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Posts posted by hiemfire

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    • Page 13 of 26
      • The weird implementation of stealth and its counter measures.

        in General Discussion

        Posted December 16, 2021· Edited by hiemfire(see edit history)

        37 minutes ago, Boidster said:

        I will say that in the test where I just built a tall wall which blocked LOS (but I and the zombie were both in daylight), the zombie immediately walked around the wall to get to me. It couldn't see me, it couldn't hear me, but it woke up knowing where I was. Kind of odd, but wouldn't really bother me too much in an actual game.

        I suspect it was pathing to where you entered the volume, which fits what I recall being explained was planned.

        Anyway, having light level affect the trigger is really messed up since it effectively ends up being no change from A19 for most of the gameday, POIs are pretty well lit up inside during the day in A20 from what I've seen in vids, and possibly puts sneaking in a worse place than in A19 with the expansion from about 1/3rd of the POIs having aggressive volumes to just over 2/3rds of the POIs in A20, per your analysis in a previous post, having aggressive volumes with about 1/7th of all of the POIs in game that have sleepers being nothing but aggressive volumes.

        • The weird implementation of stealth and its counter measures.

          in General Discussion

          Posted December 15, 2021

          24 minutes ago, Boidster said:

          Kind of a bummer that LoS isn't part of the check for a volume trigger. Seems to only based on how much light is hitting you even if the Zs can't see you or the light.

          I hope this is a bug since it doesn't match up to what I recall @faataldescribing as the intention. Iirc LOS from the player to the zombie was needed for the zombie to attack, though even with that having large amounts of light in an aggressive volume completely defeats the purpose of the perk check part of the stealth rework. Iirc from A19 the POI designers also love to set the volume thresholds across access points that the player cannot sneak through too which makes the perk check pointless in those instances.

          Have you tried sneaking away from where you enter the volume staying within the volume before the sleeper acquires LOS? Might need a ramp down to the rooftop to do so without setting up too big of a bread crumb.

          • The weird implementation of stealth and its counter measures.

            in General Discussion

            Posted December 15, 2021· Edited by hiemfire(see edit history)

            11 hours ago, Viktoriusiii said:

            There are 0 "passive" pois... so every POI has this mechanic now... right? Even if they don't always aggro.

            322 out of the 479 poi's with sleepers have attack volumes. Just a smidge over 2/3rds (67.2%)

            4 hours ago, HungryZombie said:

            If stealth is based on light levels then they really need to plan the POI's better so you have some logical path around it or else add something like a Stealth Boy from Fallout into the game. Maybe crafted at max perk level or something.

            Or let us turn off/destroy the lights. Sneakers will still have to clear POIs at night and hope for a cloudy sky even then since they also tweaked the night time ambient lighting and "covering windows" ain't happening in any volume in 7D2D without waking up the occupants.

            It looks like, with default settings on including Horde night, a Sneak player that is leaning into getting the most out of their perks is limited to clearing 6 tier 1/2s , or 2 tier 3/4s or 1 tier 5 quest POI a week since they have at best, default setting on, 15 minutes real time of darkness to work with per game night and can't turn in quests in the middle of the game night.

            Edit: Just remembered that the factories and hospital share tier 5 with the skyscrapers. I don't see a Sneak player clearing any of the skyscrapers before Horde Night hits if the player is hard leaning into their perks.

            1

            • The weird implementation of stealth and its counter measures.

              in General Discussion

              Posted December 15, 2021· Edited by hiemfire(see edit history)

              Edit: Looks like it may have been answered. Really wanting my power supply to show up already and stable to drop. This has been at the top of my list to test out for awhile. Not surprised that the changes to the lighting mentioned in the update notes had an effect, fingers crossed the new clothing system that is/was planned for A21 doesn't flat out kill sneaking around.

            • Posted December 14, 2021

              6 minutes ago, Roland said:

              Sometimes they just go to a wall and start beating on it.

              From what I've seen on YouTube this isn't just isolated to stealth triggers. In A19 it was just the fat tourist that would "ignore" the player and beat on random blocks around it when it noticed the player. Now in A20 the fat tourist seems to have been fixed but the rest of the zombies are doing it at random when they've noticed the player.

              • The weird implementation of stealth and its counter measures.

                in General Discussion

                Posted December 14, 2021

                1 minute ago, Viktoriusiii said:

                Once when going down the ladder

                Ya, stealth perks don't do @%$# when you aren't crouched. If you're climbing a ladder they will hear you. Better to find another way of getting up or down if you can. If you get lucky and find the Urban combat book that removes fall noise while crouched then just dropping down should be an option.

                5 minutes ago, meganoth said:

                Einsteins quote was just too good to not bring up. But anyway wikipedia thinks I'm right too: https://en.wikipedia.org/wiki/Randomness#In_the_physical_sciences

                Not entirely. From the section you linked.

