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Khyron

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  1. Padded armor is absolutely fantastic because it gives you some resist early game when you need it the most and because it gives you zero penalties to stamina or movement or noise. Leather armor in my opinion is awful because while it does Grant small amount of armor more than padded, it also lowers your stamina regen it makes more noise and it reduces your speed. I don't feel like it grants enough additional armor for that trade-off to be worth it. Typically if I'm going light armor I stick with padded and boost it with whatever banded armor plating I can find until I can get a good set of military gear. With heavy armor it's all worthwhile because you're making that trade off of armor for mobility and Noise right from the get-go and the upgrade amounts are significant enough that you always want to have the strongest available Personally I really hope that the new armors and outfits and everything else being added in the next update will be a lot more interesting and give me reasons to want to do anything other than padded armor 80% of the time
  2. I thought about this and thought that it could be combined into "Learn by Experience". As you fight with a club, you gain club XP. If you craft clubs, for yourself or others, you gain club XP. If you perk into clubs you gain club XP faster. And if you read a magazine, it grants a large amount of club XP. No matter what you're doing you're progressing along the path of the club; Eventually you learn to make sturdier, more advanced clubs. Driving grants a small but steady trickle of vehicle XP. Being struck while wearing armor grants armor crafting XP (As does crafting new armor). Cooking food, boiling water, etc. grants cooking XP. Making or using medicines grants medicine XP. Upgrading blocks would grant repair tool XP. Or you can just go out looting for magazines which give you the insight. A combination of learn by doing, learn by reading, and 'learn by crafting' with perks boosting your growth rate. The best of all worlds? Obviously it'd require a lot of testing to properly balance, but the fact that it would allow everyone to play their own way and still progress seems like it'd satisfy every playstyle for all players.
  3. This whole argument is dumb. Why? Because if 'Reality' is the goal, then can you imagine how the game would play? The entire inventory system would have to be modified from the top down. No more carrying engines, they'd be way too heavy for anyone to just stuff in a nebulous 'backpack' we don't even see! Forges shouldn't occupy the same amount of space as a single nail, either. Then we'll have to completely screw up the whole scavenging system. I mean, whoever heard of disassembling a car into nonexistence with a wrench??? You should have to dismantle each part in sequence because obviously you can't reach some parts while others are in the way. And when you're done it's not like you can just mysteriously break down all the parts by hand. You have to individually smelt them down into their component minerals, and that includes far more than just iron. Then there's resources. You can't just chop a tree down and instantly make a cube! You gotta chop the tree, trim off the branches, remove the bark, then saw it into planks. Then you have to build your building carefully by constructing the wooden frame and nailing each individual plank to the frame. Unless it's concrete, in which case we need to construct the mold we'll be pouring the concrete into, mix the cement mix and water together in a cement mixer, pour it, even it out, wait for it to dry... "Reality" is the worse possible justification to use in a game where you can instantly convert wood to rock to concrete to steel using just a nailgun 😛
  4. Back in Alpha 20, I used to make elevated maze-like structures for zombies to path down. The idea behind them was that if I put down a loooooooong path with a whole bunch of turns, it would take the zombies a very long time to reach me. Meanwhile I would be at the end of the path with robotic turrets mowing the zombies down while they could never touch me. I'd even add a few cube blocks along the path that'd force the zombies to stop, jump up, then jump down. The idea worked 100%, but I noticed back in A20 that zombies who haven't been damaged in a while will go into that 'rage mode' where they stop and attack nearby blocks. Shooting them with a single pistol round would solve the issue; they'd immediately start pathing towards me again, and if I had turrets down they'd do a good job of chewing up the zombies and interrupting the rage mode. I assume that this behavior is in fact intended because I've seen streamers and video creators mention that zombies go into rage mode based on proximity. Cautious Pancake's 6000 foot maze mentions a 'magic 11 block radius' and it's visible in the video where when a zombie gets within 11 blocks of a player even if they haven't been damaged they can stop and go into rage mode.
  5. Summary: There's an SI issue in the POI named 'The Philippe Residence'. Game Version: A21.1 b16 Game mode: MP host, tested in SP Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? On Status: NEW Bug Description: Jumping onto the roof of the garage located at the rear of the POI 'The Philippe Residence' causes the roof to cave in. Detailed steps to reproduce the bug: 1) Enter the garage. 2) Jump onto the workbench, then up onto the shelves, then through the hole onto the roof. 3) Walk further up the roof. Actual result: The roof caves in instantly. Expected result: I mean it should cave in if you destroy a bit of it but just walking on it probably shouldn't trigger an SI issue?
  6. Unity is offering devs a waiver if they switch to Unity's LevelPlay mediation platform - basically an ad system for mobile devices. There's a lot of speculation about this whole situation basically being a way to try to force mobile gaming devs to switch from other advertisers to using their system in an effort to get more income out of mobile games.
  7. I get that it's done for performance, but I want to know if there's any way to force the game to render objects further away despite the obvious performance impact. I'm so very, very, very, very tired of smashing into objects that didn't render until 15 feet away when I'm driving 10 feet per second.
