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Showing content with the highest reputation on 06/15/2021 in all areas

  1. Plays on a difficulty level where you can one-hit kill everything with a melee weapon: “Meh...boring I can easily kill everything“ plays on a higher difficulty level where you have to make several hits to kill an enemy: “what is this, I can‘t one-hit everything. Game is badly balanced. Weapon needs to be buffed“ Pro tip: there‘s a secret weapon damage buff function hidden in the main menu. It‘s called „difficulty level“ ;-)
    3 points
  2. You hear faint footsteps behind you. You get goosebumps. You hear and feel someone or something breathing down the back of your neck. You swing around with your club and... nothing's there. Must have been the wind, right? Suddenly, you realize your pistol is gone from its holster. You turn to your right and you see the grotesque remains of a person, somehow remaining bipedal, aiming right down the iron sights of your stolen firearm. They are learning.
    3 points
  3. And that is Khalagar's choice to only use exclusively INT weapons.......I don't think any other exclusive tree (Strength, Perception, Agility) builds limit themselves only to the weapons in that tree. I don't see Strength builds not using pistols, rifles, machine guns. I don't see Perception trees only using sniper rifles or agility builds only using pistols and bows. There is nothing saying that you cannot play this way. Treat any non-attribute weapon as non grata and just sell it to the traders (or better yet, refuse to pick them up). But it is not TFP's responsibility to balance the game for this particular gameplay if you purposely define your game style in such a way that breaks the game.
    2 points
  4. you get 1 free non descriptive answer from me today... yes (and seeings how i say that... some sneaky dev will change it just for kicks)
    2 points
  5. Devs need to do 1 attribute only focused playthroughs lol I'm curious if any devs have actually done an Int build that tries to use only int weapons primarily. You basically couldn't even do it atm since you need 90% of the strength tree to even function because of the insanely high iron demands, but even if you do int + all the mining and utility strength perks, int is still in such a wonky place as always since it doesn't have a t3 weapon and requires way more investment to use than other weapon types I'm just really hoping the devs have discarded the idea of the drone taking up a turret slot. If it does, dear goodness that's gonna be painful. I think a playthrough for each attribute where one of the devs just says "I'm using only perception for the first few weeks this time to see how it feels" would help a lot with the balance and QoL differences between the attributes And yeah yeah yeah, yOU cAN mIX atTRiBUtEs. When playing with friends, you typically have people focus on different stuff to have some build variety and make it easier to allocate resources. So yes, there are many situations where you *don't* want every single build to just be yet another "Shotgun with a steel club and a pocket full of pipe bombs for hordes" build for the millionth time
    2 points
  6. *** WARNING *** *** THIS WILL CHANGE THE WAY YOU PLAY THE GAME!!!! *** Repair kits have always been odd. Always using the same 2 items to repair anything just seemed wrong. So here is a fix for that. Each kit will handle a certain type or group of Items. Each type of repair kit is color coded and has an item icon in the corner as well so you can find the type you are looking for easier. This modlet is server side friendly, so you can just drop it in and go. Repair Kit Types: Iron Repair Kit - this is just the current repair kit in the game. Any non-vanilla items will still be repaired with this. Steel Repair Kit - Repairs Steel Tools. Motor Repair Kit - Repairs all tools that have a motor on them and the Generic Motor. Pistol Repair Kit - Repairs the Pistol, Magnum 44, SMG, and Desert Vulture. Shotgun Repair Kit - Repairs the Double Barrel, Pump, and Auto shotguns. Rifle Repair Kit - Repairs the Hunting, Marksman, and Sniper rifles. Machine Gun Repair Kit - Repairs the AK-47, Tactical AR, and M60. Bow Repair Kit - Repairs the Wooden Bow, Compound Bow, Iron Crossbow, and Compound Crossbow. Non-Metal Armor Repair Kit - Repairs cloth and leather armor. Metal Armor Repair Kit - Repairs Iron and Steel Armor. Military Armor Repair Kit - Repairs Military Armor. A few items require JUST the parts of the item to be repaired. Those are the Steel Sledge, Stun Baton, Steel Club, and Machete. Those items just require the parts of that item to repair them. I am looking for feedback on this from the community. I am up for any suggestions if they make sense in the grand scheme of things. For example, originally I had Corn Meal being used in the gun repair kit. I know of a few people that use this in real life. But if it gets any moisture