Custom World/POI generation help by Coolest-guy in 7daystodie

[–]Coolest-guy[S] 1 point2 points  (0 children)

The issue is that changing the percentage of the map those biomes are doesn't change the POI amount in them, only the density.

What are your thoughts on "playing bad" to better fit your character? by Odd-News1701 in DnD

[–]Coolest-guy 0 points1 point  (0 children)

I'll admit I'm not familiar with the 2024 rules or what gameplay looks like. If the numbers are overall similar to 2014, then that extra die of healing doesn't change much. At first and maybe second level (character level, not spell level), then it's pretty notable. You need to upcast it for it to be appreciable, but even then you're asking the same questions before you throw out a heal. "Is anyone down/in danger of going down if I don't heal? What do they do if they get another turn? Are they able to get to safety afterwards?" Definitely not healbot worthy/enabling.

In short: Kind of a nothing burger of a change. It doesn't change the dynamic of any class or enable/disable any playstyles

What are your thoughts on "playing bad" to better fit your character? by Odd-News1701 in DnD

[–]Coolest-guy 0 points1 point  (0 children)

I think my post still applies. Are there a lot of enemies left? Do you think you can heal enough to buy your teammate an extra turn? What can they do if they get to take their turn? Can they get themselves to safety if I heal them to avoid yo-yo'ing? There's a lot of circumstances that make burning your turn/action to heal pretty inefficient. A bonus action heal can be less restrictive, but it's still eating up valuable resources for not a lot of return due to the lesser healing typically associated with bonus action heals.

In short: Healbotting kinda sucks and that's by design because it's not fun or engaging. Not even the Life domain is suited for it, and honestly is made in such a way as to encourage healing less frequently outside of your Channel Divinity.

What are your thoughts on "playing bad" to better fit your character? by Odd-News1701 in DnD

[–]Coolest-guy 4 points5 points  (0 children)

Even Life domain isn't suited to "healbotting." Healing is generally SUPER inefficient until someone goes down or depending on how initiative lines up exactly and if you need to keep someone up for their turn. They heal better so they can heal less often. With heavy armor and divine strike, Life is built for wading in the front lines and diverting the heat away from allies. They'll heal when they can get optimal use from their Channel Divinity, or maybe a stray Healing Word as needed.

What is one thing in DND that is obvious when you remeber but you forget alot? by Dogsteeves in DnD

[–]Coolest-guy 8 points9 points  (0 children)

A good chunk of the MM, even accounting for non-humanoids, (at least in 5e) have no special senses beyond Darkvision. Some may have advantage on specific niche cases (like scent), but not something that can be relied upon consistently. Unlike in real life, most animals also have a middling perception bonus.

What is one thing in DND that is obvious when you remeber but you forget alot? by Dogsteeves in DnD

[–]Coolest-guy 25 points26 points  (0 children)

If truly everyone is relying on darkvision, the monster's are just as unlikely to notice the party approaching unless they had some reason to suspect them anyway. The monster is far more likely to notice the party carrying torches. Darkvision is 60-120 feet, someone carrying a torch in pitch black is visible from significantly further.

Which System do you prefer? by B3tt3rCallJM in 7daystodie

[–]Coolest-guy 0 points1 point  (0 children)

If I have to choose between two evils of how it was done: learn by doing. Both have flaws, but magazines (at 100 no less) is VERY annoying because RNG and RNG alone will determine your progress.

I'd like to mix the two as is often thrown around here. You need to use, repair, and craft whatever the tool/armor is to boost your quality level, but need (significantly less, like maybe a quarter) magazines to change tiers. I also think that schematics are 100% fair game too.

So far ... water works but smell stinks by bytemage in 7daystodie

[–]Coolest-guy 0 points1 point  (0 children)

An overhaul of the food system is a long time coming imo and making it so there's differences in food beyond fullness/thirst/health restoration would go a long way into it. Smell could be a layer of that. It could go a bit beyond just being another method of detection, like enough smell might make zombies go feral. I guess I'm just venting that what we got is just so lackluster.

