After checking code, we are not using POI difficulty and we don't use a biome difficulty anymore. Do you have your "Blood Moon Count" setting in the Basic tab at a high value like 32+? If so, then that will scale up the game stage to compensate for the party zombie count cap that was added in 1.0.View attachment 34668View attachment 34669
This was my character, just for reference. I was doing a perception build. Loving 2.0 so far! Was just very surprised as it felt like a mid-lategame horde pretty early on.
I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?After checking code, we are not using POI difficulty and we don't use a biome difficulty anymore. Do you have your "Blood Moon Count" setting in the Basic tab at a high value like 32+? If so, then that will scale up the game stage to compensate for the party zombie count cap that was added in 1.0.
If you look in your log, you will see a line of info describing the settings which included the scaling value "{3}".
"Party of {0}, GS {1} ({2}), scaling {3}, enemy max {4}, bonus every {5}"
If you were to put this into Game Support, it would let them look into it more. And be sure to include your log because that will be the key to whatever may have happened. Getting support isn't really what this thread is for and questions or posts can quickly disappear because of how many people post here, so Game Support will get you a better response.I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?
Party of 1, GS 87 (87), scaling 1, enemy max 560, bonus every 18
Was the one I found just before the blood moon
Matt made a change that I think should get rid of the delay except for bare hands as the delay fixes a bug for hands.The sound itself is called "item_pickup", but it is also the sound that plays when you pick up items instead of harvesting them. (Think of picking up rocks or chairs, retrieving arrows from dead zombies, etc.)
So, if you get rid of the "harvesting" sound then you'll also get rid of those.
The only way to get rid of one and not the other is through a Harmony/C# mod. I put it on my todo list, but I'm going to wait to see if TFP fix it before 2.0 goes stable.
If you are OK without the "pickup" sounds, then you can just remove the "AudioClip" node from the "item_pickup" sound in sounds.xml.
Here's the XPath if you want to put it in a mod:
XML:<remove xpath="//SoundDataNode[@name='item_pickup']/AudioClip" />
(Hope it's the appropriate place to put this - if not, a forum moderator may move this to the "Discussions and Requests" part of the "Mods" forum.)
Matt made a change that I think should get rid of the delay except for bare hands as the delay fixes a bug for hands.
Actually the biome GS mod and GS bonus are used, so Allan and I ran the numbers for burnt forest and GS around 90 is correct. Same BM in forest would have been around GS 55.I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?
Party of 1, GS 87 (87), scaling 1, enemy max 560, bonus every 18
Was the one I found just before the blood moon
There were quite a few that were still being worked on before streamer weekend started. Many if not all of those should be set to spawn in RWG worlds as soon as they wrap up. The goal is to have them done by stable.will there be new poi in the patch???
Clearly that was my opinion for this game. Pay to win is a horrible option (again, my opinion, though there are a LOT of people who have said the same). People should be allowed to be a game fully without having to pay extra. You should not have to spend a lot of money to be at the same ability as someone who wants to spend a lot of money.
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The RWG map I generated before 2.0 uses the biomes in a line spawn. I quite enjoyed it for a change.I'm surprised that the "biomes in a line" spawn isn't the default tbh. It's so much better from a progression standpoint
Look I’m not saying that it doesn’t make any sense. Like yeah you use stealth, you use less ammo for your guns which can be used for horde night. And despite all I’ve said I’m not going to go throw a fit now if the resource gathering perks don’t get moved. I’ve been playing with them where they are for years no matter what tree I choose to specialize in, although I really lean towards strength most of the time. At any rate it’s hard to want to argue with you when you’re being so pleasant.I may be misremembering, but I think this is how Madmole was justifying the distribution of perks when he set up the current system.
And in actual play as a AGI player I usually have no problems with ammo at all, though I also need a lot more time going through POIs. Remember that as an AGI player you use the bow for much of the ranged combat and the ammo for that is easy to pick up from the ground. Until glowies show up in POIs I go through many quests without expending a single bullet while finding bullets to save for horde night. I still want some mining skills for picking up resource blocks for creating a horde base, but do not usually need to dig for ammo. In a way as an agi player I trade cheap feathers for bullets.
It is ok if you look at it as "gymnastics", a friend I talked about with it had a similar reaction![]()
Oh. I see what they were doing but it seems like they just wanted to slow progression like even more now. It’s basically like playing exclusively in the pine forest’s loot level only you have to move to a different biome after a certain point, yeah?They removed that system entirely didn't they? Before, Going to a harder biome would give a flat loot bonus modifier like +50
My understanding is that system is now gone and rather than a positive incentive to go to the harder biomes, there's a negative incentive to leave the forest. You don't get a better modifier if you drive to the wasteland biome day 1, all it does is raise your loot stage cap which is only relevant if you are already capped out
There is a Mod to get rid of itI noticed this all streamer weekend, it throws me off so much, i really don't like it and hope its a bug and not a feature.
