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Day 93 (1 hour days)
Try to set fire to the irradiateds (compound bow/flame arrows) to help against the health regen, then Boom Bolts on the Cops or AK-47 on the others.
Shottie (shells; haven't found the slug recipe yet), SMG and Pistol to spread ammo type use.
Normal Xbow bolts once it calms down a bit.
Then the next week engaging every wandering Horde I see & visiting every Trader to get more Brass.
I'll get some turret traps up soon (TM) .....
There it is saying that the gamestage is calculated:
The gamestage is calculated once, when the "event" occurs.
When the blood moon rises the game considers nearby players as "a party" and figures out the accumulated gamestage.
This gamestage will be in effect for the duration of the event.
If players log in later or drop out, such as during the blood moon event, the gamestage will not change.
- - - - - - -
There is a metric which maps a player or group of players to a game stage number.
daysSurvived : This is a running total, kept for every individual player, and low-capped at 0.
Every 24 hours GAME time 1 is added. On every death "daysAliveChangeWhenKilled" is subtracted from the total.
gameStage = playerLevel + playerLevel * (daysSurvived * daysAliveDifficultyBonus + gameDifficultyMultiplier )
So if a player was level 10 and survived 4 days playing on the Nomad Difficulty when the game stage points are calculated the game stage points would be the sum of
gameStage = (Player Level 10) + ((Player 10) X (Days Survived 4 X .1 + Nomad Difficulty Multiplier .2))
The total would be 10 + 10 x .6 or 16 game stage points
Now this mainly shows how weight is applied when calculating the gameStage of a party of players:
gameStage = 0;
weight = startingWeight;
foreach (player in partySortedByPlayerLevel) {
gameStage += (player.level*(1+(player.daysAliveDifficultyBonus*0.1)+GlobalGameDifficultyBonus)*weight;
weight -= diminishingReturns;
if (weight <= 0f) {
break;
}
}
- - - - - - -
Also you find all gamestages in this file with the corresponding spawns.
Deaths: 3
Gamestage 5640
Pretty much all zeds during Blood Moon events are ferals at this point.
It's getting interesting :)
I get ferals at 200gs on every server ive been on. not sure what kinda stuff you got going on. Unless you mean to reference the 'wight' zombies and not the 'feral' modifier itself.
@OP a lot will have to do with game settings. higher/harder settings will make gamestage mean more/less, ie blood moon count, max zombies alive, etc. The default difficulty, blood moon, and other settings, are something to laugh at if you have any kind of survival game experience. even after 40-50 hours in 7dtd most can grasp the concept of placing spikes around a building which can protect you for almost eternity with default rates. You can really play the game however you like. 1000gs may be very high for the play style of some. while 3000gs may be average for others.
Say if i set my game to insane difficulty but modified it into almost easiest setting, did the gamestage still calculate it as insane difficulty ? [/quote]
If you look at each difficulty in the xml file they have numbers associated with them. if the default numbers for the difficulties were to look something like this:
Easy: 1
Medium: 2
Hard: 3
then changing "Hard: 3" to "Hard: 1" would mean the game still reads it as being hard difficulty but it is as easy as if it were easy difficulty.
As far as gamestage is calculated you are taking the equation and changing one number for another. think of it like this:
easy
gamestage=2*1+X
medium
gamestage=2*2+X
hard
gamestage=2*3+X
so as far as gamestage goes, setting it to hard then modifying it to 2*1+X would be the same as just changing the difficulty to easy.
Guess i should have mentioned that this would be an SP game.
Sounds like GS in your case is advanced because of either MP (other players advancing GS) or some other modifier like admin commands or mods.