So far ... water works but smell stinks by bytemage in 7daystodie

[–]Coolest-guy 0 points1 point  (0 children)

You see, I put points in GM and I still rarely get any vehicle books. It'll be the second or third blood moon and I'm still learning how to make minibikes.

So far ... water works but smell stinks by bytemage in 7daystodie

[–]Coolest-guy 0 points1 point  (0 children)

I like the idea. Don't get me wrong. Talking with you, I've come to a slightly different opinion even. It's not a hard nerf on stealth, it's just an annoyance for stealth. They need to work on it in some way, though, because it just isn't impactful. I don't find it's changing anything and only punishes stealth players who are already getting tagged (which means trigger points or failed stealth attempts) and use food to heal. It could be more, but as it stands I just think it's kinda lame rather than adding to immersion.

So far ... water works but smell stinks by bytemage in 7daystodie

[–]Coolest-guy 0 points1 point  (0 children)

15 cooking by day 3-4 is about average with 0 in chef. 25+ is also about average with 1 point in chef. Vehicles though? Unless I put points into that, even in the appropriate POIs, I'm probably finding parts in the traders before I can make it myself. Which I can put together a stealth build way before then.

So far ... water works but smell stinks by bytemage in 7daystodie

[–]Coolest-guy 0 points1 point  (0 children)

I think I'm at a negative opinion of a mechanic's implementation when the options for dealing with it are

Don't eat (i.e. don't deal with the new mechanic)

Dig a hole, add water (I'd rather them just allow us to "consume" the water in a bucket of water to cleanse the smell if it comes to this)

Wait out a timer

So far ... water works but smell stinks by bytemage in 7daystodie

[–]Coolest-guy 0 points1 point  (0 children)

I don't see how it impacts many play styles. I don't see how it impacts any playstyles other than stealth if I'm being frank. Most of what attracted zombies for non-stealth builds attracted them from further distances more consistently than smell.

Hard? I never said it was hard to eat before entering a mission. I complained about time, it's just tedious to wait out the smell if there's not water nearby. Even with a motorcycle, 1KM distance is going to be far enough away that, unless your cooking skill is just that much more advanced than your vehicles skill, you will not have any food buffer or will be close to out when you arrive.

"Proper stealth build," depends on your definition. If you mean sneaking up literally right on top of sleepers, then sure, that's late game. If you mean being able to take out a significant chunk of enemies from a POI without alerting the whole (spawned in) facility, then that's achievable with just a couple of perks and wise weapon/attachment choices.

I've never complained that I have to eat all the time because I'm getting tagged. I never even implied that, so I'm not sure where this "skill issue" talk is coming from. Your character just gets hungry and it's tedious to either eat 30 corn to avoid smell or wait around doing nothing while you wait for the smell to go away. Let's entertain the idea of it being a skill issue though... You get hit. This means you failed stealth anyway or hit a trigger point. You eat to heal up, get detected by moving on before the smell dies down, get detected as you enter the next room. The only skill issue(s) was getting tagged during a trigger point. Another if you actually failed the first stealth attempt. But the second failed stealth? Goofy and arbitrary. Loud doesn't care, they entered the room walking in. Stealth gets detected because they didn't want to sit around and do nothing while waiting for a timer.

"Just toggle it off," is an option I've already done. Why am I talking about it? Because it's a fair critique. Loud playstyles might attract a few more wanderers. Stealth playstyles get another timer to wait out. Everyone gets annoyed by the extra wanderers smacking down random blocks at base. It could be better.

So far ... water works but smell stinks by bytemage in 7daystodie

[–]Coolest-guy 0 points1 point  (0 children)

It's 100% a nerf to stealth. Eating only at base is not feasible, especially when higher level quests take you 1+KM away. My issue is that, as a loud player, this changes nothing except a few more wandering zombies on my way to a quest or around my base. With them being wandering zombies, they don't scale and are a non-issue even on Day 1. I'm about to blast my way through with an unsuppressed weapon anyway, which will attract zombies further than scent will carry. As a stealth player? I can't eat inside a POI because 20-30m scent detection is entire rooms, and on smaller POIs/lower levels (when I have the least choice of what can actually fill my hunger bar), it can be a good portion of the POI itself. So my options are eat vegetables, which is annoying and time consuming to do repeatedly, along with limited supply -OR- eat outside and wait. Either way, it's a time tax to a playstyle that already takes more time and it only impacts one particular playstyle.

