![]() That being said, I again wanna emphasize that I appreciate the time you're spending on the community. So after a frustrating 30-40 minutes I gave up and deleted the launcher as well as 7dtd.Īs long as a 3rd party tool is more complicated than just copy/pasting a folder I think it's really not a good choice to enforce the tool. the game always started in vanilla mode instead of Ravenhearst. Whatever I did, different settings, different folder etc. I really didn't like that but I gave it a try. I found this thread and was looking for a download link for some minutes until i realized that I am forced to use a 3rd party tool. I installed 7dtd again after I saw Ravenhearst on Games4Kickz. People love it but I just did not want to go that route with this.īy the time we get to v3.0 i hope to have created something much more satisfying in terms of difficulty.įirst of all I want to say: really no offense intended, since I think both of you are doing a great job. I'm not saying there is anything wrong with that. I love challenge and difficulty but I wanted to avoid something like "you must now spam feed your survivor or it drops dead". The one thing I didn't want to do is make anything monotonous. I use my server as a base for balance, but getting a more hardcore approach to it is something I have discussed at length, including flat out removing items from loot so they are craft only, increasing zombie health, delaying trader item respawn or perhaps removing them completely and breaking every single working station in game so crafting one is a must. VERY much looking forward to feedback and VERY open to new balancing and changes. It's definitely not hard core, but is a solid enough base for a mod that you can tailor it however you want.Įxactly the reason why I wanted you guys playing it. Going to try adjusting the mins/maxes upward and generating some new 16k worlds.Doom described it as a bit like valmod but with additional sdx assets. Ideally a 16k map would have 4x the default number of traders, for balance.Įdit: found the wildernessGroup section in the rwgmixer.xml. I'd like to have to search to find them even on a 16k map, but having only 4-5 in a world that is 4x the size of an 8k default is just not good. ![]() I realize I can look in the xml to find their locations after generation and keep restarting the game to try and get close, but I consider this 'cheesing the game'. It makes missions impossible, and finding the other ones when they are so far out on the edges of the map a no-go. My starting trader for example was 'only' 4.4km away from my initial base, and without a fast vehicle it took half a day just to travel to him. It's identical to only having one in an 8k map who is literally as far from you as possible. Remember: You gain XP the old syle (learning by doing) so will soon rank up with melee and have it easy to take over poi s.ĭo we have any options for additional traders during world generation, or re-adding wandering traders in Ravenhearst? Patch notes for 5.12 indicate the wandering ones have been removed, and I'm finding it near impossible to use a 16k x 16k map since the 4-5 that end up on it are so far apart that visiting them is an exercise in frustration. Take a cheap melee weapon an kill many zeds to gain level (even if you are lvl 1) and do start quest. There's different mods for different people, I hope you find the perfect one for you. Nails can be found easily by breaking things made of wood, like chairs. This in not meant to flame you in anyway, just a counter point so people can see both sides of the coin. Impossible to some and a cake walk to others. It basically comes down to play habits and preferences. It gonna be subjective to each individual player of course but just realize that it's not either super hard or super easy for ALL people. ![]() First play through, Single Player, default difficulty settings and I have 0 deaths and over 1,400 zombie kills day 30ish. ![]() Again not taking away from your hard work to make a game 20 x harder and annoying than it already is. Now I am pretty sure I will get flamed for this post but thats okay I dont care. I could see about maybe 60 hours of continous play before you are even some what decent in skills to actually make an upgrade wood block. Its just down right annoying for a new person t play this at first. Sorry man I liked your previous version much better. Now I do know you will say well server admins can change those things but unfortunately they do not. Especially when the game is highly dependent at first on findng nails that are pretty rare. But not only is it super freaking hard its near to impossible. its pretty well agreed that this mod is super freaking hard. Great job and well the intentions of course are good but seeing the population on this mod on servers. I am not going to take away the hard work you put in to it. Well i have to say I played this mod on a server tonight for the first time and I am just disappointed.
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