                Quote

                Hidden variable theoriesreject the view that nature contains irreducible randomness: such theories posit that in the processes that appear random, properties with a certain statistical distribution are at work behind the scenes, determining the outcome in each case.

                • Alpha 20 Dev Diary

                  in

                  Posted December 14, 2021

                  4 minutes ago, madmole said:

                  We might have to completely rebalance weapon parts for 21 because of the new crafting system I'm working on. The system will make crafting more granular so you craft many ranges of weapons (crafting a blue pipe shotgun at skill level 25 or so, lets you craft a brown double barrel at that skill level.). Even an increase of 1 will allow you to potentially craft a little bit better weapon, so I can see players frequently re-crafting weapons in a long game to get the micro improvements as their skill goes up.

                  That sounds similar to something that was implemented previously.

                  • The weird implementation of stealth and its counter measures.

                    in General Discussion

                    Posted December 14, 2021· Edited by hiemfire(see edit history)

                    1 hour ago, meganoth said:

                    RNG is not cheating, even the universe does it, much to the chagrin of Albert Einstein 😉

                    Bull@%$#. Random chance as a concept only exists because we needed a way to account for things that we had insufficient information about to include as a separate variable or if the inclusion would increase the needed calculation/assessment "time" outside of what would be feasible.

                    Re: Attack volumes. Supposedly this is how they function in A20:

                    1

                    • Alpha 20 Dev Diary

                      in

                      Posted December 13, 2021

                      3 minutes ago, Kosmic Kerman said:

                      On a tangent, how do you clear the Red Waypoint from your map in A20? I'm pretty sure this was possible in A19 but can't figure out how to do it in A20.

                      Iirc clicking the flag symbol on the upper section of the map frame should remove the quick waypoint.

                      • Farming not very viable even with living off the land 3.

                        in General Discussion

                        Posted December 13, 2021

                        1 hour ago, IgnyteZero said:

                        It used to be 30, but yes I noticed this change. I suppose that's intended for newbies and/or larger and popular servers. Personally I prefer some level of attrition on loot respawn. 7 days is imho waaaay to low. The old was ok. But playing a private server you'd want loot to start to become rarer, forcing you to explore more of the map. Just to keep the game interesting.

                        However, I'd like if they made nest spawns (or any other natural respawns) have their own separate timer. It'd make sense to get new feathers and egg more often than POI's magically refilling.

                        1 hour ago, Urban Blackbear said:

                        Yeah, 7 days is a little low IMO.

                        Zombie sleeper respawn is tied to this as well.

                        • Alpha 20 Dev Diary

                          in

                          Posted December 12, 2021

                          55 minutes ago, dcsobral said:

                          What do you mean? Jawoodle found it on day 1.

                          From here:

                          Listed in the b214-b218 Changelog under "Changed"

                          Quote

                          • Fixed an issue that would allow drones and drone mods to be found too early
                          • Night Time Question

                            in General Discussion

                            Posted December 12, 2021

                            Your monitor brightness might be set higher than you realize. I had that problem awhile back.

                            • Pipe Weapons and Lever action

                              in General Discussion

                              Posted December 11, 2021

                              47 minutes ago, seagas said:

                              Looks more like the 7.62 NATO round to me, the case looks too long for the 7.62x39 IMHO

                              hiemfire's Content - Page 13 (3)

                              a Kalish firing 7.62 NATO/.308? Interesting...

                              • Alpha 20 Dev Diary

                                in

                                Posted December 11, 2021

                                2 hours ago, Durham said:

                                Hey guys,

                                wondering if this topic did already arise although I could not find any referrence to it.

                                With the new block system I wonder how to fix old POIs, because what I get to see if I load a custom POI in the experimental version is this:

                                hiemfire's Content - Page 13 (4)
                                hiemfire's Content - Page 13 (5)

                                Is there any solution to this problem other than rebuilding the whole thing from scratch or replacing each block after each block manually – hopefully with a very good memory as to which block was used before and which paint was used on them?

                                Thanks for any help in advance hiemfire's Content - Page 13 (6)

                                A20 POI Conversion | 7 Days to Die

                                2

                                • Pipe Weapons and Lever action

                                  in General Discussion

                                  Posted December 10, 2021

                                  12 minutes ago, seagas said:

                                  LOL, as in light(low) pressure cartridge hiemfire's Content - Page 13 (7)

                                  Just head canon that the 7.62 in game is light loaded 7.62x39. That could probably be loaded and fire reliable out of an action designed to fire at 30-30's safe pressure range.

                                  • Pipe Weapons and Lever action

                                    in General Discussion

                                    Posted December 10, 2021

                                    45-70... Light...😆

                                    1

                                    • Farming not very viable even with living off the land 3.