in it, it turns to a gooey paste pretty quick. And in the apocalypse, keeping that stuff dry in a repair kit would be impossible, so it is not in there (yet, and may not be in the future) Recipe suggestions are welcome as well. There will be some updates for sure, but this is a pretty good start on it. Change Log: May 1, 2020 - Ver. 1.0.0 - Initial release May 6, 2020 - Ver. 1.1.0 - Bug Fix for not being able to use the repair kits to repair the item it was meant to repair - Added configuration for loot.xml so that you can find these in the same locations in the world where you would find normal repair kits May 13, 2020 - Ver. 1.2.0 - Bug Fix for proper repair kit for the Steel Fireaxe, Steel Spear, and Steel Knuckles. June 15, 2021 - Ver. 1.3.0 - Big Changes to the recipes and what repairs what. - Repair kits now require the Parts for the item to be repaired, Pistol repair kit requires Pistol Parts, etc... - Recipes for these have changed. I think it is balanced pretty good, but let me know what you think. - Updated Loot.xml so you can find these is certain spots. Still checking on these so it may change in the future as I discover new places to put these. June 20, 2021 - Ver. 1.4.0 - Added the repair kits to the trader. August 12, 2021 - Ver. 1.5 - Fixed a bug that caused the game to crash. - Added a LOT of stuff to the Localization.txt file changing the descriptions of items - Changed the repair times on some things. Future Versions will add these to the trader to be able to be bought and sold as well. Download: https://github.com/Iceburg71/Iceburg-Proper-Repair-Kits
    1 point
  7. That's not how Windows Firewall works. I have a Linux gateway device (router for those of you who are consumers) with a fairly complex firewall setup and every PC on my LAN from XP to 10 run Windows Firewall. Firewall on or off does not affect ping. The way it works is that it blocks incoming connections or allows them. When you first host a game on 7 Days, Ark, or anything else, you are prompted to allow connections to that specific program. There is no option to increase latency or block half the packets coming in or something. Either it allows the connection or it doesn't. That said, a lot of after-market (garbage) firewalls like Norton or McAfee do funny things. I do not suggest running those for that reason alone, amongst a host of other reasons. My first thoughts on 30,000ms pings (that is thirty seconds between clients) is framerate being too low, insanely slow uplink (satellite Internet, for example), or massive packet-loss. I believe you'd need at least a steady 30fps on the host to maintain decent pings. *EDIT* Another thought. Are you trying to game on WiFi? If so, you likely found your issue. Run a network cable and try again.
    1 point
  8. Hard to say. When for example Gazz tells you something about the game you never know how serious he is, and most of the time he is not 😉. I'm also not sure if my conviction comes from TFP or from infering this from looking at INT and noting the advantages myself.
    1 point
  9. I'm guessing you've never played on insane/permadeath. Imbalances are far less noticeable on easy mode. It's a very different game when a power attacks no longer 1 shot everything and death is meaningful.
    1 point
  10. INT level 2 currently says: "You aren't the brightest color in the box, but you occasionally hit the nail on the head. Deal 210% head damage and have a 10% chance to dismember with stun batons and robotic turrets" In A20 it might say: "You aren't the brightest color in the box, but you occasionally hit the nail on the head. Deal 210% head damage and have a 10% chance to dismember with stun batons and robotic turrets. Your drone will heal you 10% faster" I really don't know what progression the drone will get from perk and attribute, I just made a wild guess above. There are a few possibilites. EDIT: Ah sorry, you said perk, not attribute. The same goes for the perk though. The drone has a few parameters like speed, healing ability, carrying ability, durability... Some of them will be influenced by attribute, some by perk, some by mods.
    1 point
  11. To be frank, why would you want any more than Faatal answering? Sure better him that Joel that typically actually knows very little about the behind the scenes stuff. I want to hear from the man doing the work.... Faatal, Kinyaju etc. Gazz posts good info when it is a question in his area too. Just because the Devs aren't as active in here I take as a good sign. They're doing more important things. 90% of the questions asked in here either are repeats or asking for info about stuff that isn't coded yet so can't be answered accurately anyway. I used your post just as an example to all the similar idea about how bad Int is as a tree. Here's a link to a playlist from a friend of mine of an Int only build and combat isn't even close to being an issue. matter of fact it shows Int being damn near Op in combat.
