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gwensparkle

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  1. Thanks. I'll reset it to the default 7. I'm going with all defaults except for playing on Warrior. I did this challenge back in 16 or 17 when people were doing it so this will be interesting. It has a bit of a different feel to it, but that's fine with me because it won't be a straight repeat.
  2. I know we can play however we want, but somewhere the instructions say to leave everything at default, but you can bump up horde zombies. What I noticed when I went through the settings was that zombie respawn time was set at 3 days and shown in yellow. The default shows as 7 days. Was there a reason this was set to 3 or was it a glitch in my download. I know I can set it to anything I want, but I was wondering if there was a reason for the 3 days.
  3. Thanks. I found the video "7 Days to Die - How to Install Modlets Easy". Recognize your voice from Neebs gaming! I'll second the mod to stop the nests and trash exploding. I do break them afterwards, but the exploding is very non-immersive!
  4. Thanks for the POI name popup remover and the poi/biome tracker. I've been on servers that have mods, but I've never used them myself for single player. Is there a link I can go to that explains what to do with what I download?
  5. YES!!! I came to the forums to suggest just this, not knowing it was already a goal! I'm guessing you be looking at PCVR to bring the same game to VR, and that's good. I was thinking bringing even an earlier simpler version to the Quest 2 as a stand-alone would be welcome. I'd made an offhand comment in a Facebook group and got some enthusiastic responses. I know I'd welcome it!
  6. Summary: Female characters' hair defaults to dark brown or black when a hat or helmet is put on. Game Version: A20.3 (b3) Platform: PC OS/Version: Windows 10 CPU Model: AMD FX-6300 Six-Core Processor System Memory: 16 GB GPU Model and VRAM: XFX Radeon RX 580 GTS Black Edition 1405 MHz OC+, 8GB 256-bit GDDR5, DX12 VR Ready Screen Resolution: 1920 x 1080 Video Settings: Custom combo of med and high, screenshot of settings attached Game mode: Single player Navesgane Did you wipe old saves? YES Did you start a new game? YES Did you validate your files? YES Are you using any mods? NO EAC on or off? ON Status: NEW Bug Description: Female characters' hair defaults to dark brown or black when a hat or helmet is put on. My character has red hair and so my screenshots show the shift from red to black for both the character and the paperdoll when donning a helmet or hat. BTW, this problem has recurred and been corrected for the last couple of alphas. I saw the issue on a list at one point, but I now don't see it on the big list of known bugs. Detailed steps to reproduce the bug: 1) create character with red hair 2) helmet or hat on character 3) observe the haircolor Actual result: (description of what is occurring) hair color changes from red to dark brown or black Expected result: (what you expect to occur) expect hair color to remain the same I tried to use pastebin and here's the page: My output log - Pastebin.com I hope that is correct.
  7. This issue of female hair color reverting to default black was a problem I reported multiple times in previous alphas and it was fixed. (yeay). It's now back as an issue in A20 and I just don't have the energy for supplying multiple pictures and details this time. Create a red-headed long hair custom character (or use mine). In game you can look at the paper doll and see the hair color is correct. Put on a hat or helmet that shows the hair and the hair turns black. Previously, there were a few hair styles where this didn't happen. I apologize but I didn't test them all this time. If you need more specific info, let me know.
  8. I do hope you mean this in a bleak and dreary way! It all does seem backward though. I could see starting in a grim biome with the end goal to find a pleasant livable oasis (the forest biome). I mean, why leave the idyllic setting of the forest biome once you are there OK, I'm guessing the forced forest biome start might be related to the idea of progressing from easier to harder biomes. Makes sense from a character leveling standpoint, but not so much from a story angle. Hopefully the whole scheme will evolve further and bring back some randomness, at least as an option. For as much as I grumbled to myself about being dumped in the burnt biome or wasteland to start, I now kind of miss it, lol.
  9. A few more things as I play more - -I don't like that the RWG worlds are all pretty much the same biome layout with a big forest biome in the center -I don't like that you always start in the forest biome and that it's the biggest biome -sky too colorful and not a fan of lots of big puffy clouds all the time - the sky looked more realistic to me in 18 - colors in general too intense - when it's all too colorful and busy, coming across a field of flowers just doesn't have any impact any more -love how the zombies fall sometimes, although it makes the game more of a comedy at times - but who doesn't need a good laugh in the apocalypse, right? -I do like the loot scheme in general - getting too much good stuff early on might be fun but reduces the challenge to trivial -on the other hand, certain things seemed aimed to make the game simpler and more colorful which is weird since I don't think the other stuff in the game is aimed at kids -I like the traders moved to town - makes more sense! -I'll live with whatever you do to zombies, although I will say I liked some of the old models and miss them. - I like we have a choice to listen or not to the music -I like that the game can be modded - I haven't done this yet, but I now have some reasons to want to do so -I'll update on the other biomes when I finally escape the forest biome .... please I hope they aren't overly colorful. I want bleak and dreary somewhere in the apocalypse!
  10. -like the new graphics for the most part - some really nice item additions in pois! -not sure if it's bad luck or by design but I've tried Navesgane and several RWG worlds and always start in the forest biome that is huge. I've yet to find another biome in any of the worlds although others screenshots let me know I'd like them a lot -the zombies seem a bit more unpredictable and I like that, more wandering and they seem to find you from further away -not a big fan of "big jugs" Jen. I'll be honest, I was fond of the old Jen. lol, I thought I'd like her better until I was confronted with a close-up of her chest -that brings me to the trader interaction. That sudden switch to close-up will take some getting used to. Immersion breaking for me. -there's one zombie that keeps reminding me of Ronald McDonald, even though I think he's supposed to be inspired by something else, I'm not a fan of the ones with clownish looks, but I can't say they don't have a definite clownish creepiness to them -the crawler zombie - the jury is still out . I find it refreshingly creepy but the scientist in me always breaks with immersion to wonder how it stays "alive" enough to still be moving around -not a fan of the on-screen sprites. The info is right above on the compass! However, I like that it's easy to edit out. -I'm quite flexible when it comes to game mechanics (within reason) I can see changes have been made but so far so good. - still trying to figure out if the crafting menu is incomplete by design - even when you learn schematics some don't show up in their category -I'm big on exploration and graphical immersion and with the exception of those pesky sprites and the trader zoom-in, alpha 19 is a step forward for me -overall thumbs up from me
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