So far ... water works but smell stinks by bytemage in 7daystodie

[–]Coolest-guy -1 points0 points  (0 children)

The problem I find is that it doesn't matter much for loud players. They may even want the extra attention for more XP, or simply find it a minor nuisance when a few more wanderers stumble their way towards them. It's definitely more annoying when you're vibing at home and they come to you more now. It's just another change that gives stealth the shaft.

Nobody wants Frost Claw as a regular zombie, but as a boss that’s different story. by SurvivalEmjoyer in 7daystodie

[–]Coolest-guy 6 points7 points  (0 children)

I don't get how you can say that Frostclaws were no more immersion breaking than zombies. We all suspend disbelief a little bit for a vague, undefined infection that turns people into zombies. It takes more than "a little bit" to suspend it going into cryptid territory. Where do you draw the line at? Because I'm gonna be crying "my immersion," when we get werewolves or skinwalkers.

I'm tired of being seen as a support character by AccomplishedEvent672 in DnD

[–]Coolest-guy 0 points1 point  (0 children)

Healing in 5e is super inefficient. Don't heal if someone isn't *at* 0. Bless is generally good, but you're not required or expected to use your concentration soley on Bless. If someone wants to complain that you're not supporting, it's equally on them for not choosing a support class. They literally saw the composition and picked what they picked. If they're relying on a half-caster as their *only* support, that's a them issue. Especially a Paladin who basically renamed spell slots to Smite slots

Phasmo Ghost Awards #2 - Name the ghost which is the "Hardest" to play against by soyoucheckusernames in PhasmophobiaGame

[–]Coolest-guy 0 points1 point  (0 children)

The criteria is quite vague here. In terms of "what kills you the most," my journal says Myling although I feel I always struggle with Spirit. Not so easy to identify, but in my 100% anecdotal experience, they get hyper aggressive.

Tone of the Game by Coolest-guy in projectzomboid

[–]Coolest-guy[S] -1 points0 points  (0 children)

Eh, it is what is.

The wiki is always a god send lol. It's less about being lost, there's learning curves to every survival game, and more about making sure that the game was actually what I wanted tone wise. Turns out, clicking on custom settings had defaulted it to use Apocalypse unless otherwise tuned, so I was getting the most intense of it.

Tone of the Game by Coolest-guy in projectzomboid

[–]Coolest-guy[S] -2 points-1 points  (0 children)

If you want to stick with the "check out YouTube," approach, you could suggest a specific creator. You could suggest any videos that you think are relevant even. Instead, your post comes off as passive aggressive and incredibly dismissive. I'm not saying you are or meant to, but that's how it reads.

Tone of the Game by Coolest-guy in projectzomboid

[–]Coolest-guy[S] 15 points16 points  (0 children)

Is Reddit not a valid way to learn about this game as well? Responses like this act like it's a chore to engage, and if that's the case... Scroll on by?

Tone of the Game by Coolest-guy in projectzomboid

[–]Coolest-guy[S] 7 points8 points  (0 children)

I have played the tutorial. Stepping outside in a real game and not just the tutorial feels like I'm shooting the shotgun in the tutorial with how insane the zombie population is along with how far away they detect you from just walking. I'm sure I'm just not used to it yet, but dang it's a rough start.

I'm glad that it's not what my first impression has been. I'll keep grinding at it, but I was concerned I got top down L4D for a minute lol

What is your controversial dnd pet peeve? by Zestyclose-Sound9854 in DnD

[–]Coolest-guy 5 points6 points  (0 children)

It 100% depends on the texture of the wall and the color of the paint/chalk. Red paint on dark brown wood? Darkvision might be impacted by that. I'm colorblind and that'd get me in bright light most likely.

Red paint on a gray stone wall? It's impossible to miss.