    1 point
  12. The drone being tier3 is the last available info. Could they have changed it ? Yes, absolutely. Is that info directly from TFP? I'm pretty sure it was but it was said months ago. In the meantime millions of chemical processes happened in the memory cells of my brain making me imagining a lot of what I seem to be remembering. At the moment the turret line has only two members, and tier0 and tier3 is missing. The drone was explicitely created to fill the tier3 hole there (AFAIK), without any alternative in sight why would they not plug that hole with it ? The only change I could imagine happening behind the curtains would be that shooty turret and drone switched places (tier 2 and tier3). But I don't think this is likely. Just like the flying gyro is the top of the line vehicle the flying drone will probably be the top of the line companion. Because it looks like the most advanced tech and because of balance since the INT player can't wait for the shooty turret until endgame, he needs the shooty turret much earlier
    1 point
  13. @fnfear it means that you didn't update the mod properly. Try reinstalling completely and see if that fixes the issue
    1 point
  14. I would guess they're trying to make it useful also indoors, but it's one of the main reasons they postponed it several times. It's like with all pets/sidekicks/followers in any open world rpg. They easily get stuck behind corners/walls/doors/stairs/... which is annoying when you often have to return and jump/dodge around to "help" that thing come loose. And just making it teleport back to you whenever it got wedged somewhere again...well it just does look stupid and buggy when that happens too often, would kill the fun of it. So getting that straight might be much harder to reach than expected, especially in that destructable 3D environment, where you often break open your own paths. You do want to progress, and not care about "will my drone be able to follow me or will it get stuck?" Poor guy working on that, I really hope he/she makes it happen.
    1 point
  15. warnings are nothing to worry about. Thats because the effects pack is designed to work on the creature pack with or without the NPCpacks
    1 point
  16. You're certainly correct that there are some small campuses with a few buildings. The university for which I work has branch campuses that are as small as 1, 2, and 4 buildings. I didn't mean to suggest what you propose isn't realistic, just that I didn't see it as a way to implement what I had envisioned. Quite frankly, what I had envisioned really doesn't fit the game's "scale" and the campus I work at is bigger than most 7D2D cities. Your goal/vision is a better fit.
    1 point
  17. Greetings fellow survivors. I've created 3 different mods for the Auger/Chainsaw sounds that were modified in Alpha 19. These are only intended as a temporary fix until The Fun Pimps split the audio properly. What I mean by this is, the Auger and Chainsaw are tied to the "Bullet Impact" sounds in game. Which means the Auger/Chainsaw "impact" sounds also affect any Bullet Impact sounds. 1) No Hit Sound (Remove the Bullet Impact Sounds from Auger/Chainsaw/Guns) 2) No Hit Sounds While Crouched (0 Impact Sound generated when you are crouched) 3) Reduced Hit Sounds While Crouched (10% Impact Sound generated while you are crouched) These are Modlets, so they just need to be unziped in your Mod Folder to work. If/When The Fun Pimps correct this issue while the mod is installed, the Auger/Chainsaws will start making the proper noises again, but the guns bullet impact will still be affect. I also created a YouTube video showing the crouching mods in action if you are curious: https://youtu.be/BqT__I_0lzc I'll gladly answer any questions you may have. - Mala Zedik No Hit Sounds.zip No Hit Sounds While Crouched.zip Reduced Hit Sounds While Crouched.zip
    1 point
  18. Kinyajuu was browsing the dev diary just last week so its not just faatal visiting. Hopefully the dev streams continue sooner than later so the hype train can start reving its engine once again. 😎
    1 point
  19. It might help better sell how they intend it to be used if the UI for the Attributes and Perks was not tabbed in the same manner as a MMORPG's class specialization system.
    1 point
  20. @Jost Amman Any member of TFP staff, feel free to correct me if I'm wrong in any of this, but I'm pretty confident this is what you guys laid out. The robotic drone will not be an offensive unit. There will be no weapon or stun attachment; it won't interact with the zombies at all. You will not be able to have more than 1 drone active per player. There will be 3 mod types for the drone. The first is the teddy bear that increases stamina regeneration by x amount. The second is a mod that passively increases health regeneration by x amount, but by no means will it be overpowered. It won't be a replacement for a player healing themselves. There will also be pack mule slots, although my guess is the inventory space in the drone, even at max item quality, will be minimal as to not offset balance. Don't expect more than a full row (or 9 slots) of inventory space.
