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Silverjohn

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Everything posted by Silverjohn

  1. I didn't notice a patch note regarding this but the cost of crafting cloth armor and the pocket mods for the clothing (vs the ones for armor) has shot through the roof for me. 100 cloth for the chest piece and 50 cloth for the other pieces and 200 cloth for the pocket mods. I usually craft a set of cloth armor on my play throughs so I'm pretty sure this wasn't added with A 21. Has anyone else noticed this change or am I bugged.
  2. I know some of the old grognards have been asking for more of a challenge but I've noticed that a few of the new A 21 POI's seem unreasonably difficult for the mission tier they've been assigned. (If you reply to the thread please keep in mind new players to the game may not have your level of experience and expertise and we don't want to drive off new players with unreasonable difficulty spikes between one POI and another;). If anyone else has found this to be true as well please add to the list with the POI name and the reason why you think it's been incorrectly rated. For example: Camp Carwal Tier 1 The last loot room requires you to drop through a one way hatch and automatically triggers two regular zombies and a lumberjack in an enclosed space. I've had this happen on two different characters and even on Nomad difficulty. A lumberjack is doable in a Tier 1 if you have room to kite it but penned in by the room clutter and two other zombies it's a quick death. (Edited for spelling.)
  3. Up to Alpha 20 it was 50/50 whether I'd craft weapons and armor past the obvious first tier gear. With, so far, limited experience with Alpha 21 and the read to learn system I've usually been getting the gear sooner from drops and quest rewards than I've been able to make it.
  4. For 4. "consider the player level against the POIs", I'd have say, at least they're trying, and IMO have done a pretty decent job at it. Lower level POIs don't really spawn anything really nasty, rarely even as Infestations. I'd have to disagree with that. If you haven't seen it yet the last loot room of the regular Tier 1 Camp Carwal POI has you drop in and automatically triggers two regular zombies and a lumberjack in an enclosed space with no obvious way out. And before you dismiss this a "git gud noob" I've been playing the game for eight years and I haven't been able to survive that with legitimate Tier 1 gear (even on Nomad) without meta-gaming and chopping my way in from the ground floor so I can kite the lumberjack out into the open. For a new player or someone who doesn't know what's coming that is a death sentence.
  5. I didn't see it mentioned in the 20.6 patch notes so I don't know if this was intentional but using a Bone Knife with Deep Cuts at Level 2 and Level 3 I'm doing knock down on zombies in the same way as clubs. If this was intentional it's not a selling point for me as I usually power shot to the heads and having to wait for the zombie to stand back up is somewhat tedious.
  6. If we're talking something that's a long shot to get as opposed to good general loot? Silencer. Honey is a close second.
  7. Seed Keyword: Horse Default settings. 5 Trader found so far. This is a good map for players who prefer a low key play style. The first 4 traders are all within 1.5 km of each other in the temperate forest zone with the fifth within 2 km in the Wasteland Biome.
  8. I usually run agility builds so I go best archery type weapon I can get with a bone knife or hunting knife depending on how far into the game I am. Machete I don't bother with but I usually only level a toon to the 30s-low 40s before rerolling. I also carry the best pistol I can find for oh crap moments but it usually collects dust except on horde nights.
  9. Playing on Nomad I make a set of Padded Armor and Bone Knife as quickly as I am able. The Padded doesn't have any stamina or movement penalties and the Bone Knife's stamina cost for power attacks is pretty cheap. Back away as the dog attacks you and power head shot. You'll take some bites but the Armor will keep it manageable. Also, if you're clearing a POI use the Primitive Bow with sneak attack head shots (remember the shots from the bows drop so aim a little high). Those are nearly one shot kills and will be one shots once you put a few points in Agility and the Hidden Strikes Perk. If you're still having problems pick Fetch rather than Clear missions and chop your way in from the side of the building closest to the stash.
  10. You could stay in the trader post but you have to pay rent. Certain amount of money based on your level.
  11. In fairness to reality, no amount of research is going to let you make a revolver or machine gun from a few pipes and glue;). Same for brass casings which need extraordinarily precise measurements.
  12. Violence against children, even zombie ones, would get the game banned in a lot of countries, most notably Germany. This goes back as far as the original Black Isle Fallout games in the 90's.
  13. In Alpha 19 there were the free roaming hogs that were non-agro unless attacked but also the ones at the corn/pig farm poi that were immediately agro. Maybe someone was building a new poi and copied the wrong version of the hogs when they were setting up the outdoor pigs.
  14. This is a report not a request for help. I don't require a response. Windows. 10 km Pregen. Separate characters. Clear "The Dead Rooster" bar 2572 E 3525N / Tier 1 Failed to complete when I was done killing the zombies. Killed all the chickens to be on the safe side still didn't complete. Logged out and restarted still wouldn't complete. I cleared the roof, second floor, the barrel storage room, both bathrooms (ground floor and basement) and the cages in the basement. Also killed the zombie dog in the back yard. There was a lag for appearance of the two crawling zombies at the foot of the stair in the basement. On one clear a third crawler appeared after I had run around the basement for a minute (three clears only saw the third crawler once). Restart Power "Aldo's Cabinet" 2606E 3618N / Tier 2 Playing with 2 hours day cycle with 18 hours of daylight (so dark between 2200-0400) Arrived at the location before 2200. Didn't attempt to activate the quest marker until 2200. Received message that the quest couldn't be completed at that time. Waited and activated the marker every 30 game minutes. Quest wouldn't activate. At 0100 the message changed to can only be started between 2200-0100.
  15. Maybe nerf it without reducing the damage? Have it so, once you pull the trigger, it keeps firing until it empties it's magazine (simulating a gun with a faulty sear which would make sense on a crudely made weapon). That way it would have a situational utility for horde nights or getting dropped into a pit room full of zombies but not something you'd use in every situation because of the ammo it burns through. Of course, if you could find a semi-auto or full auto conversion mod, you could make it work properly.
