Latest Comments by scaine
7 Days to Die 'Alpha 19 Experimental' is out with HD Zombies
30 Jun 2020 at 10:05 pm UTC
So it's now xp based. You gain xp from killing zeds, obviously, but also from looting, mining, and building - especially building, and especially upgrading blocks from wood, to cobble, to cement, to reinforced. After a certain amount of xp, you gain a level, and that gives you a point to put into anything you like.
So, yeah. Still very grindy, just a different grind now. And still a fun grind, in my opinion, given the hours I've put in.
30 Jun 2020 at 10:05 pm UTC
Quoting: razing32I played this a while back with friends.It's always been grindy, so I'm not sure what you mean. In the pre-A14 days, the grind related to what you did. So if you did a lot of mining, you got better at mining. That makes sense, but they dropped that because lots of the other skills didn't - you don't get better armour by bumping into cacti, but that's what the game gave you if you did it enough. It was also very difficult to progress the science skills, because you needed certain items (forges, beakers, etc), but for balance, they needed to level-gate those items, or people would have ended up riding around in gyrocopters by day 10.
Kinda lost intrest when an update made progression more grindy.(to skills)
Is it sitll the case ?
So it's now xp based. You gain xp from killing zeds, obviously, but also from looting, mining, and building - especially building, and especially upgrading blocks from wood, to cobble, to cement, to reinforced. After a certain amount of xp, you gain a level, and that gives you a point to put into anything you like.
So, yeah. Still very grindy, just a different grind now. And still a fun grind, in my opinion, given the hours I've put in.
With EA back on Steam, you can play Titanfall 2 on Linux with Steam Play
30 Jun 2020 at 4:08 pm UTC
30 Jun 2020 at 4:08 pm UTC
If only this didn't need Origin, I'd buy it in a heart beat. :sad:
7 Days to Die 'Alpha 19 Experimental' is out with HD Zombies
30 Jun 2020 at 4:06 pm UTC Likes: 1
My point about the starter bow is that the A18 starter bow is too inaccurate for it to instil any joy. Sure, you could practice and compensate a bit, but it felt like a chore. Whereas the A19 bow feels more reliable and useful.
My point about melee is that the act of landing a blow feels "heavier" now, in a good way. I can only assume they've tweaked the hitboxes, and I seem to notice more stuns from even the starting club, so early melee doesn't feel as grindy.
I'm loving the changes so far. Hopefully get some time to play a little more towards the end of the week. I love what they've done with the crawlers too. Very creepy!
30 Jun 2020 at 4:06 pm UTC Likes: 1
Quoting: NanobangAdmittedly, I haven't been to Navezgane since v. 18, so things may be different now, but I've been playing since v.8 (I think) and I have a couple combat pointers you may find helpful in the early game:I'm sure others will find that useful, but with my 700+ hours in the game, you're preaching to the choir with me! :smile:
Quoting: scainea) The starting bow seems mildly less useless. Still not great, but at least I was hitting with it more than not. That's a relief!Since I love the bow, even the early one, I find it far from useless (or vise versa) but you gotta land --- often multiple --- headshots, two or three as I recall, fwip, fwip, thunk. You'll also have to learn to gauge the arc on the shot. The starter bow isn't very powerful, as is only proper, so aiming above the head is normal at range. Pay attention to the visual space between the tip of the arrow and the target's head. If you overshoot, reduce the space a bit, and if you undershoot, increase the space.
Quoting: scaineb) Melee feel chunkier. It was always a game that didn't quite "connect" before, and there's still that strange distance that you need to just experiment with to know when you can hit, but they can't. In the past, that felt a bit floaty, but now it feels more solid. Can't wait to get my sledgehammer to try it out more... directly. :grin:It's true you gotta experiment with how close you need to be to hit the zombies, but it's not random, I don't think. It seems to equate with the length of the weapon in hand. In most cases, in the hurly-burly of a fight, if you're able to hit them, they're probs able to hit you. And the shorter the weapon, the more likely that is to happen. Rather than worry overly about that exact distance, I focus on quickly jumping in and out of striking distance and, or trying to get on their side or behind them. Jump forward (usually right after they take an unsuccessful swing) whomp 'em, then immediately jump back again. Rinse, repeat. :)
My point about the starter bow is that the A18 starter bow is too inaccurate for it to instil any joy. Sure, you could practice and compensate a bit, but it felt like a chore. Whereas the A19 bow feels more reliable and useful.
My point about melee is that the act of landing a blow feels "heavier" now, in a good way. I can only assume they've tweaked the hitboxes, and I seem to notice more stuns from even the starting club, so early melee doesn't feel as grindy.
I'm loving the changes so far. Hopefully get some time to play a little more towards the end of the week. I love what they've done with the crawlers too. Very creepy!
7 Days to Die 'Alpha 19 Experimental' is out with HD Zombies
30 Jun 2020 at 11:29 am UTC Likes: 1
30 Jun 2020 at 11:29 am UTC Likes: 1
Quoting: Liam DaweIf you're ever on the 7D2D forums, you'll know that the outcry when food/water meters were removed was very real and that there is general delight that they've been brought back...!Quoting: AllocSeriously Liam? The Food and Health bars made it into your top 5 of changes? ;DNever said it was my top, was just listing stuff changed ;)
Shallow Space development resumes, moved to Godot Engine
30 Jun 2020 at 7:15 am UTC Likes: 1
30 Jun 2020 at 7:15 am UTC Likes: 1
Quoting: Purple Library GuyFair point. I'm a neckbeard myself these days! Not bitter though.Quoting: scainebitter neckbeardsI take your general point, but I do want to say that I find the whole "neckbeards" schtick annoying. Connecting a whole constellation of negative qualities to the concept of not being interested in certain kinds of grooming just strikes me as really superficial and saying something weird about a culture that makes us feel like this is a natural kind of insult.
