PC Alpha 18 feedback and balancing thread

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Regarding the blood moon. I'm not sure what the other players thought about this, but I didn't like it the infinite amount of zombies that come. Before I had to make a base to survive and kill zombies. Now i just have to endure it, since zombies won't stop coming until it is over.
I'll just focus on this bit because it's the only part I had a comment/reply come to mind quickly for.

Don't hold still. You can use almost any old prefab if you have room to run around so they're all beating on different blocks and pathing to different places constantly. I've pretty much stopped creating my own fighting space from scratch, unless I'm with others that insist on doing so, in which case I put down some perimeter obstacles to make the Z's pathing as expensive as possible. (slow down their progress with back-and-forth laterals, etc.) That's mostly what I'd do to reinforce a prefab, too, for that matter. I've come to really like wooden bars.

 
Regarding the blood moon. I'm not sure what the other players thought about this, but I didn't like it the infinite amount of zombies that come. Before I had to make a base to survive and kill zombies. Now i just have to endure it, since zombies won't stop coming until it is over. I think having a set amount of zombies for each blood moon would be better, and I would feel that each wave is indeed getting harder. I feel like the difficulty of waves only change because of the types of zombies.
Blood moons use specific spawn data. It is not infinite.

For example:

<gamestage stage="7"><spawn group="feralHordeStageGS7" num="10" maxAlive="5" duration="1"/></gamestage>

That is for an early game GS 7. 10 total zombies. All the game stages are like that, but they quickly end up have hundreds of zombies because we want it to last through the night.

 
Can we please get block shape 393/395 (ramp incline filller) as part of multiblock selection? It is currently only non-upgradable wood and corrugated metal. It fits nicely with wedge pieces.

 
Would finding 48 Repair Kits in ONE Working Stiffs crate be a bug or is that supposed to be possible?

It was day 4 and I was hoarding my repair kits like they were made of gold so this was the most excited I've been about a drop since I started playing this game. :tickled_pink:

 
Guys, is there a way to change the timer of demolishers`explosion time ?
Insane difficulty should be insane :p
Change ExplodeDelay for zombieDemolition in the entityclasses.xml

Default is 2 seconds. Set it to 0 and he should explode without warning.

 
Change ExplodeDelay for zombieDemolition in the entityclasses.xmlDefault is 2 seconds. Set it to 0 and he should explode without warning.
Thank you !

We will play with these values in a matter to test the traps and paths we have in mind, experiments will be done.

Though, immediate explosion is not what we look for, it is more like to adapt around and prevent them do their job. All that while taking care of all the cool stuff that happens in horde nights. But in wasteland and on insane.

#help

 
Would finding 48 Repair Kits in ONE Working Stiffs crate be a bug or is that supposed to be possible?
It was day 4 and I was hoarding my repair kits like they were made of gold so this was the most excited I've been about a drop since I started playing this game. :tickled_pink:
I and folks I have played with have seen this several times. Can't tell you if it's a bug or intended, but it's one of the better results of opening one of those crates! Much better than a few rebar blocks or an iron door...

 
Would finding 48 Repair Kits in ONE Working Stiffs crate be a bug or is that supposed to be possible?
It was day 4 and I was hoarding my repair kits like they were made of gold so this was the most excited I've been about a drop since I started playing this game. :tickled_pink:
Was it maybe a "car parts shipping crate" instead of a normal "working stiffs" crate? According to XML a working stiffs could possible give you 12 kits max, a car parts crate up to 50.

 
Hello!Regarding the blood moon. I'm not sure what the other players thought about this, but I didn't like it the infinite amount of zombies that come. Before I had to make a base to survive and kill zombies. Now i just have to endure it, since zombies won't stop coming until it is over. I think having a set amount of zombies for each blood moon would be better, and I would feel that each wave is indeed getting harder. I feel like the difficulty of waves only change because of the types of zombies.
It's not infinite. There's three waves. Each wave will start when the previous one is over, or at 10pm, midnight and 2am respectively, whichever comes first. Press F1 to look at the console, and you'll see a message whenever a zombie spawns saying which wave it belongs to, what's it's number in that wave, how many zombies there are in that wave, and how many zombies can be active simultaneously in that wave.

The default setting of 8 simultaneous zombies is not enough to exhaust hordes before morning comes, however. But, as a practical example, Kage848 (an youtuber) last horde night was day 35, and he has either 12 or 16 simultaneous zombies, and his horde night was over by 2am.