  16. (Note: These observations are based on Nomad level play with quality 1-2 weapons and no perks purchased yet. I am not comparing them to higher tier weapons but to the Primitive Bow and Bone Knife which have, admittedly, received a boost in A20.) So no early access for me so I've only had a couple of days playing with the new pipe guns but so far I have to agree with the consensus that the Pipe Machine Gun is overpowered, the Pistol seems to be fairly well balanced and the Rifle and Shotgun are pretty weak. The Pipe Baton does seem like an upgrade to the starting club but not enough to make me switch over from the Bone Knife which is my default starter weapon. To help balance them out I'd suggest the following: Pipe Machine Gun Make it so you can't stop firing it once you've pulled the trigger. Each time it fires it empties the magazine (simulating a crudely made weapon that doesn't have effective sear). This wouldn't make the gun useless as it would be powerful for emergency situations were you're getting swarmed but not something you'd use in every encounter. Pipe Rifle This thing is truly awful. I was making sneak attack head shots from one block away against completely unaware zombies (through a hole I'd chopped in a wall) and they weren't even dropping. Meanwhile, from several blocks away, the Primitive Bow is routinely blowing their heads clean off. Maybe give the Rifle a sneak attack bonus similar to the bows so it does +100% damage with the first sneak shot. Alternatively give it a bonus against armored zombies. Pipe Shotgun With a head shot at point blank range I could at least get the zombies to drop but it still wasn't impressive. I'd also say it isn't really that much faster to reload than a blunderbuss that it replaced (which was the justification for making it do less damage than the blunderbuss). Maybe give it a bonus vs unarmored but a steep penalty for armored opponents.
  17. Not all lever actions are Winchester 94/Marlin 336's;). The Winchester 95, Browning BLR and Savage 99's could easily handle rounds in the .30-06/.308 range.
  18. I haven't had a chance to test it myself but everything I've seen is saying that looting in the Wasteland areas will boost your chance of getting better gear but at low levels you're just going to be seeing better quality versions of what you'd get in the default temperate forest zone. So high quality pipe guns and padded armor or the occasional pistol or hunting rifle. So if you're hoping to go in and grab some automatic shotguns and military armor you might be disappointed. Depending on how you have your loot respawns set you could even be shooting yourself in the foot as you might get low grade loot then have to wait in game weeks before the POI loot crates reset. You might be better off just waiting until you've leveled up a bit as that seems to have the biggest impact on the kind of gear you get from the randomized loot system.
  19. So I haven't played to a high level yet and I'm on Nomad difficulty but stealth still seems to work for me. It seems the trigger is set at the entrance of the rooms if you're following the intended route through the POI (ie following the lights) but chop through a few walls to sneak up on them from behind and you can still clear a room silently with a bow or crossbow.
  20. I've actually found vultures easier to deal with in my few encounters so far (roof tops not desert). They seem to be flying straight and level at you now instead of going high and diving. If I time it right I can one shot them with a power attack from a bone knife.
  21. I have noticed that infection is harder to deal with so far. But it's always seemed to be a moot point in this game as all you have to do to get a clean bill of health (including any breaks and such) is have your settings so you don't drop anything when you die and commit suicide. Heck, even if you have your settings to drop everything on death, just kill yourself close to your base and it can be a short run to pick up what you lost. Making back the exp loss isn't really an issue and 5-6 zombies and I've paid off the debt (admittedly I never play super high level characters so it may be an issue for you level 90 types;).
  22. Is it just not reducing the volume of the audio file or are you getting agro from the zombies as if it was unsilenced?
  23. Thank you for the tip. I did a quick check and the bars start at 150 hit points but can be upgraded with wood to 500 hp. Upgraded to cobblestone they are 1500 hit points so I believe they match up with the hit points for the regular wall blocks. You can also skip upgrading by going straight to making cobblestone blocks. The new pipe pistol seems to be working quite well. Even at low skills a head shot followed by a body shot seems to be enough for the basic zombies which is a reasonable damage output for a day 1 weapon. I'm not that impressed with the pipe baton so far but the stamina cost is much better than the basic club. So far it seems they've swung the infection hazard back to hard to deal with. Stumps with honey are a lot harder to come by and antibiotics cost quite a bit from the traders. The tab menu lock up I mentioned in the original post has only happened once more. I haven't been able to work out what triggered it yet. I've tried a few different game starts and I had another that started me 3.4 km from the first trader. This seems a bit far but may be because they seem to be sending you to temperate zone traders. More to follow as I try out more starts and maybe a different generated world.
  24. Just a couple of hours on A20 beta so far and it seems like a good upgrade to to A19. So far the only bug I've run into was the inventory/character menu failed at one point (I couldn't use the right click interface to repair items when the cursor was active in the crafting menu description window and couldn't switch to the other tabs of the interface until I'd logged out and back in again). The new world generated a lot faster than A19 and it dropped me 3.4 km from the vendor for the last stage of the tutorial. I'll try a few more game starts tomorrow to see if this was random or common on that map. Once I got to the vendor the distance for the tier one quests was a lot shorter than A19. Several were within 300 meters and I didn't see anything further than 600 m. That seems like a lot more reasonable distance to me for tier one quests but that could just be personal taste. I played a bit with the new pipe guns but don't have a real opinion yet. I usually play a knife/crossbow character so I'll have to see if the noise is worth the trouble. I will say the designs do look sufficiently "junky" for what they are supposed to be and the reload animations look practical. So far my only complaint is they seem to have taken wooden bars out of the build menu so my favorite design for a day one base doesn't work. Again a matter of personal taste so a me problem not a dev problem;).
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