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Author Topic: 7 days to die (server)  (Read 14708 times)
Sky
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Reply #140 on: November 02, 2015, 03:57:19 PM

I always made a gap you had to jump over after you climbed the ladder to my base, so I think it's always been like that?

apocrypha
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Reply #141 on: November 02, 2015, 03:59:46 PM

I cannot find any clay and it's completely preventing me from progressing. I've followed rivers for miles, I've dug under acres of sandstone, I've excavated entire olympic track & field arenas of dirt and not a single piece of clay anywhere. Which means I can't make molds, so I can't make anything requiring metal, so I'm still flailing away with stone axes and wooden clubs.

And the bow is rubbish. Seriously, this thing is shit. It might be realistic, but given that I cannot make any other ranged weapon at all I am getting really frustrated being unable to kill anything bigger than a rabbit. I can hit a deer, in the head, with 2x sneaking bonus and it runs off so fast it makes a sonic boom. I managed to kill one deer earlier and it took me about an hour of stalking, chasing and shooting at it. I must have hit it at least 5 times with fully charged up shots from close range and in the end it died cos it ran into a burning forest and caught fire.

I'd love to be making houses and killing zombies but I am constantly out of food and don't understand how I'm supposed to get any further without clay. If a single resource entirely gates 90% of the game then it should really be easier to find.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
rattran
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Unreasonable


Reply #142 on: November 02, 2015, 07:00:19 PM

Clay is found around gravel iirc, my last play through I got some by digging up a driveway. Water+cornmeal makes clay as well I think.
Sky
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Reply #143 on: November 02, 2015, 09:45:12 PM

In previous alphas, you had to shoot deer from far enough away that they didn't bolt on damage. Probably a bug, may have been fixed, but try it. Clay used to be by rivers, but the biomes got major changes. You can look in the config files to see where clay is weighted to spawn.

apocrypha
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Reply #144 on: November 03, 2015, 01:00:15 AM

Found this on the wiki: "As of Alpha 12, Clay can only be found in a Clay microbiome, which appears as "brown/terracota" areas on the map."   Maybe I've just been missing those biomes?

Edit: Yes! That was it, finally found some by digging in brown patches on the map. Now let's see if my shelter will survive night 6 while I try making some better tools underground smiley
« Last Edit: November 03, 2015, 03:19:50 AM by apocrypha »

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Mandella
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Reply #145 on: November 03, 2015, 11:14:39 AM

Unless things have changed, crossbows are ludicrously easy to make. Or has a forged requirement finally been added?
apocrypha
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Reply #146 on: November 03, 2015, 12:31:02 PM

No, but you need the schematic. Finally got one earlier, day 6.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Shannow
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Reply #147 on: November 04, 2015, 08:55:39 AM

So do Zombies swarm or something? I was happily setting up my base on top of a hill. Cutting down trees etc (rather noisy I guess) when suddenly I noticed like 20 zombies running up the hill towards me in a group. ACK! Jumped back in my hole , covered entrance with dirt and waiting till tomorrow. This was during the day too.
« Last Edit: November 04, 2015, 09:09:49 AM by Shannow »

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
apocrypha
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Planes? Shit, I'm terrified to get in my car now!


Reply #148 on: November 04, 2015, 04:42:28 PM

Yep, there's a 'heat' system that builds up in an area that causes swarms. Light, noise, forges, etc., all increase the chances that zeds will spawn and swarm.

I was repairing my mini-tower from night time swarm damage when I got another bunch of shamblers come for me. Wiped everything out. Started again :P

No, but you need the schematic. Finally got one earlier, day 6.
Oh and I was mis-remembering, you need forged iron and two scematics - need the  leather book too.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Sky
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Reply #149 on: November 04, 2015, 04:55:45 PM

Spider zombies will also summon large swarms if they detect you at all.

apocrypha
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Reply #150 on: November 05, 2015, 04:35:26 AM

Doing some reading around and it seems as though they made things significantly more grindy & difficult than previously with alpha 12. What I've found works for me is to set lots of options to very easy at first, then slowly ramp them up as I feel more comfortable.

