Odetta
Tester
So you can toss it like a poke'ball?The junk turret is not a fixed installation.It's more comparable to Roland's turret in Borderlands.
So you can toss it like a poke'ball?The junk turret is not a fixed installation.It's more comparable to Roland's turret in Borderlands.
On that I definitely agree - that's why spoilage is needed on top of everything. Farming still just needs an additional small cost to it, but without spoilage nothing is solved. I don't see another way to balance supply VS demand like one could do in a currency-driven economy, because in the case of food supply must always be greater than demand. And if supply is greater than demand the player's food surplus will always keep getting bigger.I've often heard from players that they don't farm at all because they have no problems getting meat and eggs and only feed on bacon and eggs. So how is it that farming is responsible that there is an oversupply of food in the game?
If farming is targeted but hunting is completely ignored then restrictions in farming are a punishment. I have a box full of meat and I'm not even actively hunting. And every 3 days a box comes sailing from the sky with lots of cans. As you yourself have already noticed, the probability of getting food poisoning is very low.
I know, and all this content related to food is criminally underused. Farming, hunting, a large part of the loot when scavenging - all of that go to waste when food stops being relevant. And that is also one of the reasons for the popular "zombie grind" complaint, if many other activities become obsolete that early in the game.I think you're confusing 7 Days to die with another game. Hunger has never been relevant longer than 2 days. The main part has always been the horde that shows up every 7 days.
and when you go to pick it up there should be a 1 second "cast timer" not just instantly pick up. this is to demonstrating the fact you have to rip it out of the flesh and or dislodging it from the ground or environment.No thats crazy. Rule # 1 with spears, don't throw your only weapon. Throwing will be more powerful as it is a power attack. But I'd save it for there is only one zombie on screen and he's running at me kind of thing.
no..... talk about immersion breaking. please don't let that be.This could be cool:
"GPS Mod"
Shows the location of this item on your map/compass
Of course, the only use would be the spear. Losing your gun isn't a thing AFAIK.
What about tying the availability/quantity of food to game difficulty settings?I'm not sure food should be hard to find, it punishes new players who don't know what they are doing, and later game its kind of just an annoyance, players move on and want higher level challenges. Like I feel that scrounging for food early game has its place, but as you progress it shouldn't be an issue, but bigger newer challenges, such as bandits.
Joel, if you say that you are not against food spoilage, and the whole question is in balance, here are some of my ideas))This is a reality if you play MP. Good luck finding anything to loot on a busy server thats been running a while. Food spoiling in cans feels really weird. Lets get it balanced and then talk spoilage. Its not really on my radar, but can be for A19. I hope to do some nice balancing for 18's release though.
I like how we're finally talking about properly balancing stack sizes. balance all depends on how much MM wants his game to be realistic or just fun. Because if you were to go full realistic mode then we would be only able to carry 20-50 small stones and 10-25 raw iron chunks before you could not carry anymore let alone carry a 4x4 jeep in your pocket. I myself fully understand that I can't in real life that is carry 20 stacks of 6000 small rocks lol. 7D2D is a survival game that tries to have alot of common sense elements to challenge your character to survive. from my experience of the game it is not an inventory management game, its a game where you are suppose to loot, build, fight, defend and above all survive. If you die your char should lose something permanently that you have to then redo or reattain (another topic but Death needs to be punishing)I don't think we're too far off. Take your numbers in half maybe on the stew, and 10 bandages is fine, 5 medicated (nerfed in half already) and maybe 2 large med kits (also nerfed in half). These are rough numbers, I need to think about it more and try some things.
This is a reality if you play MP. Good luck finding anything to loot on a busy server thats been running a while. Food spoiling in cans feels really weird. Lets get it balanced and then talk spoilage. Its not really on my radar, but can be for A19. I hope to do some nice balancing for 18's release though.
There is a separate cowboy hat model, but that is not what the old timer uses. AFAIK all zombies are a single skinned mesh. The oldtimer definitely is.That's true, but we have a lot of items, like cowboy hats, for players to wear. Are those separate meshes? If we ignore for a moment that the artists may say they don't look good together, would it be easy to stick the player cowboy hat on a zombie that doesn't wear a hat?
