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Javabean867

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Everything posted by Javabean867

  1. 2 things to consider. 1. there are no higher tier POIs near you. If you want closer quests, choose from the lower tier quests available. Or you can move your base to an area with higher tier POIs. 2. Exit the game and load back in. You will have a new selection of quests.(if you have developer mode on, you can actually reset the quests when talking to a trader.
  2. It definitely has limited uses. I feel after the first few days I am seeking all the zombies to level up faster. But when you are squishy in the beginning it is very useful.
  3. You can still throw rocks to distract zombies. And rocks can damage them. you just need to tie them to sticks and hit them with it. lol
  4. Don't forget about yucca smoothies. You take apart a few ice boxes and you have enough snow for a few stacks of those. Even more water, plus some food and cold resist. No need to change your mind, more water, plus food, plus cold resist. It is the superior beverage. I make a combination of both though in end game. They are so similar, and role playing reasons don't want just 1 beverage lol.
  5. I was thinking something different. You can pull murky water from sources, but it takes 10 murky water to make 1 clean water. Probably get 20 murky water from a water block.
  6. You know what would fix this real easy??? A mod that turns all found crafting mags into 'crafting notes'. Then with the right perks allows you to turn those crafting notes into the crafting mags that you want to level up. Or the perk level would limit how far up the crafting tree you can go with reading your crafting mags.
  7. I was going to say i didn't know of any ners to infections. I mean just play a little less aggressive, and heal when you are injured. That basically removes any chances for injuries and infections.
  8. Are you sprinting into combat and using power attacks a lot ? That sort of mobility eats up your food as well.
  9. Your math isn't mathing. Don't get me wrong i would love for their to be more book sets, because those are fun. Here is my suggestion. At perk level 1 and above you want at least 10 plots for each crop you want to grow. It can take a bit to work up to that, but it is well worth it. Also until you are able to keep up with seed production i make sure to bring back all of my seeds found in the world. If you are playing with more than 1 person i would suggest add 5-10 plots per crop, per person. Make sure they know to bring back any canned good that is used in a recipe. You should be swimming in food by the time you have level 3 farming perked up. Make sure the person cooking the food is perked into master chef, and that they are making the best foods with the crops you are growing.
  10. Personally i think there needs to a tool that uses lock picks as ammo. Equip the tool, use tool on locked chest, it does somewhere between 1-100% effort on getting the lock picked, and uses up the pick. once the effort is 100% the lock is opened. Lock picking skill would set the minimum possible to 10, 20 and 30% effort. I'd also make picks cheaper to craft. 1 forged iron per pick at the most expensive, or what i think would be better 5 pick per forged iron.
  11. Then why would you ask for their reason, if you already know the answer. Look it's simple. You like the jars. Mod them back into your game. It's simple. Getting yourself worked up over this isn't going to change anything. Yes petitioning for a change is fine, getting other people to ask for it is great. But getting upset over it makes zero sense.
  12. They have answered this question many times. Use the search function to find the many times this has been answered. Water should be a struggle early game. And barely an inconvenience mid game. And of no consequence late game.
  13. Sounds like something you should mod back in seeing you want the jars back. But adding a step or 2 to make your infinite water doesn't fix what tfp fixed when they removed the jars.
  14. I don't know. it make sense to me that your vehicle should take an equivalent amount of damage that it does to blocks. It should take a reduced amount of damage from soft targets. There should be an armor start that reduces damage your vehicle takes though. The 4x4 and motorcycle should have that naturally. and there should be a mod that effects the damage you take, and possibly do.
  15. As long as they don't get rid of the derpy deer head bobble as they walk I'll be happy.
  16. Are you questing? Are you perked into bows? Are you buying skill magazines? Are you looting all things? What are your other skill books at? I found mine are all relatively the same, with a slight boost to one's I've perked into.
  17. it effects the game stage more than anything, which effects which zombies will attack your base.
  18. I imagine the 'logic' behind the damage difference is that revolvers may not burn the gun powder as efficiently. So muzzle velocity is not the same. As far as ap ammo goes. It should do less damage to un-armored targets. It simply doesn't 'explode' as well as normal ammo.
  19. It is just an icon, like the gas cans and bowls of stew we can make. It represents a serving size of water. Read 1 forge ahead book, now you know how to make a dew collector. Bring 1 pot back to your base, now you can boil murky water into clean water at your campfire. Do quests, now you have cash to buy food/drink/water filter for a dew collector. Loot everything, and bring back what is important. And before you ask, the fun pimps found out most cans are either tin or aluminum, neither of which are used in recipes, so no use for empty cans anymore lol.
  20. I use all of the murky water i find to make boiled water, as opposed to using the dew collector water. Dew collector water is turned into tasty beverages. And unless you are playing on highest difficulty, being a little thirsty/hungry is not the end of the world. My playthoughs at the early stages are rather thirsty and hungry until i figure out what im doing for food.
  21. Sure with the daring adventurer perk you can get some more advanced rewards, but not by much. I'm running the same build, and I can make the same level of gear I get as rewards on average. There will always be lucky finds in the game, and that goes towards looting as well as quest rewards. The previous playthrough I did I found a quality 2 swat helmet in a random loot container(no loot bonuses) That doesn't mean it is common or change that loot/trader/crafting is out of balance. Are you focusing on running quests? My group has been clearing pois as opposed to focusing on questing. That might be the difference.
  22. Is your team reading all of the books they find, or giving them to specialists? We have 2 people playing on our server, and the crafting is about the same as questing/trader. I had to insist on us specializing though lol. But we agreed.
  23. So we have a ton of players playing A21 now, I can't imagine there aren't some new players looking for hints. Let's give em some help. I suggest everyone give just 1 thing you make sure to do on every play through. Mine is simple. Don't sleep on wrenching the king size beds. You get tons of materials that are useful early on, and they provide about the same experience as killing a normal zombie. I mean obviously you need to make a wrench early on.
  24. Yeah lock picking just needs to be a tool that wears down. They could have a few tiers of tools in this category. Lock pick Lock pick set Lock pick gun. Each has their own damage per second, and durability. The lock pick perk would increase damage and durability. And the skill book that improves damage to locked things would make a ton more of sense. Oh and it would also work on doors as well.
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