My current save is on day 5 and I've managed to get scrap iron armour, a crossbow, steel pickaxe and a good stock of bacon & eggs etc. Turning the spawns etc. up a bit now and planning building an above-ground stronghold to complement the "cave under the lake" base I currently have. Still can't make any guns, despite having a chest full of parts - just no complete ones yet and not enough schematics. Really hope they make gun parts craftable again in alpha 13.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Xanthippe
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Reply #151 on: November 06, 2015, 01:25:50 PM

Do we have a f13 server? I'll go hunting zed while you make me shit grandpa.
Poor Xanthippe.

The older I get, the more I'm beginning to look like a grandpa.
brellium
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Reply #152 on: November 06, 2015, 04:18:51 PM

I might put one back up when v13 releases.

‎"One must see in every human being only that which is worthy of praise. When this is done, one can be a friend to the whole human race. If, however, we look at people from the standpoint of their faults, then being a friend to them is a formidable task."
—‘Abdu’l-Bahá
apocrypha
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Reply #153 on: November 07, 2015, 04:45:15 AM

Quite a cheesy way to make a totally safe base: put a 3x3 grid of frames in the middle of a lake. Make your own lake if you have to, only needs to be 1 block deep and about 7x7 across. Take out the middle frame, dig down for a while, 2x1 with a column of upgraded frames going up to your entrance with ladders. Hatch on top, upgrade the frame at surface level. Make your living space down below. Z's can't attack the frames & hatch up the top because they just hit the water instead.

Anyway, I think I might be done with this for a while. It's got loads of potential but it currently feels very alpha-y to me (which is fine, it's alpha). There's not much in the alpha 13 vids that makes me excited, although I might check out the crafting again, especially if they make gun components craftable. I find the resource gathering to be very grindy at the moment, particularly mining and harvesting scrap, and the preview vids didn't make that look any better. It just takes *ages* to mine metals and stuff, which I get they're trying to make it feel quite difficult but I find frustrating to play.

I also hate the gore blocks that dead zeds leave behind, the really wonky voxel system (so difficult to know which direction you're mining in, or to carve out specific shaped spaces, etc) and the terrible textures (is that rock? Coal? Iron? Who knows!). Balance is also all over the place but hey, alpha. I reckon I'll have another play when it hits beta and keep a close eye on it until then.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Sky
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Reply #154 on: November 07, 2015, 12:20:57 PM

Well, you can also limit yourself to not abusing bugs  why so serious? Srsly, by making a bugged safe base you pretty much remove the entire point of the game.

Also you should dive into tweaking the config files before you hang it up. In Alpha 11 there were a bunch of biome bugs so I more or less had to learn their config setup. But I also used it to further customize the biomes, bump up metals a bit, etc. Better tools make a big difference, too, but I'm guessing you knew that  Oh ho ho ho. Reallllly?

The gore blocks are there because people were making invulnerable bases, so there had to be some mechanic to give the zeds a chance.

Mandella
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Reply #155 on: November 07, 2015, 01:06:34 PM

Yeah, as in most sandbox games, half the fun is in rules you make up.

For instance I just can't bring myself to dig out invulnerable shelters. It just kinda kills the mood for me. I try to limit myself to structural modifications and crafts that I could reasonably expect myself to be able to make -- given the knowledge and the impetus of being eaten by zombies if I fail.

