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Old Crow

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Posts posted by Old Crow

  1. 1 minute ago, MichaelL. said:

     

    It all depends.  I would rely quite a bit on breaking down trash bags and the like that are outside on the streets to get plastic for steel arrows/bolts - or for some other recipe (usually in a last-minute panic to prep for horde night ;) ).  Has the occurrence of plastic in loot been balanced to cover the removal of this harvestable resource from trash bags and other random decor blocks?  If there were a recipe to craft your own scrap polymers in the chem station, that would be a good option.  

     

    Same applies for the feathers to make stone/iron arrows/bolts - I would usually take the time to break down the nests to get more fathers out of them.  Are there going to be more 'lootable' feathers in the nests to compensate for this loss of a harvestable resource? 

     

    Or... will skilling up in Archery increase the amount of feathers you can loot/harvest from nests/vultures/chickens?

     

    Not to mention eggs. I hope they took that into account, unless harvesting chickens and vultures will have a chance to give eggs now (I dunno if I want to eat zombie vulture eggs though lol)

  2. 56 minutes ago, Riamus said:

    They said it was only in Navesgane but that they were looking at possibilities for RWG.  No guarantees, though.

     

    I hope they're able to at some point. I was so excited seeing that tunnel and then quickly sad that it was Navezgane-only. It would be a perfect foundation for the next base Idea I have on my friend's server.

     

  3. 56 minutes ago, meilodasreh said:

    Ha! This!

    This is me.

    Every time I have to nibble into the last row of full stacks in my storage boxes, I might die of agonal respiration irl instead of hunger/thirst in the game. 😄

     

    Btw I hope that hoarder outfit (A22+ I know) will give some benefits like more harvest. Or more inventory slots. Or never encumbered. Or bigger stack sizes. Or special giant storage boxes.

    *fingers crossed for the answer will be: Yes, in that order*

     

    I feel like a salvager outfit would have benefits to harvesting, and would be pleasantly unsurprised to find one in A22. It'd make sense.

    1 hour ago, Laz Man said:

     

    Game is not a simulation, so there will always be some level of abstraction.  The changes to vehicle damage was not done for realism, it was to fix something that wasn't working well.  If it was for realism, we would make you do a lot more then just pop a few repair kits to fix them.   I am willing to guess most people will enjoy the change since vehicles can be used as weapons against zeds again.  😎

     

    They probably shouldn't mentioned it also being for realism during the dev stream then...

  4. 4 hours ago, meganoth said:

     

    When they added zombies to the game, did some forum users complain about player-hostile changes too ? 😎

     

     

    I had multiple games with farms and I never speced above LotL1 in SP. And all those "worthless" farms were giving me back lots of food. Did I do something wrong? Or is your need for safety and security just a bit too much for a **survival** game?

     

    Your first reply is freaking stupid.

    Secondly, wasn't referring to food specifically with farming. It's the seed return. Poor seed return coupled with 5 crops to make a single seed? Not realistic. But hey, the devs want realistic vehicle damage! Hoping Living off the Land got looked at for improvement in A21.

  5. Still curious to know how big of a chance vehicles will have to explode after hitting negative hit points. I know it's supposedly not likely to happen, but all it takes is one string of really bad luck and BOOM you lose your 4x4 and anything you had inside it.

     

    It feels like a very player-hostile change, much like A20's farming changes, so I'm hoping it gets tweaked fairly quickly, like farming did (though farming is still pretty worthless unless you spec all the way through Living off the Land (and even then, a string of bad luck can still screw you over on getting a reasonable amount of seeds back).

  6. 6 hours ago, Stranded_Napkin said:

    Reading through the responses to IzPrebuilt's post, I find it hilarious how most people read the words but didn't take the time to understand his position. Anybody who pretends that any game's development goes smoothly and couldn't have been done better is fooling themselves. This game is no exception. Most people can deal with it. I'm not going to fault him for getting tired of dealing with all the bs that people get with this game's developers and community. The forums are helpful and a boon to be sure, but there are definitely those on here that like nothing more than to attack anybody who doesn't worship the game like crazed cultists. The game is still fun, but several choices along the way diminished the game, in my opinion. Other things made it greater than ever. If y'all attack people who are down on the game, they won't be inclined to change their mind. Attacking them only makes YOU the bad guy. 

     

    I know this is probably an old topic in this thread, but wanted to say my piece. These forums NEED to be inviting.

     

    Agreed. There's way to much hostility on these forums towards people who have dissenting opinions.

  7. 1 hour ago, CyberHellKen said:

    "Hype" broke down again. Nothing was promised, at best, hoped for.

     

    I was thinking Summer Sale time in late June, so if it's before that, I'd consider it a win.

     

    That's been my guess. It'd make sense honestly - the hype could get new players interested, and with the game on sale, they'd be more likely to give the game a try.

  8. 8 hours ago, Riamus said:

    With all the complaints that they haven't released it yet after suggesting mid-May as a goal, I doubt they'd want something like that.  It would likely cause many more complaints.  It is also not really the easiest thing to try and estimate an actual percent finished as you can't really know how long certain things (especially bugs) will take to complete or fix.

     

    Which is why Lathan told Rick not to say anything about a release date during the stream.

  9. 2 hours ago, TWORDY said:

    7DTD.thumb.jpg.ffb2c2a4d1a473272a3404e5f707c6a6.jpg

     

    Hello. Just a small idea for Workbench upgrades except for the obvious Saw and Hammer. 

     

     

    See, I was definitely thinking of a tool set (speeds up crafting time), and reloading tools (allows for crafting of box ammo).

  10. 5 hours ago, Roland said:

     

    I don't know. I think iron gut still increases how long you can stay underwater.

     

    That's good to know, here's hoping.

    1 hour ago, enragedcamel said:

    so when's the patch coming

     

    When it's ready

  11. 2 hours ago, Roland said:

     

    Nah... we swim so much better in A21. Even if you have to rest a moment you can still keep ahead of them. I was able to build a deep underwater support column up to the surface between surfacing for air and keeping away from zombies swimming around me. We are quite a bit more agile in water in A21.

     

    Are you allowed to say if oxygen still depletes at the same rate while underwater? I have my heart set on a base in the side of a mountain after seeing Noah's compound concept art, but this gives me hope for building a new offshore platform base (like an oil rig).

  12. 32 minutes ago, Diragor said:

    I'm sure it has something to do with weather. The heat in the desert will be more of a threat as well as the cold in snow biome. I would love to see Sandstorm /snowstorm/radiated storm but that sounds like a lot of work, so it will just be a debuff that's a constant threat

     

    Welp.. as long as it's not a Darude sandstorm.

  13. 44 minutes ago, faatal said:

    Probably. Planned are more biome progression type mechanics.

     

    You have my attention. I'm curious to see what this means!

    5 hours ago, Roland said:

     

    They could cut the zombie bears in half and double the zombie dogs instead. :)

     

     

    FlusteredBackEagle-max-1mb.gif

  14. 23 minutes ago, Syphon583 said:

    It'd be interesting if Feral Sense could be activated based on biome spawn. I generally play with Feral Sense off, but if it was just a default for all wasteland spawns, that'd be pretty cool and a great way to increase that biome's difficulty.

     

    It almost feels like it's on automatically in the Wasteland, which definitely adds to the sense of danger there.

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