MechanicalLens
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Roland - i will give example. They made crafting steel tool ineffcient because it is much easier to find steel tools that make them. Before dunno in a17 you could get steel tools very soon and looting was less usefull. now mining and advance crafting is useless because it is easier to find complited so they forced people to looting. I honestly hate this- why? because after 60+ h while playing with my friend coudn't find anywhere beaker. And another problem- passive defence is pointless now- why? let say you will make 10 lenght spike filed around you base- zombie will only focusing on 2- 3 places in your defence like X mean spikeThis is a good point and when changes are made everyone should remember that it wasn’t because TFP succumbed to a group of whiners but because they felt it important to fix unintentional behavior.
When @faatal ended the steep slope exploit, he didn’t do it to stop players from enjoying their play style nor due to the excessive complaints that were posted about the exploit. He did it because it was a pathing bug and a collision issue that needed fixing— pure and simple.
When plates were reduced to 25% hp the floating base people were pretty unhappy and many of them even said the change would be the end of that type of base. If TFP decides to go forward with that plan it will be because it is how they intend the blocks in the game to function and not because they are at war with players and their strategies.
Roland - i will give example. They made crafting steel tool ineffcient because it is much easier to find steel tools that make them. Before dunno in a17 you could get steel tools very soon and looting was less usefull. now mining and advance crafting is useless because it is easier to find complited so they forced people to looting. I honestly hate this- why? because after 60+ h while playing with my friend coudn't find anywhere beaker. And another problem- passive defence is pointless now- why? let say you will make 10 lenght spike filed around you base- zombie will only focusing on 2- 3 places in your defence like X mean spike
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so still zombie AI is too much smart
@Any developer - I saw recently on a mod to reduce zombie digging damage and slow them down, a disclaimer stating the reason digging could only be lowered and not removed is because of hard coding.
Can we expect the flexibility of this either being exposed to modders within this alpha, next, or gold as an added option to disable this?
It's another annoying addition that would be good to be able to disable or at least mod out.
My strategy is usually:XXXXXXXXXX XXXXXXX
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+1
TFP does such a nice job with the HUD beeing minimalistic but then they slap that markers right into our face. GIve us the option to turn it on/off please, it´s enough to see it in the compass. No need for an immersion breaker in the middle of the screen. Especially the quick waypoint is annoying af.
Also, update does what? Can´t find any info on that.
Yep i was testing this too and this most of the time ( except one time on A19 in flat- in this situation i hadn't doors only tons of spikes and this works dunno why but zombie only focused on exit )No, you haven't found the right way to use spike traps.
Plant them in the ground, make their top be level with the ground and zombies will treat them like a plane floor and walk all over them.
Someone can correct me if I'm wrong, but in the XML the perk is tagged for miningTool, and augers are tagged as miningTool so I'm going to say that it does affect augers.Quick question considering the book Art of mining Vol. 3:
It says it gives 10 % more ressources when mining with an axe or pick axe under the influence of coffee.
Does that mean this does not give 10 % more when mining with an auger? I have always used coffee with an auger... turns out this might have been useless all the hours?
Or has this been changed to A20?
I wouldn't call it flawless. There are still alot of bugs and maybe even a bit of balance issues to iron out. (Rarity of acid,beakers,sewing kits for example)ltbrunt said:I think A20 is damn near flawless. Now give me bandits and I am all set.
How would your character know it is empty before you opened it?If you Lootnsomething and it is empty, why didn't it just tell you it was empty?
How would your character know it is empty before you opened it?
It's definitely why I still play. Mods help with that too. I recently installed Red Eagle's mod that adds additional day duration settings as well as how many hours are night. I've been playing 180min days and I'm really enjoying it for the way I want to play right now. Prior to that, I found that 120 was my sweet spot.I would even promote trying 90 or 120 or even the 30 minute settings. One of the reasons 7D2D might be so successful is because it has so many ways for people to experience.
It's definitely why I still play. Mods help with that too. I recently installed Red Eagle's mod that adds additional day duration settings as well as how many hours are night. I've been playing 180min days and I'm really enjoying it for the way I want to play right now.
This is not an admonition or anything about what cycle anyone uses or how to play. I would even promote trying 90 or 120 or even the 30 minute settings. One of the reasons 7D2D might be so successful is because it has so many ways for people to experience.
That's a horrible idea, you kill an animal and you can't even fill your gut as it is. If you kill a bear you shouldn't have to worry about food for a couple of weeks.bachgaman said:It is enough just to reduce the amount of meat from them. And to reduce the number of wild animals, it is really strange sometimes to observe a couple of bears and three pumas in one place.