And no, I'm not insane about it. I'll eat corn that somehow grew to full maturity in a day, thank you. But singlehandedly excavating an underground bunker that never floods or caves in? I'll go over to Minecraft for that...
Sky
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Reply #156 on: November 07, 2015, 01:25:48 PM

As you can see from my one decently large base, I like spikes and walkways and murderholes. A nice mix of passive and active defenses, because half the fun is taking pot shots from a relatively safe vantage point :)

I did put my fires and storage down in a bunker I dug out and reinforced under the base, in case things went sideways and teh upper structure was compromised and/or destroyed. A solidly reinforced central core to fall back into from any level and a few layers of underground defense.
« Last Edit: November 07, 2015, 01:28:27 PM by Sky »

Malakili
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Reply #157 on: November 07, 2015, 01:29:44 PM

I like to reinforce existing structures rather than building new bases wholesale.  I'm not sure why.
apocrypha
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Reply #158 on: November 07, 2015, 02:27:37 PM

Well my underground bunkers are still vulnerable to them digging down unless you make them really deep... and I've caused a couple of cave-ins myself already.  awesome, for real

I want to like the building side of it more but it's too janky for me at the moment. Will definitely revisit it at a later date though smiley

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Sky
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Reply #159 on: November 08, 2015, 12:35:01 AM

Above ground is much less janky, as is building finished caves. If you're just digging, yeah, voxels suck and it's what everyone uses now.

Look at the gloriious rebar blocks and slabs (for MURDER HOLES over spikes!) of my old base. Had a nice raised farm, too. I found that part a lot of fun, both building it and defending.

apocrypha
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Reply #160 on: November 08, 2015, 01:37:15 AM

The rebar is nice, I like the mechanic for using that. I've got 48 hours before Fallout 4 hits, maybe I'll have a play with some concrete :)

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Sky
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Reply #161 on: November 08, 2015, 11:01:02 PM

Don't forget the spikes! And barbed wire for the walls. Make it a zombie grinder!

And turn up the metal spawn, make it fun.

apocrypha
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Reply #162 on: November 09, 2015, 11:27:08 AM

Got distracted by codblops3. Then Fallout 4 was available. I'll come back to this at some point :p

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Mandella
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Reply #163 on: December 15, 2015, 12:38:16 PM

Alpha 13 is out and it's huge!

The zombies are finally getting a hi-res pass, weather now has an effect on your character, as does clothing (beyond armor), plus a full wall-of-text-load of other changes.

Read all about it here:

http://7daystodie.com/alpha-13-status-and-release-notes/

I won't have a chance to jump in until later tonight, so bleh on that.

Oh, and zombie bears.

 ACK!
MrHat
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Reply #164 on: December 15, 2015, 01:51:38 PM

It's got some problems that are crashing some servers.  According to my hardcore 7days friend.
Mandella
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Reply #165 on: December 16, 2015, 10:53:11 PM

So the random world gen can give some really "interesting" terrain, so I wasn't at all surprised to encounter a multistory house stuck out of a cliff face. Kinda looked like one of those California houses waiting to skate down the hill during a mudslide. Well fine I thought -- make it a little harder for the zombies to get in.

I worked my way in, tried to loot a pile of trash on the floor, and the whole house immediately tumbled down around me. Well not immediately -- the floor went, dropping me down to the ground, then one wall fell on me, then another wall fell on me, then the roof.

So yeah, the collapsible structures tech seems to be working all right. Bit of a framerate hit along with the hit point hit, but it actually looked pretty good.
Mandella
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Reply #166 on: December 18, 2015, 10:32:51 PM

Okay, so this game has induced me to ragequit twice in the last twenty-four hours, so it's got that going for it, I guess.

Forget the bears, it's the dogs that are OP in this release. They are ridiculous. Time from full health to death (cloth armor) when one of these things attacks is less than five seconds. They are low to the ground and cannot be seen when lurking in brush, and they can run faster than you anyway. Back in previous versions they only spawned in ruined cities and at night, so you could avoid them until you could gear up, but as far as I can tell they can spawn out anywhere now. They are rare, but that doesn't make it better.

I was quite literally walking down the road unharmed when one of them lunged out and tore me to pieces. Other time was within a "secure" building at night -- I don't know if it spawned inside or maybe found a hole I missed, but either way there is no chance once they close on you.