7 Days to Die 'Alpha 19 Experimental' is out with HD Zombies
29 Jun 2020 at 9:24 pm UTC
29 Jun 2020 at 9:24 pm UTC
I had lots of funky issues with video when I first started a game, but after playing about with the presets, then turning off things like motion blur and ssao, I've got a nice stable image. I had some texture flashing initially, but it seems to have settled now and I played an hour with no issues.
Other than the improved lighting and much improved zombie textures (mostly - there's still some original zombies out there, like the business man and hoodie boy), the biggest thing I notice is that:
a) The starting bow seems mildly less useless. Still not great, but at least I was hitting with it more than not. That's a relief!
b) Melee feel chunkier. It was always a game that didn't quite "connect" before, and there's still that strange distance that you need to just experiment with to know when you can hit, but they can't. In the past, that felt a bit floaty, but now it feels more solid. Can't wait to get my sledgehammer to try it out more... directly. :grin:
c) There's loads of things you can't scrap now. Tins, crafted tools, crafted clothes - you can only drop/modify/repair them now.
Otherwise, it's all very familiar and I'm looking forward to spending a bit more time in game to get a feel for it.
Other than the improved lighting and much improved zombie textures (mostly - there's still some original zombies out there, like the business man and hoodie boy), the biggest thing I notice is that:
a) The starting bow seems mildly less useless. Still not great, but at least I was hitting with it more than not. That's a relief!
b) Melee feel chunkier. It was always a game that didn't quite "connect" before, and there's still that strange distance that you need to just experiment with to know when you can hit, but they can't. In the past, that felt a bit floaty, but now it feels more solid. Can't wait to get my sledgehammer to try it out more... directly. :grin:
c) There's loads of things you can't scrap now. Tins, crafted tools, crafted clothes - you can only drop/modify/repair them now.
Otherwise, it's all very familiar and I'm looking forward to spending a bit more time in game to get a feel for it.
Shallow Space development resumes, moved to Godot Engine
29 Jun 2020 at 8:27 pm UTC Likes: 2
But I've yet to see a case of review bombing which didn't feature general nastiness and that wasn't a completely over the top, often absurd and frankly shameful reaction to what often boils down to a dev asking "do I want to starve?".
Sure, there are some cases, usually involving big publishers, where you can see that review bombing is just borne of frustration and it's kind of justified (or if not justified, then at least understandable)... but that's rarely the case, and certainly shouldn't be the case here, where no malice was intended.
29 Jun 2020 at 8:27 pm UTC Likes: 2
Quoting: MaokeiIf only that were true. Or, in the cases where it is arguable true, if only gamers had some perspective, empathy and compassion and weren't generally just bitter neckbeards venting like the manbabies they are.Quoting: scaineI do wish devs like this would just skip Steam and get an Itch page up. That way, you can get the game for free, but later, if you like it, throw some money their way. F2P on Steam will just attract review bombs.With respect that's horse**** no one review bombs a game for nothing. When developers **** consumers they invite the bad reviews.
Great to see it happening though, despite my reservations.
But I've yet to see a case of review bombing which didn't feature general nastiness and that wasn't a completely over the top, often absurd and frankly shameful reaction to what often boils down to a dev asking "do I want to starve?".
Sure, there are some cases, usually involving big publishers, where you can see that review bombing is just borne of frustration and it's kind of justified (or if not justified, then at least understandable)... but that's rarely the case, and certainly shouldn't be the case here, where no malice was intended.
Celestial Command adds 3D space physics and a new battle mode
29 Jun 2020 at 3:44 pm UTC Likes: 1
29 Jun 2020 at 3:44 pm UTC Likes: 1
The battles look beautifully smooth, but my god, that janky/juddery camera movement really ruins it. Definitely one I'll be keeping my eye on though. I love the detail on the ships, seeing individual weapons firing is superb. Not sure the AI is to par - that first frigate kept ramming into his neighbour! :grin:
Shallow Space development resumes, moved to Godot Engine
29 Jun 2020 at 1:49 pm UTC Likes: 3
29 Jun 2020 at 1:49 pm UTC Likes: 3
I do wish devs like this would just skip Steam and get an Itch page up. That way, you can get the game for free, but later, if you like it, throw some money their way. F2P on Steam will just attract review bombs.
Great to see it happening though, despite my reservations.
Great to see it happening though, despite my reservations.
Dying Light - Hellraid launches July 23, pre-purchase and Beta up now
28 Jun 2020 at 10:26 am UTC Likes: 1
28 Jun 2020 at 10:26 am UTC Likes: 1
Was about to comment that you have some screen tear there, which I didn't expect with such a beefy graphics card... then I remembered that I have a brand new PC, and I'd forgotten to turn on layers.acceleration.force-enabled in firefox's about:config page. And... now it's fixed, and sure enough, your gameplay is silky smooth.
I wish FF would turn that on by default.
I wish FF would turn that on by default.
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