Sorry, that is not a change to light range, but to the distance the player can see the light. Past that distance the light is disabled. That probably broke in A17 due to the addition of light types (flicker, pulse), so distant player lights are adding overhead to the game.Players are really going to appreciate an increased range on their lights! My understanding has been that, for a given volume to achieve a given level of illumination, a low number of long-range dynamic lights are more performant than a high number of short-range dynamic lights, because calculating multiple lights per vertex or face is intensive. In other words - and correct me if I'm wrong - players won't need to use as many lights, which is more convenient and better for frame rates. :high5:
Yes, I added in 17.3.gfx pp enable 0 works only in 17.3? I was trying that in 17.2 and the command was unknown.
Awesome! This is very exciting.I'm not sure about that, but block tags are in, and you can increase damage with a perk or buff to a specific block containing a tag. This is my placeholder code to test it:
<passive_effect name="BlockDamage" operation="perc_add" value="200" tags="ironore,stoneore,nitrateore,leadore,shaleore"/>
Then on the blocks I add the <property name="Tags" value="stoneore"/>
It should be really awesome.
That is done by raycasts against block/item colliders. You make them bigger and they start to overlap and then you can't tell which one will get hit, which would be annoying trying to interact with what you are looking at and it hits something else.Madmole have you guys ever thought about giving the "interaction point" (i don't know how is it called) a bigger size, less precision and close range? (Polish it)
Let me explain in my poor and primitive english:
When you are trying to open a door, you have to aim directly to it, if your crosshair is 1mm off the door, you can't open it.
Another example: If you stand beside a wall, like 3 meters away from a door, you can open it as long as 1 pixel of the door is in your crosshair
And another one(dj khaled reference): When someone drops a tiny item on the floor, you can pick it up only if your crosshair is exactly aiming to that said item. (I think holding E doesn't add it to your inventory no more, it only gets it closer to you)
I don't know if I explained myself correctly, but I think that little change could enhance interactions in-game.
Trankitas.
Yeah, or faster healing so its not to OP.Perks in the STR tree to get more healing out of the same food would make sense and serve the same purpose wouldn't it?
We talked about adding some make shift pistols and flintlock rifles so players can specialize on day 1. Not happening yet though, we have a lot of new guns to handle right now. There is a blunderbuss you can craft right away, but players usually find weapons before that.@Madmole
In the new A 18
* Will we have a Stir homemade gun? that we could make without a prescription? shoot only handcrafted ammunition?
-If we can throw spears
* Can we throw axes?
* Is it a possibility to add the javelin?
* Is it a possibility to add throwing knife (feel like ninjas)
It's a zombie game we need all this to live
I get encornbered from too much cornbread lol.You must really, really like cornbread.
Now, if it was 5000 steaks.....![]()
For item pickup that makes more sense, which we kind of do with the suck it into you thing when pressing E. I was thinking along the lines of opening doors, using things, like vehicles and hitting stuff, which is a different use case.There really isn't a lot of interaction in the game. We don't have micro loot to pick up like Fallout and Skyrim. THere is a little of that going on now but its still not that small.
We'll see.Hey, I’m down with that. Just expect the inevitable complaint ‘I threw my modded purple spear and it totally disappeared. Fix this crap!’
Until bandits can disarm youThis could be cool:
"GPS Mod"
Shows the location of this item on your map/compass
Of course, the only use would be the spear. Losing your gun isn't a thing AFAIK.
We're adding purified water that will be the best drink in the game. Loot from water coolers and craft with a book you can find.Those kind of numbers work for me. Workable, and diminished sizes but for more gain and/or practicality/rp whatever.
Honestly I only mod up things that are just too low (weap damage, but that had hilarious unintended side effects, so I keep it).
We do need some drinks that give more hydration/stamina. I don't think anything is currently over 34 (yucca juice), I'd have to check.
So if I need to drink severa jars of water, yeah, I'll want a decent sized stack. Or gimme a recipe to make something better so I only need one or two to get back to max (from a reasonable point. If I let it drop to 50 and am trying to get to 200, well, DUH! I'm gonna need to drink a lake.)![]()
ps: I just may make steaks to stacks of 5000 just in your honor. Getting 25,000 meat though, and the time to cook it all...
ok, gonna need a lot of beer for that bbq!
Not sure. Sounds like we need to nerf feathers big timeIs it a lot of work to be able to change the order in our crafting queues? So instead of having to cancel and then re-crafting we can just push a button to move it to the front of the queue.
Example: I'm currently crafting 200 stone arrows but need to repair my stone axe to continue cutting down a tree. I press "repair" to add it to the queue then hover over it to get an option to move it to the front or up one space.
Just a QoL thing.