    1 point
  21. Sorry had visitors turn up. You can also add a prefab to a modlet and add it to your mods folder.
    1 point
  22. So...here it seems like you are griping that the players have to answer questions because the devs aren't answering. So, I answered that concern to let you know that you don't have to answer questions at all. You can just let the devs do it. To which you reply, that if you know the answer to a question you should be able to answer it and save dev time. What the heck are you talking about Jost? You're griping that the players are answering each other and then when I say its fine if you don't, you gripe that its your right to answer questions you know.... Go ahead and answer questions if you know them. Nobody is stopping you. Yes. These posts complaining about posting were moved out of the developer diary because they are off topic for there. So it is a bit confusing because when he is saying "this thread" he isn't talking abou this thread. This actual thread is absolutely for carrying on conversations and debates and conjectures about A20 and beyond. The dev diary thread is for posting questions to the developers and waiting patiently for them to answer-- if they choose to answer at all. They don't always answer questions and many details that people are demanding, they are holding back until they can present them a la video presentation.
    1 point
  23. Hi @TheWolfssegen You will need to add them to the rwgmixer.xml as well located in the config folder. For best results it is recommended to have the prefabs in client side and server side.
    1 point
  24. Thanks @arramus for helping to dig deeper on that. At least I know I'm not crazy and that my sleeper horde customization is actually working as it should. 😎 I'll go ahead and report this strangeness with the cntCar03SedanDamage2v05 object. I don't see a bug report section here on the forum. It's the one in the Steam community page right? Update: i found it nevermind.
    1 point
  25. The original caves were implemented using a perlin worm algorithm. Then they went to a kind of crater explosion algorithm that created very chaotic "noisy" caverns nearer to the surface, but abandoned those and went back to perlin worm but greatly limited their scope so that caves were rare and often only extended 20 meters to a dead end. If they revisit caves in the future they probably will stick to the perlin worm algorithm-- but it won't be a new thing.
    1 point
  26. As I understand it, it's not the same as with POIs. When you run around with your vehicle you're touching the terrain which in turn may be connected to an underlying cave system. In that case, the game has to do SI checks to see (e.g.) if the ground will crumble under your vehicle. The same is not true for POIs since you normally don't run at full speed inside POIs with your bike!
    1 point
  27. POI caves are in game, not that many, but plenty of underground sections of standard POIs and couple mine type deals. They seem fine, as the entire ground within them is defined by the POI designer - no SI issues with random gravel or such unless someone digs into them in the wrong place. The random caves that had a couple iterations, were a nightmare for SI, and before the current occlusion system, they were drawing tons of hidden blocks tanking graphic performance for no reason. They also contained zeds, which could end a nightmare as they're trying to dig out. Plenty of the things have improved since, I'd say all except the underground pathing, so they Might work better in the current patch. But I doubt there's even the desire to try, they were just that bad of a mess...
    1 point
  28. Which is great until people have seemingly randomly collapses of bases they've built. Or we bring back the old issue where blocks would randomly break in 1 specific spot with no apparent reason. Super annoying to place a block on the ground and have it break when you can place blocks for 100 meters in any direction and they're fine. I'd love to have caves back (and the old massive orbs of resources) but if they can't make them somehow stable or not interact with surface SI (as obviously in the real world things are built on top of caves and don't just randomly collapse) they're probably more trouble than they're worth.
    1 point
  29. @ faatal The question I think about is when the food model can correspond to the type of food, rather than always a piece of meat. And I like wet concrete, which means you can’t repair buildings in battle. And I think Fixture -> Concrete -> Steel will not be too troublesome.
    1 point
  30. Version 0.10.0 released! Here is what's new: Fixed bug with water map Added custom radiation map import Added custom splat file import Added option for water level Added option for cities elevation Added option for snow elevation
    1 point
  31. These two would be what I was referring to, but without the reactions of players. Just the concept of trying to place POIs, under current SI rules, when the sub-surface may not be solid. And likewise the need for players to determine whether their base foundations are solid - an especially daunting task (again, under current rules) for a new player. I guess I might add one: the ground collapsing under you unexpectedly. Under current SI rules, caves would have to be relatively small if they aren't going to cause sinkholes. I think it is fun to have to poke at the flooring of POIs to make sure it's not going to collapse into a basement pit of ferals. Not so sure it would be fun if I have to poke at dirt to prevent a similar fall (sans ferals I guess, unless we really get into Minecraft territory and start spawning zombies under ground). There are several ways to solve the issue; I think your ideas are just fine.
    1 point
  32. User name checks out. Sort of. I would not be surprised at all if the very early design phases of Minecraft included attempts to play with SI (beyond sand), but were abandoned because of the cave issue. And so it has outstanding underground caves, and also you can build your entire fortress in mid-air.
