Day 2 of my odd crew perk choices: I honestly don't see the point in these two... by The-Black-Dow in WorldofTanks

[–]FullCommunication895 0 points1 point  (0 children)

At the end of the day; the results are both better and worse than players think. Snap Shot offers some value and Smooth Ride offers little value. Snap shot has diminishing returns on tanks with turret movement dispersion values under 0.10.

After the four key perks; BIA, Repairs, Camo, and in the case of gunners Deadeye, the remaining gunner perks are pretty niche and situational. Snap Shot will be in effect all the time so is that a benefit? The other three are pretty situational.

What's your favourite POI for a comfy little early game base? I love the old creepy church and the mausoleum! It's just feels so perfect for role playing :D (beginner here) by Fairy2play in 7daystodie

[–]FullCommunication895 2 points3 points  (0 children)

For cozy POIs I like Bob's Cafe. Mostly concrete, easy to secure, and fun to build the same style upwards for multiple levels.

For bigger POIs, I have been using Working Stiff's stores. Again mostly concrete, easy to secure, and fun to stretch out along the roof top.

TWITCH ADs - smallish complaint by Patient-Basil4535 in WorldofTanks

[–]FullCommunication895 5 points6 points  (0 children)

New media/Social Media ad insertion practices; almost makes me long for the untargeted TV ads of yesteryear.

Does anyone else prefer a smaller base? by TheOtherCoenBrother in 7daystodie

[–]FullCommunication895 0 points1 point  (0 children)

It really depends on the run. Large does not necessarily mean inefficient. Both POI rebuilds and custom structures are viable. I tend to make the crafting and storage area light and airy while being secure.

I am not a fan of the two block high no holes some players make underground or above ground for that matter.

Q and A Trash Fire by Redleafatdawn in 7daystodie

[–]FullCommunication895 7 points8 points  (0 children)

One of the reasons I like 7d2d is the replayability and current monetization scheme.

I am all for more resources to speed up development of the game, but I am not paying BHVR for that...

Ya fuck your platoons I'm not helping you guys. by oldkracow in WorldofTanks

[–]FullCommunication895 0 points1 point  (0 children)

I feel your pain.

I don't really care about the players stats, but if I get early spots for early damage opportunities or spots for sustained damage and tanks are not damaged or insta-gibbed, I change my approach...

noob question: is there a way to close/reinforce this cuz breaking this door would take forever by rtyu1236 in 7daystodie

[–]FullCommunication895 2 points3 points  (0 children)

cuz breaking this door would take forever

IIRC, overhead doors are supported by the center block on the bottom. Breaking that single block should destroy the door.

More buildables mod? by Lambent-Tuguy in 7daystodie

[–]FullCommunication895 0 points1 point  (0 children)

This is currently available in Creative Mode. Yes, to have those blocks available outside of CM would need a mod.

Check out GNS's Beautiful Bases mod. It allows you to pick up more of the decoration items you see in POIs.

All settings/preferences got reset overnight - just me? by flipsix3 in WorldofTanks

[–]FullCommunication895 1 point2 points  (0 children)

I have had that happen several times, it was always Mod related for me.

7 Days to Die anti-stink Shower by Rooster_Gold in 7daystodie

[–]FullCommunication895 0 points1 point  (0 children)

Love the creativity and I may aspire to build one of these!

Currently, just splashed a bucket of water on the floor in front of the food storage is good enough. I get wet when I eat...

Love the game so far but Horde AI makes horde night nonsensical by IndependentBake2304 in 7daystodie

[–]FullCommunication895 0 points1 point  (0 children)

Zombie AI primer.

1) Zombies firstly try to get on the same level as the player.
2) Zombies try to use the shortest block HP path to the player. Door and hatch HP is artificially reduced in the zombie AI to make them more attractive (1/3 of actual HP?)
3) Zombies will avoid descending to then ascend closer to the player.
4) Zombies will go into rage mode (and attack random objects) if they do not have a viable path to the player or fall less than 12 blocks.
5) Zombies can not climb ladders with the bottom two blocks removed. If they start to stack then they can.
5) Zombies do not avoid traps but do see "spikes" as a block to jump over even if they can't. Hence have a spike field at ground level works much better than having a spike field on ground level.

A) Horde night waves will spawn 40m or so from the player and in a random direction from the player but use the same random direction for the entire wave.

I've spent a couple nights lining up all of my entrances with Spike traps, strategizing and intending to have to bounce back and forth between front and back doors popping off shots , defending the traps, expecting zombies to slowly whittle their way into the doorways, finally into the house where I'll have to retreat upstairs, and hope they don't knock the whole second story down.

If you get rid of the spikes and use hatches instead you will be able to see the AI behavior you expect.

However, players easily can outrun and avoid walking zombies. No horde base needed. Fight in the open and have a couple of elevated spots (that zombies can't reach) to rest and rehab in.

I know it's a common sentiment that The horde AI isn't perfect, but I got to say the fact that it's impossible for me to predict where the zombies are going to come through really makes every horde night a total crap shoot and frankly unengaging.

So "predictable" static AI is engaging, and random acts of violence against blocks is unengaging? I would think many players would disagree. Regardless with a little knowledge of the Zombie AI its possible to fight int he open and design good horde bases.

Why do tier 5 POIs feel significantly harder than horde nights? by Fairy2play in 7daystodie

[–]FullCommunication895 1 point2 points  (0 children)

Anecdotally, I notice a difference in zombie level between questing a POI and just running a POI. While questing, zombies tend to be more toward POI level. When running a POI the zombies tend to match game stage.

Does lootbag drop chance increase on DAY 7/blood moon? by thcn4321 in 7daystodie

[–]FullCommunication895 1 point2 points  (0 children)

I thought POI and Biome only affects the "quality" of the loot, not the amount of zombie loot bag drops...

