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Author Topic: 7 days to die (server)  (Read 12235 times)
Sky
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Reply #175 on: June 18, 2017, 06:12:32 PM

After a few false starts trying to 'fix' wolves (after getting constantly mauled to death), I finally figured out how to tweak it better than trying to learn the new spawn system (across multiple xml): just tweak the class directly. Can slow them down, reduce awareness, etc.

Or be like casual me and swap them out for stags. Stag pack spawn still makes me chuckle.

Srsly fuck stock wolves, had packs spawn directly in front of me and take me out before I could get a second swing in.

One of the great things about this game is how customizable it is for casual to hardcore, and the design for harder core players is actually fun and I keep incrementing towards it every new game.

Sky
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Reply #176 on: June 28, 2017, 08:18:10 AM

Did I mention the traps and electricity in A16?

https://www.youtube.com/watch?v=6Pl3OD1qYI4

Sky
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Reply #177 on: July 13, 2017, 08:31:15 AM

Alpha 16 stable is out! Not without its share of bugs, but it's very playable and there was a huge amount of content added. Well worth another look if you haven't played in a while. Good timing because my computer crashed last night (unrelated to 7D2D) and wiped my save. Not the first time, so I've been backing up, but I had just looted the massive amount of book crates in the new corporate building for Crack a Book...

http://7daystodie.com/a16-early-streaming-release-notes/

Grab a cuppa or a coldee and behold:


Mandella
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Reply #178 on: July 16, 2017, 03:15:50 PM

Goddamn undead vultures have got to go. I hated the hornets, but at least they stuck to the cities, and you could pull honey out of them. First encounter I had in version 16 was a goddamn vulture swooping on me. No problem right? two hits and it's dead -- and I'm infected.

Hey, let's head to Trader Joe's and maybe he'll have some antibiotics... Nope, and now there is a horde outside trying to tear down his wall.

Anyway, flying infection vectors need to stay out of my zombie apocalypse, and I'm looking at you too 28 Weeks Later!
Sky
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Reply #179 on: July 16, 2017, 09:22:55 PM

Yeah, the new spawn system is giving me trouble with removing entity classes entirely (I had been swapping dogs and hornets with stags). So I just nerfed the shit out of them, made them extend the timid class and gutted their AI routines to target the player. So far so good.

Honey is a bit more common as loot, check stumps. I almost died from infection and also dysentery, that's almost never happened in the game, so it's probably a good change overall.

Though the vultures not respecting the day 1 safe zone is a bug and is supposedly fixed with the hotfix yesterday evening.

Sky
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Reply #180 on: July 17, 2017, 09:19:24 AM

I also run the console command 'weathersurvival off' at the beginning of each session. Unsure where to alter that via xml, and for now I'm avoiding the jacket donning/removal simulator until it's a more interesting system.

As amazing as this update is, be aware zombies are super broken right now. They can't hear well or smell at all. I believe they shut those off to work on other systems, but it makes for some really unbelievable moments, like trailing a horde and picking off singles without anyone else noticing.

Mandella
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Reply #181 on: July 17, 2017, 02:19:33 PM

The weather system doesn't bother me too much, although things can certainly get pretty funky near the edge of the biomes. I actually like the zombies being a bit broken right now, since they are pretty thick on the ground. I can use every chance I get.

Restarted, got bit by a vulture again. I really hate to do much modding/config editing on an Alpha game. Too much of a moving target. But I might have to to get rid of those things. Do not like them, no sir.

I'm also apparently having the worse RNG this patch too. Dozens of tree stumps and dead nurses have dropped not one antibiotic. Not even a bandage, although I did get a vitamin once.

All I need is a mushroom and I might be able to make my own, but I have a bad feeling I'm going to have to go down into a cave to get any shrooms, and I hate caves.

Things look a lot better now. The ragdoll effects are certainly more realistic. Seeing buildings in the distance is also a nice touch. But they might have cranked up the game difficulty a little too much for this casual player.
Sky
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Reply #182 on: July 17, 2017, 09:51:46 PM

I'm pretty newbish at it and only nerf the vultures (because fuck them) and the wolves (until they stop being nigh instadeath with their sight range/close speed/pack spawn). It's got very friendly xml to edit, though it got a LOT more complex with the new spawn system (I've yet to remove an entity class or even swap it without errors...need to learn how to fix sleeper cell calls).