    1 point
  33. Ok so quite a lot to show here : Boating modlet has been updated to version 5 , the BathtubBoat Updated to version 2 and added 2 new watercraft , the Jetski and the Windsurfer A Video showing these in action as well as some other stuff in development Original OP updated here with new download link for the Boating Modlet version 5 Boating Modlet Updated to Version 5 with lots of changes Updates Version 5 1. Texture settings adjusted 2. Re-scaled /resized both boats 3. Added decorative cooler box to flat bottomed boat 4. Added a third seat to the flat bottomed boat (not tested in MP yet). 5. Depth masks applied to boats to stop water seeping effect and allow boats to ride lower in water for more realism effect. 6. Particle system added ...this can be toggled via the 'F' key (headlight function) 7. Added 'drag' colliders to bottom of boats to counter land use. Boats will stick in ground and steering is compromised 8. Added Localisation file 9. Added working propellers Bathtub Boat Updated to Version 2 with lots of changes Updates Version 2 1. Optimised Model to reduce size of unity file. 2. Added Particles ...these can be switched on or off with the F key ... (headlight function) 3. Depth mask applied to stop water seeping effect and allow it to ride lower in water for more realism effect. 4. Textures adjusted 5. Added working propeller Download link in original post here: New Modlets WindSurfer Modlet Early game vehicle that is gone with the wind ! Launch Place the Windsurfer on/in water in a 'shallow water' area that has fairly flat ground underneath Controls Steering is A and D as per vanilla settings ....mouse is for looking around only and has no affect on steering a water vehicle. Space bar and c control the up and down angles (same as a gyro) which you may occasionally need to adjust slightly as you travel on water otherwise you may sink, this version seems very stable as its a slower speed water vehicle. W is forwards and S is slow down/reverse ..If you let go of w and shift (Turbo) then the Windsurfer slowly comes to a stop, pressing S will slow the Windsurfer down more quickly this replaces spacebar as the brake key. Crafting an early game vehicle which is craftable in a standard workbench with no progression needed at the cost of gathering resources to build it, it will help early game if you actually find a 'working workbench' and allow you to make the windsurfer a lot sooner. Other Info To anchor the Windsurfer and stop it drifting away use C and spacebar to level the Windsurfer till it stops drifting. Particle system added ...this can be toggled via the 'F' key (headlight function) The Windsurfer can be picked up into inventory, if you sink it at any point, although be careful if you sink it too far away from the shores as it could be a long swim back. No storage option on this vehicle. WindSurfer Download Additional credits : ActiniumTiger for new texture for windsurfer . Happy Boating in A19 Ragsy!! Jetski Modlet A slightly faster form of water transport with two seats so take a friend . Experimental work in progress version 1. Launch Place the jetski on/in water in a 'shallow water' area that has fairly flat ground underneath, if you have no shallow water in your map then build a small launch dock, then add fuel to the Jetski and off you go. The Jetski will behave irratically if placed on land and will damage player made blocks and is not controllable. Controls Steering is A and D as per vanilla settings ....mouse is for looking around only and has no affect on steering a boat. Space bar and c control the up and down angles (same as a gyro) which you will need to adjust slightly as you travel on water otherwise you may sink. W is forwards and S is slow down/reverse ..If you let go of w and shift (Turbo) then the Jetski slowly comes to a stop, pressing s will slow the Jetski down more quickly this replaces spacebar as the brake key. Crafting The Jetski is craftable in a standard workbench with no progression needed at the cost of resources by creating the required assemblies to build it, it will help early game if you actually find a 'working workbench' and allow you to make the Jetski a lot sooner. Other info To anchor the Jetski and stop it drifting away use c and spacebar to level the Jetski till it stops drifting. Particle system added ...this can be toggled via the 'F' key (headlight function) The Jetski can be picked up into inventory, if you sink it at any point, although be careful if you sink it too far away from the shores as it could be a long swim back. Best to not store stuff as Zombies now can attack water vehicles in game. JetSki Download Additional credits : ActiniumTiger for new rusted texture for Jetski . Happy Boating in A19 Enjoy Ragsy!!
    1 point
  34. After years of reading these forums I have doubts about any significant number of people wanting to use any weapon they haven’t perked into. No need to single out the stun baton. Seems like the majority let their inner min/maxer dictate to them what weapon is or is not worth a spot on their belt.
