BFT2020
Well-known member
Make sure you don't have any mods loaded that keep the debuffs even after you respawnI might just eat some broken glass and respawn as fresh as a bee.

Make sure you don't have any mods loaded that keep the debuffs even after you respawnI might just eat some broken glass and respawn as fresh as a bee.
There might be enough players who get along well with highest difficulty, so I kindly ask you to not quote yourself as a speaker for "everybody else".You probably aren't even embarrassed that you're arguing against making the game better for everyone.
Turns on the lights, duhsillls said:I just saw the stream of Prime and Madmole talking about the quest Restoring power to the gas station. It's nice to see a change from all the fetch quest but why restore power?
What would that do? Open a treasure vault? A workshop? Setting up a colony?
I think it's good but not a very good end goal.
Turns on the lights, duh
TFP are turning us into maintenance workers in the apocalypse
Oh, you're basing it off of having found everything that buffs it and having fully perked into it...
Different unions.Let the zombies do it for us. They're super genius structural engineers already, why not make them electricians as well?![]()
Really glad that Random Gen and water is being worked on.
I would like RG but when I tried it looked like a patchwork of biomes, roads and POI's all smashed together in places.
But I haven't tried it in a while so.
There might be enough players who get along well with highest difficulty, so I kindly ask you to not quote yourself as a speaker for "everybody else".
I myself am not embarrassed to admit that I mostly play on a mid difficulty level (one above default, sometimes even lower just for casual or trying out stuff).
I have tried higher levels, but those were too much for me, didn't have fun, so I reduced to levels which are challenging enough without bugging me too much.
It wouldn't come to my mind, when I actively choose the highest difficulty level and see that it's too hard to survive for me, that the game is badly balanced.
Difficulty levels per se cannot be imbalanced, they ARE the option to change game balance from easy to hard.
It's not that you only have two levels, "insane" and "pony farm", there are many smaller steps.
And hardest difficulty level is called insane for a reason.
When you actively choose to play insane and even self-impose yourself further by deciding "permadeath", then you can't blame anyone else but yourself when it doesn't work out as expected or you can't make it.
There's no shame in lowering difficulty, it's your choice, just try and find a level challenging but not overwhelming for your playstyle.
Of course when you perk into machinegunning you can choose a higher difficulty than when perking into melee, that's part of it too.
Throwing a stone isn't the same than firing a shotgun...if you dont't believe me ask my barn door
...just kidding I don't have a barn![]()
and turn on vending machines XDTurns on the lights, duh
TFP are turning us into maintenance workers in the apocalypse
So what will be the next quest. Go up to Joe and he says. "Go to the city, there in the Deadhead hotel on the fifth floor the light are out. Go up and flip the switch ok?"Turns on the lights, duh
TFP are turning us into maintenance workers in the apocalypse
Hey that's meA player who gets challenged by default difficulty will not see any small differences on insane because he will die constantly with any weapon.
Still don't really get the point that different difficulty levels can be better or worse balanced compared to others,Also and more importantly difficulty settings change balance. A weapon that is balanced at normal difficulty could be stronger on insane, or weaker. To show that with a simple example the stun baton is ideal. In 7D2D the damage of the stun baton will increase by the same percentage as the club, but a very important stat of the stun baton is its stun damage and stun duration and those two do not scale with difficulty. Should they? I don't really know. But you can imagine that there are a lot of effects in the game that would need to scale with difficulty to make the balance the same at all dificulties.
Well, I might take it from Joel but not from Rekt that's for sure.So what will be the next quest. Go up to Joe and he says. "Go to the city, there in the Deadhead hotel on the fifth floor the light are out. Go up and flip the switch ok?"
Suuuuuuuure!
I agree and you can’t completely design around all skill levels, which is why you try to look at it from both a relative balance perspective and a skill floor/ceiling perspective.That small margin between live or death is different for all players and a player can see it best if the difficulty is as high as he can play. A player who gets challenged by default difficulty will not see any small differences on insane because he will die constantly with any weapon.
Exactly, not every trait a weapon has can be modified by difficulty. Take your stun baton example, because more of its power is in its stun rather than its raw statistics (damage, stamina cost, etc) the baton is less directly affected by difficulty level but the stun becomes more necessary to survive as enemy damage increases and player damage decreases, making it more useful on higher difficulties and as the gamestage increases. Same with the spear’s long range and armor penetration, less useful when enemies are weaker and have little or no armor but more useful when they do more damage and have higher armor rating. Since armor rating isn’t a part of difficulty modifiers, the spear also isn’t as affected by difficulty.Also and more importantly difficulty settings change balance. A weapon that is balanced at normal difficulty could be stronger on insane, or weaker. To show that with a simple example the stun baton is ideal. In 7D2D the damage of the stun baton will increase by the same percentage as the club, but a very important stat of the stun baton is its stun damage and stun duration and those two do not scale with difficulty. Should they? I don't really know. But you can imagine that there are a lot of effects in the game that would need to scale with difficulty to make the balance the same at all dificulties.
Well, I might take it from Joel but not from Rekt that's for sure.
whats a modlet?dcsobral said:You can make a modlet to add the prefab to random gen with alpha 19. No need to add them by hand. Ah... I recall now that the problem is that modlets aren't loaded at the time the world is generated. I seem to recall some change in that regard, though.
Checkwhats a modlet?
Is it a third party program (not really what i was asking for it if is)
how can i do this?
I want to create the prefabs, not download others.