  8. I feel like it'd be a huge help with ammo, medicine, explosives, and food/water. Those are all items where you want to have a reasonable amount with you and larger stacks let you carry more without having to sacrifice inventory space or constantly find yourself going back to your vehicle/base to get more.
  9. Increasing the size of stacks of items is a huge balance issue, I get it. But the best way to balance things? With Perks! Because it costs perk points as an investment it provides a reasonable reward for the investment. New Tree : Organization. (Governing Attribute : Intelligence) Increase your personal efficiency and increase the amount of items in a stack by becoming more Organized. Level 1 - Disorganized You're disorganized, but starting to consider how to improve. Increase the size of all stacks by 20%. Level 2 - Systemic. You've created a system, and it lets you keep things in order better. Increase the size of all stacks by 40%. Level 3 - Natural Fit. You've learned how multiple objects can naturally fit together to use less space. Increase the size of all stacks by 60%. Level 4 - Exceptional Planner. When you do things according to plan, everything works out better in the end. Increase the size of all stacks by 80%. Level 5 - Tetris Master. You can stack items together so perfectly that there is almost no wasted space between them. Increase the size of all stacked items by 100%. I know that there are mods which do this, but I feel that making it a part of the base game would be worthwhile because it does address an issue that vanilla players often have, that of inventory space being difficult to manage later on.
  10. In order to make the map more useful, a few requests. 1) Stickers. So you can mark things without needing to save a waypoint. Useful for things like when you find working vending machines, when you want to mark certain POIs to come back to later, resources you want to hop over to, etc. Also an option in the options menu to mark how close you have to be for stickers to show up (100m, 250m 500m, 1km, etc) would complement this option well. 2) Recolored Waypoints. Let us specify waypoint colors, so we can do things like mark down player bases in blue, traders in green, mines in black/brown, et cetera. 3) Some way to move while the map is up. Mainly because sometimes I try to explore large areas of the map to reveal it and identify resources I may come back to later, but having to constantly open and close the map to see where the grey unexplored area is kind of gets annoying. I believe there's been mention of absolutely no minimap so the ability to move while the map is out is a good alternative. Of course, you might drive into a tree or rock or something while looking at your map and driving, but hey - that's super realistic, right? EYES ON THE ROAD!
  11. Quick Question. With Spears now having a power attack instead of a throw, what will Spear Hunter 4 and 6 do? Also the final bonus? 4 Used to be increased range and projectile speed, 6 used to be slows targets when hit by thrown spears. And the final was fhrown spears do more damage to downed zombies. This probably just was changed to power attacks but asking just in case.
  12. Exploding Arrows and Exploding Crossbow Bolts gain damage solely from the Archery perks, and NOT from Demolition Expert. There are no 'tiers' to arrows, only bows. There are different materials arrows are crafted out (Stone, Iron Steel) and the two 'special' arrows Flaming and Explosive. The damage done by those arrows is dependent upon your currently equipped bow and archery skill. Reading skill books will let you craft higher tier bows but the arrows will always be the same. If you've read 100 archery skill books you'll still make the same stone arrows as if you've never read any; only the bows themselves improve by reading the archery books. If you want to do more damage you will never have to re-craft your arrows, just craft a stronger bow or put perk points into archery.
  13. As far as I understand it from what I've seen on the dev streams, the existing perk books are separate from the skill books. So you'll still have art of mining and the bonuses it grants, separate from the books which you loot to learn the actual pickaxe recipes. Likewise, you'll have the Ranger books which grant the ammo types like in the current Alpha 20, but the archery skill books will instead grant the bow recipes. And the archery perk will boost damage, reload, etc. A20 (Current) : Learn bow crafting from recipes, learn the ammo crafting from RAngers Guide to Archery, and control Bow Quality and damage from the Archery perk. A21 (Soon) : Learn bow crafting and control bow quality from the skill books, learn the ammo crafting from Rangers Guide, and control damage and other bonuses (Including more bow parts) from archery perk.
  14. Is there a gallery showing off all the new art assets in 21? I fell asleep during the livestream and would like to see what I missed but quicker than it appeared during the stream.
  15. Some ideas for some new mission types. 1) Defense. Hold off waves of zombies attacking a quest object, such as a noisy generator, fuel pump, or what have you. After all waves are completed the big loot goodie area opens. 2) Demolition. Zombies are infesting a location and you must demolish it to reduce the threat. Demo charges have been left near the POI you must grab, plant, then loot the goodie area and escape before you are caught in the collapsing building and crushed beneath tons of concrete and steel. 3) Reinforce. A daytime repair generator mission; you go to a POI and must repair a number of defenses (Broken barricades, traps, turrets, and other such things) using supplies found on-site, while clearing zombies to make it safe for survivors to move into. 4) Distract. The traders want to make a supply run safer by luring Zombies into a trap. You're sent to a large open POI where you perform tasks to lure zombies into a kill box where traps and defenses will thin them out. I'm thinking a big blender-style trap pit in the middle of the drive-in POI where you turn on lights, speakers, and the projector and each stage lures in a group of zombies to the kill box (And some may break away from the group to attack the player).
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