 
TFP want us to get out and loot more, instead of staying in the base crafting. So this is by design, and I doubt our opinions will change their minds about the crafting and looting aspects. As far as the farm goes (I may be incorrect) hitting the plant to harvest instead of the 'use' key changed due to the lag caused by the old method of farming. Previously the game recalculated stability (I think) when the plants were harvested and it resulted in quite a bit of lag, especially in multiplayer servers. As far as blood moon horde is concerned... it's heavily based on gamestage, but you can change how many BM zombies are spawned at once in the settings if you think it's too much. I usually have my BM spawns and running speeds turned down because my computer gets low FPS (Side note, since the latest experimental 18.4 dropped I have reached 30+ fps and I haven't seen that good of a performance since A16 ended.)
Not just that but there are perks that improve harvest yields. Using E to harvest would probably break that mechanic.

- - - Updated - - -

Side note:

I think if the executioner perk was buffed to effect electrical fences in some way I think it would make it more desirable. (E.G. more durabilty, longer stun?)

 
With maxed perks in Agility including all pistol perks and the pistol books all read, a 44 magnum still can't take on an AK with half the perks. These weapons should be brought more into balance. I could understand a magnum not taking on a fully perked AK, but it can't even take low perk ak's and m60s.

 
Just have to say: THANK YOU!! for spectator mode in 18.4

This is making admin life sooooooo much easier (and more fun). Really 100% thumbs up!

Cheers

 
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Changing time, which now also recalculates bloodmoon, does not change trader reset days. Would probably be decent if it recalculated that as well.

 
Here's some late feedback, on the modlet support and, unrelated, electricity:

I suggest adding an optional 'if="<xpath>"' attribute to all elements (append, insertAfter, etc), which will apply that change only if the xpath exists. That will help people make modlets that support multiple 7d2d versions and/or integrate with other mods without spewing warnings all over the logs.

Another thing that would be very useful would be a "copy" attribute. I imagine it being used like this:

Code:
<configs>
 <append xpath="/blocks" copy="/blocks/block[@name='vaultHatch_v3_Powered']" />
 <set xpath="//block[@name='vaultHatch_v3_Powered'][2]/@name">scrapHatch_v3_Powered</set>
 <!-- etc -->
</configs>
And, on the topic of electricity blocks, is there anything work being done? One thing I dearly miss is the ability to invert open/close on the new powered blocks. For example, I'd much rather have the drawbridge close if zombies are seen than open when it sees me, as it avoid issues with LoS being cut by the drawbridge animation, and the inconvenient "close" animation that happens if one sensor turns off, even if other chained sensors are still on.

At that, it would be really nice if no "off" action happened if one sensor turned off while there's still a sensor on in the chain.

 
It's not infinite. There's three waves. Each wave will start when the previous one is over, or at 10pm, midnight and 2am respectively, whichever comes first. Press F1 to look at the console, and you'll see a message whenever a zombie spawns saying which wave it belongs to, what's it's number in that wave, how many zombies there are in that wave, and how many zombies can be active simultaneously in that wave.
The default setting of 8 simultaneous zombies is not enough to exhaust hordes before morning comes, however. But, as a practical example, Kage848 (an youtuber) last horde night was day 35, and he has either 12 or 16 simultaneous zombies, and his horde night was over by 2am.
Keep in mind the fact that Kage plays on 90/120 minutes days. (cant recall which one, but its not the default 60 minutes days)

 
Keep in mind the fact that Kage plays on 90/120 minutes days. (cant recall which one, but its not the default 60 minutes days)
90, which gives him more time to kill the zombies, but doesn't make zombies less numerous.

 
90, which gives him more time to kill the zombies, but doesn't make zombies less numerous.
But it would directly affect the time his horde night was over. This was what was being discussed when his day length settings were mentioned.

 
But it would directly affect the time his horde night was over. This was what was being discussed when his day length settings were mentioned.
No, it was about hordes being infinite. Hordes are not infinite, as can be seen on Kage's video. The length of his day does not change the fact that there were a finite number of zombies in the horde.

 
No, it was about hordes being infinite. Hordes are not infinite, as can be seen on Kage's video. The length of his day does not change the fact that there were a finite number of zombies in the horde.
Maybe I'm remembering a different conversation. I thought it was just about they were over too early. My bad.

 
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