    1 point
  35. If this line starts trending on Twitter and FaceBook, may you be doomed to play A14 forever...
    1 point
  36. Gosh dang it, I almost googled to make sure I used the right one, but was too tired
    1 point
  37. i don't have a high end and it doesn't turn into a slide show on horde night I dip to 40 from 60 but still not a slideshow
    1 point
  38. Here's a video showing how to add a custom POI list, specifically the Compo Pack. Plus how to remove unwanted POIs from the list.
    1 point
  39. Really liking all the new zombie models. They all look so good. Kinda wish we could keep the old school nurse. Sylvia has been my girl since Alpha 1
    1 point
  40. I totally agree. That looks nothing like any burning zombie I have ever seen.
    1 point
  41. I consider FORT and STR the combat heavy attributes because they clearly have the weapons advantage over all other attributes. For example: Except for the two highest difficulties a normal player could get away with using the tier1 gun of FORT even in endgame and because of the big magazine the m60 is the ultimate oh @%$# weapon (IMHO), even better than the shotgun. Agi in comparison needs a lot more perk points to be effective as their damage potential starts from a lower level. I don't see that necessarily as an advantage that you need a lot more levels to get in range of FORT or STR. The strength of AGI is a completely separate "game mode" where you can relatively safely do quests in the night provided you invested your points in it. In typical fantasy RPG parlance you would call that attribute the rogue assassin class. PER has a strong tier3 weapon, but all lower tiers are hampered by small magazines, especially the tier 1 weapon. There is almost no application for the long range the guns are capable of and melee is one of the most difficult weapons to handle effectively. PER can shine on horde night, but the rest of the week I consider its utility perks more important that the combat perks. The RPG equivalent would be the thief half of the rogue class. Well, just ask that question now. At the current time I would say definitely yes for me. Even with a shotgun I miss sometimes or forget to reload or the weapon even breaks at the wrong time (yes, I'm sloppy there). Also while running around with double barrel or even pump shotgun you need to reload a lot more often than you would like. The turrets are the only companion in single player to watch my back. And set up behind you they even literally watch your back. The effectiveness of the baton in fights with multiple enemies is very low, no question about that, but the turret(s) really shine in fights against multiple opponents. Yes and yes. In theory the game was designed with a balance so that the more effective ammo is harder to get and needs more effort to get enough of it. But effectively ammo of all sizes was too plentiful and easy to get in pretty much every alpha I played. But there is hope for much more balanced setup in A20. If the first people are complaining they don't find enough ammo we might have reached a good balance. It isn't abandoned, but was sold to the new Telltale for further develpment. A big patch is being developed right now. 😁
    1 point
  42. They call him Mr. Lava Lava...
    1 point
  43. I'm pretty sure the "RangedAttackTarget" AITask accepts "minRange" and "maxRange" values. Try putting them at the end of the "data" attribute value, e.g. "itemType=1;cooldown=4;duration=5;minRange=10;maxRange=100" EDIT: here's the cop code with those values added: <property name="AITask-2" value="RangedAttackTarget" data="itemType=1;cooldown=4;duration=5;minRange=10;maxRange=100"/>
    1 point
  44. Yes because I can't save it without some kind of C# mod. Also these should work fine on A19.5
    1 point
  45. *This is another work in progress. I've decided that I want to make enough POIs to fill a small town like Perishton using all of my recent prefabs. To that end I want to have some businesses, residential like the houses/Lost Arms, and utilities/industrial like the pump station. To fill this out I'm making a business strip type POI like the ones already in game. I've got the non-dungeon version built, so here are some pics. I almost think this would make a neat trader location if I were to join the buildings and fortify them. I'll upload when complete.
    1 point
  46. Robotic Turret Ammo seems ridiculously expensive compared to every other ammo. Even for .44, for 2 ingots (brass and lead) and gunpowder, you get 10 bullets. Compared to robotic turret ammo, which is used a lot faster, deals a lot less damage, one ingot will only make 2 bullets. Of course I'm just starting out so maybe I'm missing something.
    0 points
  47. The fact that it is still in early access is good for me personally. I am glad that i get something new every time, including technical improvements. But there's only one thing that bothers me... every time - gameplay degrade.
    0 points
  48. Well fat looks good but burnt looks more like skyrim so it not suit xd
    0 points
  49. But i should point out that the fact that he no longer looks like spiderMan from marvel - is already a big step ...
    0 points
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