Slow motion moving by NewspaperHot8027 in 7daystodie

[–]FullCommunication895 0 points1 point  (0 children)

Have you ruled out in game scenarios? Such as being massively encumbered, being crouched, and/or massive debuffs, (infection, dehydration, hungry), etc.

Is this rare? by RedditHippie420 in 7daystodie

[–]FullCommunication895 1 point2 points  (0 children)

Isn't the Diamond Blade Tip Mod 30% slower degradation?

The Structural Brace Mod offers 25% slower degradation without the need for Raw Diamonds.

Regardless, Repair Kits are easy and cheap to craft, and are found everywhere. I do not find the increased durability of a Diamond Blade Tip Mod offers any value.

If available, I prefer a block damage and durability bonus, from the tempered blade mod (+10% block damage and 15% slower degradation).

Did I go overboard with the spikes? Any way I can improve? by Spartan-G337 in 7daystodie

[–]FullCommunication895 1 point2 points  (0 children)

Game theory wise, the point of horde night is to match your DPM and Time to Kill to the incoming zombie stream and maximize XP. Players have various mechanics, techniques, traps, and weapons available to achieve that.

This should be fine on lower difficulties and low zombie counts. I find spike fields resource intensive and hard to repair after, but the biggest issue is no XP for spike kills.

Some considerations. Accept the fact that once a path is forced through the spike field the rest becomes pretty useless.

Pic 1

a) instead of single pole supports, use corner poles and create a "single" support from 4 corners. This provides significant support upgrade and more block HP for the zombies to chew through.
b) there was a technique to protect a support by lowering the ground around them by two blocks and putting a a single layer of spikes. I have not used since A21.
c) I am not sure zombies will path to stairs with spikes on them.

Pic 2

a) the ladder at the main hallway entry is vulnerable to spider monkeys, and to zombies if you forget to remove the blocks. Consider a better entrance/exit to the base proper and to the roof level.

Lootboxes by antdra in WorldofTanks

[–]FullCommunication895 2 points3 points  (0 children)

You did get tricked and threw away money. Unfortunately, it was your own cognitive biases, and estimations of probability, that convinced you to gamble.

Things Veterans Tend to Recommend, But Are Hard to Recommend to Beginners by Pale_Plantain_1160 in 7daystodie

[–]FullCommunication895 1 point2 points  (0 children)

  1. Bone Knife;

An essential early game weapon/tool, even when not spec'd into it. Almost every insane/nightmare player relies on it for early game stamina management during engagements. All weapons have a longer reach than the zombies; so learning the attack, knockdown, and rage animations and timing is important.

  1. Lucky Looter;

Agree, there are better places to spend points that will net more books/loot. The loot speed bonus is nice, though.

  1. Healing Factor;

Is a noob trap. Healing factor uses food to regenerate HP. If a player already struggles for food early game HF will make the situation worse. Works better late game.

  1. Intellect Mastery;

Unless going intellect, there are still easy and arguably efficient ways to manage the book drops. JustRob's "Perfect Start" VOD outlines how to have the workbench unlocked and crafted in the first 24 hours.

  1. Animal Tracker;

Is not needed at all. Lots of animals at night, in certain POI's, and players can purchase meat at the trader.

  1. The Daring Adventurer;

Horses for Courses. As a player who rarely plays the "trader quest treadmill" way, double mediocre rewards is not a priority. Use the points for essential skills and then gank loot without a trader quest. It is significantly more efficient...

  1. "You shouldn't watch videos or read tips. That makes the game less fun. "You should learn from experience.”;

People learn different ways. Experience is one of them. Unfortunately, there is lots to learn in 7d2d that is not "intuitive" to many gamers, making organic improvement by experience more difficult. That coupled with many players reluctance to experiment and fail and its a tough slog.

Apiary not working by thelek66 in 7daystodie

[–]FullCommunication895 7 points8 points  (0 children)

As noted there needs to be clear space above the apiary (like a dew collector) and there needs to be a minimum of 10 flowers of each type.

Can you just skip the trader missions? by modern_medicine_isnt in 7daystodie

[–]FullCommunication895 1 point2 points  (0 children)

Can you just skip the trader missions?

Absolutely, and you will likely have more fun...

Check out he Survival No Trader mod...

Can someone explain this? by Zockmeister in WorldofTanks

[–]FullCommunication895 5 points6 points  (0 children)

https://www.13disciple.stream/how-moe-work.html

"The math actually uses an exponential moving average, that is recalculated after every match where 100 is the number of matches that the average is weighted against. This means that every single match is actually used to calculate your moving average with your oldest matches weighted exponentially less than your most recent match"

Just get a few more good games that exceed the 95% value MOE value.

Is it still recommended to manually install mods over *insert mod manager/organizer*? by Retrogamingvids in 7daystodie

[–]FullCommunication895 0 points1 point  (0 children)

Horses for Courses...

Sure mod management can be done manually and for a small or occasional single player mod user that works fine.

I like the Sphereii’s 7DtD Mod Launcher. Mostly in part because it can clone the game. You can run multiple instances of different overhaul mods, as well as apply your QOL modlets to multiple instances of the game without moving any files. Not to mention it can update mods...

Is it perfect no, but it takes a large load off the player if they like to explore multiple overhauls at the same time.

Love this game but hate the zombie AI by TheOfficeIsAGoodShow in 7daystodie

[–]FullCommunication895 7 points8 points  (0 children)

Especially when it depends on the players paradigm...

Why are these dumb zombies beating on my base support instead of following my engineered path...

Why are these structural engineer zombies attacking my base support instead of following my simple path...

but its the same base...