So is the animation cancelling a glitch or an intended feature? Obviously the hit coming out anyways when you’re swinging a weapon or tool after having switched is a bug but is cancelling the swing itself a bug? Because you can do that in like, every single other fps and it’s made swapping from gun to gun feel way better as opposed to before where you had to let go of the fire button in order to switch. That was tediousThat would be for the roads, not you. I don't want highways and wilderness roads all isolated from each other.
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No, but I just sent than info to Matt, the programmer who had been working on toolbelt issues.
Thanks
Other than expansion type mods or certain PVP or competitive games that require you to use the same DLC to be ranked, most games I have played that have DLC can be played with others who have different DLC than you do. And that includes non-cosmetic stuff. Usually when it is required, it is because it's an expansion that adds things not found within the original game that can't be seen by other players and so requires you to have the DLC. But these days, a lot of games have gone to the combination DLC+free update model, which removes that necessity. Even with older games, you could usually still play as a group where people have different DLC installed as long as it wasn't some form of PVP or ranked competitive game. I mean, even going back to the 90s and early 2000s, Diablo and WoW had expansions or DLC that wasn't required to play with others who had it.Usually when games add DLCs only people with the same DLCs can play together. This is because the DLCs changes would generate inconsistencies between un-DLCed clients and DLCed clients. And this rule is even more important if modding is allowed for the game.
So such a DLC would not be pay-to-win as obviously all players in a multiplayer game would either have DLC or not.
But producing such a DLC would be a bad idea for TFP, at least currently. Modding has always had a hard time because of new alpha version breaking the mods and a DLC would be similar but worse as it would be permanently divide the game into two versions
So I would really hope that TFP does not produce non-cosmetic DLCs before the game is really finished. And that those DLCs are few and big, instead of many small ones.
You'd get more interest in what you say if you could say it respectfully, you know. Heh. In any case, you do know you can disable those things (storms, biome hazards, loot caps) if you don't like them, right?I have not visited the forums for a quite long time. Don't know what the majority of players here think of the 2.0 update. In my opinion gameplay is getting worse and worse with each patch.
What is this biome mod thing you have to unlock before you are able to stay longer than a few minutes in it? Idea is ok but implementation is biggest joke ever. You have to waste several minutes going in and out the biome, waiting to catch your breath. What has mining nitrate to do with being able to stay in a biome? I haven't played 2.0 yet and won't do unless my current go-to mods are compatible with 2.0 but I have watched some YT lets plays. This looks so boring and dull, how can grown men think this is a good idea? Do you even play your own game and say "oh this is so much fun"? Why a childish biome mod? Why don't you have to unlock some kind of respiratory device or go and find and FIGHT FOR IT? Why a stupid childish badge? Why a "burnt smoothie" and not a weather mask or something else that wears off over time? Holy moly. Game design for kids?
This boring concept goes through the game like a common theme. "Here there is an air drop, it makes so much noise (airplane) and blinks and smokes but still won't attract any zombies. To compensate for that the loot is utterly useless in 9/10 crates." Why not implement something fun? Airdrops that are worth our efforts with amazing and unique loot but that are secured by dangerous enemies?
"We cap max loot per biome now and sell it to you like a good idea. You will only find bs loot until day whatever to artificially drag out your game progress. You have to read boring magazines to progress instead of doing something that is fun". What about having BIG and USEFUL GUNS for example in every shotgun messiah store? Looting that building should give me at least one good shotgun guaranteed, no matter if it is day 1 or 100. Don't want me to have that shotgun on day 1? Guess what, make looting that POI so hard that is is nearly impossible to do so with stone weapons. It is a survival game, whenever I see military buildings or police stations in other survival games I EXPECT to find super good loot and firearms there. I also EXPECT the run for the loot to be SUPER HARD and I KNOW it might not be a good idea to try without proper gear. Just in 7D2D it is dull easy and the loot sucks in addition.
Why not give me an auger if I manage to loot a big working stiff POI at day 1? If you don't want me to have one so early make that POI dang hard to loot. Make gas rare so I can't use that auger. Make screamers spawn more frequently so I can't use that auger at day 1 or I get killed by screamer hordes.
All those restrictions suck! Let me play the game how I want, give me some challenges. 7D2D nowadays is stupid easy after day 3 and all it is is get a trader job --> do that job --> get a new job and at best live near the trader. Boring!
Storms where added now. Cool idea but again implemented so nooby. Do players really want a big text on their screen saying "leave biome now" or whatever? Do we need a text telling us a storm is coming? Why not make it clear through sounds and visuals that a storm is coming? It is a survival game, players will know that going inside a POI when there is a storm might be a good idea, we don't need an information text. This game gets less and less immersive with each update, more and more dull and restrictive.
Zombies can "crawl" now, cool, but that animation looks "funny" at best.
Guess I won't ever play that game again without mods. Mods is everything that keep this game alive.
This is excellent news. The bare hands issue is something I personally can live with, I don't harvest things with my bare hands at all after finishing the starter quests, and I'm guessing most other people do the same.
If Matt decides to post on these forums, I'll thank him personally, but until he does, please thank him for me.