It's tougher but in mostly enjoyable ways, or at least in interesting 'make me a better player' ways. I play way less lazy now (still totally lazy though)

Mandella
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Reply #183 on: July 18, 2017, 01:10:57 AM

Yeah, I've messed with the xml in the previous Alphas enough to nerf the whole 7 Days horde spawn thing, which now has been replaced by the Blood Moon? Which sounds kinda interesting, so I haven't tried to change it for this playthrough, yet.

I'm less about wanting to build forts in this game and more about wandering around establishing temporary bases while I explore and "level up."
Sky
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Reply #184 on: July 18, 2017, 09:13:01 AM

The two basic play styles are Builder and Nomad, so you should be fine.

Why would you nerf hordes, they're the best part :) There are now 3 kinds of hordes: screamer, wandering and Blood Moon.

Screamer hordes are spawned when a screamer zombie senses you. A screamer is a rare spawn on the normal spawn tables, more commonly she'll show up if you get a base going because of the heat map mechanic (lots of forges, workbenches, torches, etc). She's kinda asian long hair creepy girl, you'll be more scared of her here than those movies.

Wandering hordes are new, the game will randomly throw a horde in your direction to keep you from getting too lazy. It breaks up the regular gameplay nicely imo, reminds you to keep your head on a swivel because it's not just a zombie or two, it can be a train of them. And they can be big, a couple dozen is not uncommon. Luckily the AI being crippled in code right now means you're only in danger if you're right in their path. But you should still take them out, lots of loot and xp (especially for Nomads).

Blood Moons have been around a while now, it's the 7th night horde. On day 7, 14, etc, you'll have constant zed spawn that is always hunting you. Can't hide. You can build a base and traps or just fight it out, both styles are valid. Most of the devs actually play as Nomads, Gazz doesn't even have walls on his base, it's just his bedroll, forge, workbench and some crates. Anyway, these are relentless and will spawn a number based on your calculated gamestage, and the number in the options menu (when you create or continue a game) is how many will be alive at one time. So if your gamestage spawns 70 zombies for the Blood Moon and you chose 16 in the menu, the game will try to keep 16 zombies coming at you until it hits 70 total spawned. If you cream them early, I think it will continue to send stragglers, unsure (I always seem to get a stream of stragglers after the main horde is down).

Gamestage is also new. The game looks at your gear type and quality level, how long you've been alive, what game day it is. Then it calculates a number called the gamestage that it uses to populate the spawn calls (and of course the contents of those calls are all open to xml). All spawn systems use the GS as a basis for populating their call.

Mandella
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Reply #185 on: July 18, 2017, 03:58:28 PM

Looks like they've changed the way the 7th Day Horde/Blood Moon interval is calculated. With an admittedly quick scan of some of the xml files I don't see a quick and easy way to change the value. In old games I would set it to be like once a month or longer, to better suit my playstyle.

Point me to the particular spot in the xmls where I can change the value? Otherwise I could just nerf the gamestages I guess, but I'm not looking at making all that much effort...
Sky
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Reply #186 on: July 18, 2017, 05:13:21 PM

In spawning.xml, look for NightHorde. Change the day values to increment however you want.

Mandella
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Reply #187 on: July 19, 2017, 12:25:53 AM

In spawning.xml, look for NightHorde. Change the day values to increment however you want.

Aha. Thanks.

It's not even the hordes that bother me, just the "always seek you out" crap.

And yeah, dogs/wolves are even more OP than ever. I was being chased by some zombies, suddenly a canine form shot past me and attacked the two zombies. Cool, I thought, until he knocked them over then turned on me. Took like two bites.
Sky
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Reply #188 on: July 19, 2017, 08:13:41 AM

I nerfed their hp. Still a danger, especially in packs, but at least if I'm quick to club them down I have a chance. For the first week they're just too brutal because you can't mete out damage or mitigate theirs well. Also was in the wasteland for a bit, so I can attest that the AI nerf for vultures worked great. I did have one come at me, not sure if it was intentional or he just swooped near me. But most of them left me alone, which was fine.

Found the Crack a Book HQ and got the spiked club, now I can 1-shot the first two tiers of zombies (I've trained Pummel Pete, though). As a non-combat-focus character it makes me happy.