                                      in General Discussion

                                      Posted December 9, 2021

                                      3 minutes ago, meganoth said:

                                      Oops, just checked and even charred meat doesn't look so bad anymore with 10 food value. Wasn't it 5 once?

                                      A18 I think.

                                      1

                                      • Farming not very viable even with living off the land 3.

                                        in General Discussion

                                        Posted December 9, 2021

                                        Just now, Roland said:

                                        Thanks...I'm having trouble with my focus today, obviously...haha

                                        What day is it again? Mugday? @%$# that doesn't exist.. Erm...✌️I know the feeling. hiemfire's Content - Page 13 (8)

                                        • Farming not very viable even with living off the land 3.

                                          in General Discussion

                                          Posted December 9, 2021· Edited by hiemfire(see edit history)

                                          41 minutes ago, Roland said:

                                          hahaha.. you guys! I ask for designs of just the perk and you all want to redesign the whole system. You ARE as bad as TFP! hiemfire's Content - Page 13 (9)

                                          I did focus it on the perks, I'll adjust it for clarity then.

                                          T0, no points invested into LotL: no change.

                                          T1 LotL:Replace the backslide possibility with around a2/3rds chance of not getting a seed, but up the crop harvested per plant to 5orreduce the price of crafting a seed to 4 crop as part of LotL1.

                                          T2 LotL:Increase the possibility of expansion of the farm if only focusing on farming slightly by giving a small bonus to the chance of receiving a seed from a harvest.

                                          T3 Lotl:Fine as is for me.

                                          • Alpha 20 Dev Diary

                                            in

                                            Posted December 9, 2021

                                            7 minutes ago, dcsobral said:

                                            You are covered in gore from your fights with zombies, so of course any cut can get you zombie-infected. Besides, the bear might be incubating but not yet transformed, and wolves might be just vectors.

                                            That's also not accounting for other run of the mill infections which are probably still kicking around in the non-zombified wildlife just waiting for an open injury to start incubating. Infection in game is curable by penicillin, processed from the mold growing on the sham sandwiches and the now defunct moldy bread, and immune system boosters (herbal antibiotics and honey). This kind of implies it is a generalized term now and there isn't just a zombie virus kicking around anymore.

                                            1

                                            • Farming not very viable even with living off the land 3.

                                              in General Discussion

                                              Posted December 9, 2021

                                              7 minutes ago, Roland said:

                                              So here is an interesting exercise for all of you. I know that TFP plans to modify the T1, T2, and T3 LOTL perks in an upcoming update. I'm not going to tell you their plan because it could change and then you'd all be mad at me. But if you could sit in the actual director's seat instead of your armchair, how would you redesign the three tiers to keep things a struggle, simulate some unviability of seeds in a post apocalyptic setting, but also make the perks worth the points spent and fun? I'd like to see who comes closest to the eventual TFP change.

                                              With investment into the perks I'd like to see T1 replace the backslide possibility with a higher than 50% chance (maybe 60%-2/3rds chance of not getting a seed but up the crop to 5 or reduce the price of crafting a seed to 4 crop with perk) of not being able to expand production from what you're growing in place without looting. T2 increase the possibility of expansion by only focusing on production a little (so reduce the chance of not getting a seed from harvest by a little but keep it above 50%). T3 is fine as is for me.

                                              • Farming not very viable even with living off the land 3.

                                                in General Discussion

                                                Posted December 9, 2021

                                                2 minutes ago, theFlu said:

                                                Might be my poor reading, but this sounds like you're arguing that 2d6 is somehow significantly different from 10d2?

                                                With 1d2, the results are 50/50 for 1 and 2, but for 2d2, the odds for 2, 3, 4 are .25, .50, .25, starting to display similar bell curve.

                                                I think @Rolandwas talking about a tallied single roll of 2d6 (min possible result being 2, max result 12, multiple combinations to achieve his example results) vs 10 consecutive 1d2 rolls where each 1d2 roll is independent from the others.

                                                • Alpha 20 Dev Diary

                                                  in

                                                  Posted December 9, 2021· Edited by hiemfire(see edit history)

                                                  9 minutes ago, Jost Amman said:

                                                  That could be exploited by repeatedly placing LCBs all over the place (even if honestly I don't know what the purpose of that would be lol).

                                                  Ever try to hit a rabbit from range through grass? No grass means no place for Bugs to hide and juke behind. Just an example of a possible exploit to the suggestion you were replying to.

                                                  1

                                                  • Farming not very viable even with living off the land 3.

                                                    in General Discussion

                                                    Posted December 9, 2021

                                                    4 hours ago, meganoth said:

                                                    I don't remember it ever dropping in loot in A19.

                                                    Super corn seeds did drop from loot in A19. Just rarely.

                                                    1

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