endurance in general (well that is more or less already the case (1 Point more per character level)
KingSlayerGM said:Also I've noticed that the RAW format that you use for the heightmap ('dtm.raw') uses a lot more space than a 16bit png... And png is lossless
What do you think?
Also, is intelligence going to get a pipe weapon? Nail gun? Sledge turret that does not require robotic parts?
I've been harassing them about this for like 4 months without a reply lol. I think they've said there might be a pipe baton and nothing else so far. I would love a way to get Junk Sledge to work day one, as it's quickly become my favorite weapon in the game since Faatal fixed it after A19 dropped.
My suggestion is a blow pipe or something that uses junk ammo / iron darts so that ammo type and skill line has a use early game (which is a big part of why pipe weapons are being introduced). Simple and easy, could even use existing in game iron pipes or something
ATM, there's no int weapon pre-iron age, and there isn't one for tier 3 either since last I heard, the drone is not intended for offense and will take a Junk Turret spot (actually lowering your over all damage). I guess their concern is that you can scrap a junk sledge to get junk turret parts so they don't want them to be a pipe age weapon, but I've not really seen them address the whole "every class can use a drone, except they don't care about losing a junk turret slot like int builds do to use it" issue, so I guess they are probably still trying to figure it out internally how to make the Drone on par with other end game items and builds while balancing every build carrying a free drone vs int builds having to lose 50% of their damage to use their own item
Drones not counting against the turret limit would help a lot, but wouldn't really cover the "Two junk turrets are not on par with an m60 or auto shottie" problem if the int builds don't get an actual t3 weapon. Dual junk turrets kind of feel worse in A19 than they did in A18 even with the new piercing ammo because they drain resources so insanely fast that you'll easily burn 10K+ iron clearing a single building with them compared to a shotgun using a handful of shells. Shotgun turret ammo just needs a buff all around, it's ridiculously questionable to ever build that over real shotgun shells to the point that . . . yeah I don't know of any situation where I would say the shotgun turret ammo is usable over building shotgun shells and carrying an unperked auto shotgun or even a pump shotgun
I'd stop asking questions like these... with your nickname and SnowDog around you can never know what happens...Also, is intelligence going to get a pipe weapon? Nail gun? Sledge turret that does not require robotic parts?
No, that area was sold to Tesla for a new battery factoryAdam the Waster said:but will Navezgane get more buildings in the areas we could not go in A18. but got extended during A19
Or choosing which ones we can get, as part of trying hardest in Wasteland and Snow only for example. Could be fun, we`ll see.MechanicalLens said:@madmole A bit early to ask about plans for RWG in A20, but what would you say about an option for single biome worlds? (Ex. All desert, all snow, etc.)
If one were to wire up lights to a generator bank and then activate the power source, the player placed lights would then proceed to emit light, as expected. I haven't played around with lights yet in Alpha 19 but the last I checked there was an option to individually deactivate lights by pressing "E" on each individual bulb. However, even disabled they would still be drawing in watts as if they were powered. Will this be addressed in Alpha 20 or is this a code limitation?
roughgalaxy said:Got a pair of questions today,
this is so sad. can we get 4 likesNo, that area was sold to Tesla for a new battery factory![]()
Good questions as both are issues imo. Stealth builds are just a bad meme because they can't de-aggro zombies
and they are useless on the most important night of the week, and like you said, the way the encounter zones works makes them useless too. I tested suppressors and I cannot find a single benefit to them. You can sit outside the room entrance and just crouch and use an unsilenced hunting rifle to shoot sleeping zombies, and it will only wake them up if you miss a shot and hit a wall or something. Best I can tell, the suppressor only matters for wandering zombies out in a field, which are by far the least threatening zombies in the game so it's not worth the item slot imo
For traps, I agree completely too. Any meta build is just "Stand on a roof throwing molotovs and grenades". The only traps I really see used anymore are the shock wire ones to slow zombies to give yourself more time to deal with them. Turrets will blow your entire stockpile of ammo, and blade traps will just break 2 seconds in
A cat walk + Explosion Candy + Molotovs and contact grenades = barely any resource expenditure for a horde night
That's more an issue with grenades being insanely OP than anything though. I don't even bother perking into explosives, just the candy + base damage is more than enough
For traps, I agree completely too. Any meta build is just "Stand on a roof throwing molotovs and grenades". The only traps I really see used anymore are the shock wire ones to slow zombies to give yourself more time to deal with them. Turrets will blow your entire stockpile of ammo, and blade traps will just break 2 seconds in
A cat walk + Explosion Candy + Molotovs and contact grenades = barely any resource expenditure for a horde night
That's more an issue with grenades being insanely OP than anything though. I don't even bother perking into explosives, just the candy + base damage is more than enough
About the first point I would like to update your question about the update on updating stealth: Can any dev ( @madmole , @Gazz, @faatal, madmole's cat ...etc ) clarify if Stealth is going to get some perk tweaks/ balanced behaviour eventually ? (more info below)roughgalaxy said:Got a pair of questions today,
1: Is Stealth going to get an update at some point?
- I know having poi triggers for ambushes are important for a good scare, but I also see people with really good stealth loadouts get totally boned by established abmush lines. I've also noticed these same people with a suppressed pistol wake up an entire POI taking one sneak shot. Is that a bug with suppressed pistols? I would think that good stealth skills/gear that you could roll through a POI with a suppressed pistol and wipe out everything Sam Fisher style.
2: Are traps going to be getting a rework/any plans for new traps?
That's all I got for today. Looking forward to seeing some more info on A20.
- Blade traps take a lot resources to make and maintain, and currently break down really fast compared to the upkeep cost. I think a lot of people would like to see some addition trap options as well such as flamer traps or hammer traps (more to push zombies around than damage). I know many players who complain that they don't get xp from spikes (yes I know this is a problem with the ownership of the object because of its block type) but something like powered spike traps (think of the classic trap where the spikes jut out of the ground when walked on) could be a really fun higher tier to the spikes. Wood > Iron > powered could be an interesting track to follow.