Now I've got to improve my base for the 2nd week horde. Going to try the spike pit, I've got decent enough tools this week and hopefully can get enough concrete mixed (I found three mixers on the construction site, I'll spend a day or two there mixing). My week 1 base was a 9x9 room with horizontal pole walls (poles have same SI as full blocks, but you can shoot through them and unlike metal bars, collect loot) and a 2-wide spike moat.

Had the usual issue with zombies piling up on the spikes, making them difficult to repair. Have to think about that one, it's a perennial problem. Or just suck it up until I can make a layered defense with turrets and whatnot. It's a really good Alpha phase to try base building, btw. Hordes are extra dumb and we got a lot of new toys.

Sky
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Reply #189 on: July 25, 2017, 08:41:09 AM

Somehow I never made it far enough in A15 to get a minibike (I was focused on learning proper base building and how SI works, I had always played mostly nomadic). Such a great addition to the game! I only had a QL80 engine to build the first bike, but quickly found a QL 250 engine, huuuge difference! And then looting last night, I came across a QL 550 basket! The mobile storage helps a lot with the longer distance scavenging.

Spike pit worked ok, but had the problem where they mill around at the top. Reloaded my backup and tried again with the max alive cranked to 64, which helped knock a few in as they jostled around. Trying a bit of an upgrade to the design. One nice thing is that by putting my workshop under the pit, screamers are drawn there instead of my bedroll/storage/POI house. Spent week 3 connecting my 1st week tower, the POI and the pit base and building it out with walls. Now I have some mobility and my first pretty darn decent base.

Starting to pick the countryside pretty clean, so I may go scouting for a new location for the next level base, or maybe just expand out the defenses around the pit and keep that as a central core. Having the bike helps a lot, though I'll need to get a chem station pretty soon, as I've been scavenging the cars in the area as I drive around...and I'll need a ton of gas for generators when I put in electricity soon (trader joel had a crappy generator for sale, cheap)

Mandella
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Reply #190 on: July 25, 2017, 11:35:49 AM

I ended up nerfing the zombie dog speed, and then further nerfing the hit points of all living dangerous creatures by 90 percent. It just didn't feel right to be in the middle of a massive altercation with zombies and have to panic when a couple of wolves enter the scene.

I left bears alone though. Bears should be insane.

Been experimenting with the base-all-up-on-concrete-columns-with-traps-below design. The neat thing is that the zombies help you in knocking out the lower floor walls!

I've never actually completed a minibike either. I think I'll make that a goal for this playthrough.
Sky
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Reply #191 on: July 25, 2017, 12:00:45 PM

Main problem I have with a stilt design is that once your spikes are gone, you have to stay centered so they don't knock out the support columns.  In A15 I fortified a POI (which I feel is unnecessarily too large for an early base) and used half slabs so I could repair the spikes outside.

I'll take some pics of my week 1 and week 2/3 bases.

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Reply #192 on: July 25, 2017, 01:47:57 PM

I've been setting up multiple mini-platforms with bridges to nearby POIs, leading the hordes around to snipe and run them over spikes. As long as they don't dig holes and destabilize under the posts everything goes fine. I suspect once puking cops start spawning it'll all go to shit, but I haven't come up with any real defense against those.
Sky
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Reply #193 on: July 25, 2017, 03:22:01 PM

I put a block or two of foundation under my posts, my walkways are pretty much still wood frames at this point, benefit is I can pull them up if a spider gets up top.

Underground bases can be kinda cheaty since zeds don't deal with them well, but my point isn't to avoid confrontation, just trying to build a better zed trap. The spike pit will stop being effective when exploding cops show up, so I'll use the next couple weeks to develop my science skills.

I should probably go into creative mode and try out different ideas, but I'm stubborn about learning under fire :)

Sky
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Reply #194 on: July 26, 2017, 12:00:07 AM

http://imgur.com/a/jSSm5





Just got steel as night fell and upgraded the spikes to steel. The worst ones were only 70% damaged, so it was more than enough for what fell in. Need to rework the upper opening, they tore out all my wedges. Way more fell in on the 21 day horde than the 14 day, but maybe there were just more overall. Still need a better way to get them in. Next build will probably be a gauntlet style, where they have to make it through a hallway of traps. Trying to balance killing the most zombies with the least repairs and most loot.

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