So, anyway, watch out for the dogs.
brellium
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Reply #167 on: March 26, 2016, 09:05:53 PM

Alpha 14 hit, with the mother of all bug fixes.

http://7daystodie.com/alpha-14-hits-the-streets/

but I'm too busy playing 10 other things at once.

‎"One must see in every human being only that which is worthy of praise. When this is done, one can be a friend to the whole human race. If, however, we look at people from the standpoint of their faults, then being a friend to them is a formidable task."
—‘Abdu’l-Bahá
Sky
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Reply #168 on: March 26, 2016, 10:34:04 PM

I glanced at 7d2d for a sec before booting up minecraft this morning!

apocrypha
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Reply #169 on: March 27, 2016, 01:19:55 AM

Spooky, I also had a 7DTD moment yesterday and saw that alpha 14 has been released. Big, biiig list of changes since alpha 12 which was when I last played. Skills, quests, millions of things. Still on my 'check this out again sometime' list, but not right now.

Whatcha up to in Minecraft? I've been pootling about with a tweaked FTB Infinity pack for a while but got sidetracked by Fallout 4 again this week, making robots  awesome, for real

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Mandella
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Reply #170 on: March 27, 2016, 02:21:12 PM

Why oh why did I decide to play on Patch day???

 ACK!

My campfire is not working. Can't load fuel or tools into it.

Thing is, I can't find anyone else reporting this bug, so it's likely either a glitch on my end, either with my machine/install or just me in particular (meaning have I forgotten how to load a campfire? Press E and drag fuel and tools into the proper slots right?).

EDIT: Okay then. Problem on my end and has something to do with streaming the game to my Living Room TV. It works fine on the actual gaming box.

Right. Onward to more troubleshooting...

EDIT 2: In case anyone is anxiously following this, turns out to be some weirdness caused by me trying to run in windowed mode while having multiple monitors on my source machine. Switching to fullscreen fixes it. Leaving this here in case somebody else runs into the same type of issue...
« Last Edit: March 27, 2016, 03:24:19 PM by Mandella »
Sky
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Reply #171 on: June 12, 2017, 10:44:22 AM

Alpha 16 is up on Steam if you go for the experimental branch. Still bugs being reported, but my first few ingame days have been stable enough.

As always with the Fun Pimps, tons of changes going in. New zombies, new game rules, new spawn system, bigger Navezgane, random map improvements.
https://7daystodie.com/forums/showthread.php?52805-Developer-Diary-Alpha-16!!!

I really enjoyed the horde system in A15, so I'm hoping that combined with POI spawners and sleepers (and persistent spawns!) improves on that.

Mandella
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Reply #172 on: June 12, 2017, 03:36:36 PM

From the patch notes:

"Replace hornet with zombie vulture"

No more getting honey from them I guess...

More seriously, I'm glad they're doing this. I always hated the hornet, just cause it seemed to clash with the aesthetic they were going for.
Bzalthek
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Reply #173 on: June 17, 2017, 03:10:54 AM

Sleeper system is pretty damn awesome, though they keep spawning in my hotel base.

"Pity hurricanes aren't actually caused by gays; I would take a shot in the mouth right now if it meant wiping out these chucklefucks." ~WayAbvPar
Sky
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Reply #174 on: June 17, 2017, 08:33:12 AM

It's a bit trickier to tweak to my semi-relaxed playstyle. I'm spending a LOT more time just dealing with the rampant zeds and I have the ingame settings dialed low. In A15 I turned dogs and bees off, but with the new spawn system it's a lot trickier to remove entities from groups. Apparently replacing them is better, but even when I tried that I was getting loops from spawn calls I couldn't isolate. ANd I haven't dug into how to pull back the overall spawning, but again, I like how they're branching the spawn system out. Like now I'd leave in sleepers as is (hopefully with their respawn bug fixed, heh), pull back hordes slightly but greatly reduce roamers and randoms (so it's mostly a danger from hordes and exploration).

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