Jump to content

Riamus

Members
  • Posts

    2,516
  • Joined

  • Last visited

  • Days Won

    58

Everything posted by Riamus

  1. Since I'm on my phone, trying to split quotes is a pain, so forgive me for responding to everything below the entire quote Rather than splitting it up. Just because something is realistic didn't make it good gameplay. And as TheFlu said, in real life, you normally don't have specific items for specific items. You might have either specific items for any items (number based on value) or any items for specific items (number based on value), but it would be very strange to see specific items for specific items. After all, if the trader needs an engine, they aren't going to complain that you want a pistol instead of a spear (assuming they were equal value, of course). You make my point about scavenging. You want me to scavenge for specific items in order to buy something specific. That can be a nightmare with RNG, depending how common or rare the items are. On the other hand, I should ignore the trader and just scavenge for what I need without bothering with the cat and mouse barter game. Much less of a headache. As TheFlu what mentioned, it just becomes a find me X items quest. If you want quests like that, there isn't anything wrong with that, but it doesn't really make traders better. So you want dukes to be a specific item as past of a specific purchase? So I have to still have a specific item combined with dukes to get something? Styles can't offset the actual value such that if I needed two engines and I brought one plus dukes, it wouldn't count unless there is a specific option for that combination? That would be really annoying to me. If I have 20k dukes but can't buy water because that requires me to have 10 dukes plus 2 cloth and I don't have cloth on me.... No thanks. If your goal is just too make rare stuff hard to get from traders, just remove those from traders and have traders only sell common stuff. Still not my favorite option but I'd prefer that offer this. Either way, I rarely buy from traders except occasional books (not magazines) and solar stuff, so it wouldn't impact me much at all. I would just have to scrap everything instead of sell it since I couldn't just sell anything anymore.
  2. Although bartering can be good in a game, I would really not enjoy having to find something specific to trade for what I want. This kind of system would make me buy stuff from the trader even less than I already do. And it would absolutely get me to spam quests even more rather than less. Instead of buying anything, I would just quest and scavenge instead of spending time trying to find the right thing and then remembering which items to carry with me to buy that thing. And then it makes traveling to other traders even worse because now you don't know what they want to trade for to get what you want and traveling there to find out, only to either go back to base to get the items or spend time scavenging until you find them near that trader. It just doesn't sound very good to me. And when it comes down to it, bartering without requiring specific items isn't really any different than what we do now. You can buy stuff with money, but if you are selling as well, then it is like you are bartering. You are just not doing the buy/sell at the same time. I could see maybe adding in a UI box for buying and selling at one time like other games do. Just not requiring a specific item or items to get each specific thing you might want to buy.
  3. Inventory space is really trivial as it is. Making it more so isn't a great option. As it stands, when you are more powerful like you're talking about, you've gained a drone and vehicles with more storage. Unless you're trying to scrap an entire large building on your own or trying to loot many POI at once or something, you have a ton of space available and shouldn't be running out of space. A drone filled with storage mods can hold more than you can. The 4x4 can hold more than you can as well. I don't have the inventories open in front of me to get the total numbers, but your total goes up to over 3x what your personal inventory would be. That is a LOT of space. And if it's really still a problem, it's trivial to drop a storage chest for some temporary storage until you can move it to your base. The game should have some inventory management requirements, regardless of your level. I don't think removing that is good even if it is already trivial. They definitely shouldn't let you put a vehicle in your inventory that is full of stuff. Consider that they could have made it much "worse" for people and set it up to use weight as the limiting factor. That would mean no carrying vehicles at all, not to mention significantly less of everything else. As far as mods go, they have long stood in favor of mods and the vanilla game is pretty much considered a starting place, with the expectation that people will move on to using mods to get the game that they personally want. Mods aren't bad and there isn't any reason why people shouldn't use them. And if you really want something like extra storage, there's no reason not to use a backpack mod. I tend to play games without mods but I use a few in this one, including one I made for myself, just to get a few things changed to my liking. It works well that way. If someone wants to host your own server for people and have it be vanilla-only, that's an option. Or if they want to have specific mods, they can do that as well. Most significant mods require being installed on the server rather than just locally, so it's entirely up to the host of the server to decide what is allowed. There's nothing wrong with posting suggestions or ideas or requests, even if they have been posted before. But you will find it hard to convince TFP or the majority of players of this game that using mods isn't a good thing or that people should be playing vanilla. There's nothing wrong with people playing the game the way they want to, whether that is to make things very easily or making things very difficult.
  4. Unless I'm mistaken, they are looking for the same block shape as a 1/4 Cube, but with the correct dimensions to match the upside down 3m Tunnel Inside Corner. That square edge on the 3m Tunnel Inside Corner is not the same size as a 1/4 Cube or a Post, so if you use those, you'll end up with a visible "lip" where the two meet. So something the same dimensions as small square edge and 1m tall so that that small square edge can be made into a "post/pillar" all the way to the floor. In that screenshot posted above, that reddish block would have another block below it that continues the shape down to the ground. That's currently not possible except with a single shape that has a curved look to it because it's meant for doing a tunnel rather than a straight post.
  5. Interesting. They're obviously meant to disappear the railings when against another block for visual purposes but they should probably have an exception for when placing next to themselves to avoid this. But how much does it really matter? I'm not a fan of trying to force players to play in any specific way. If people want to cheat or cheese the game mechanics, let them. It doesn't impact me any as long as I don't do it myself. And if it bothered me that someone else did it in my game, I'd just play with different people. In any case, you can make "air blocks" that do the same thing, though they are of course custom and not vanilla, so there is that one difference that could mean TFP would remove this. But I don't really see a problem with it. What is the point of having horde night on if you're not going to play it? Sounds boring to me.
  6. Ah, okay. I didn't realize you were talking about in the corner. Yeah, that looks like one of those odd sized blocks that make doing anything with it other than the one specific thing it was designed for almost impossible. That curved block you mentioned is probably your only real option with what's available right now. Of course, stacking those to the floor would look weird. Hopefully they will consider adding a new block for this for you and others to use. Otherwise, you'd probably have to make a custom block or have someone else make one for you.
  7. Argh! I meant Rekt. And forgot about Hugh.
  8. Any chance you could post an image? I've done a 5m (I think that was it) vaulted ceiling and it has all the pieces for it. I thought 3m did as well. But I can't picture which piece is missing by your description.
  9. Did Bob already get eaten? I don't blame the zombies for eating him first or the other traders for letting him get eaten. 😁
  10. Well, hunger and thirst don't apply when offline regardless if time is passing. But the horde night thing is an interesting question. It shouldn't be possible to have spawns if no one is in any chunks. But then you have to wonder where any benefit comes from for time passing without anyone online. What changes besides the day? The only actual benefit I could see is that you always know when horde night will happen because it's always X hours real time between horde nights. But other than that, I'm not sure any benefit. And I'm not really sure that's all that big of a deal either. Okay, so I guess another "benefit" is that you could stock up your forges and campfires and whatnot and they'll finish everything even when no one is online. But that's more of a cheat/cheese than a benefit imo.
  11. Tiles are made in the POI Editor in the game just like all other POI. There should be a few YouTube videos about making tiles.
  12. I believe there is an invisible block option that you can use. There is a yacht in Teragon that is set up that way and I am pretty sure the column isn't visible, though I may be wrong.
  13. You can add prefabs using World Editor from the main menu. I'd recommend backing up your world and saves first in case you mess something up. Then it's really just a matter of hitting ESC and going to the tab with prefabs and finding the one you want and placing it. I don't think it would be a good idea to place it near your base or anything else you've made in the game just in case it messes up the region file but otherwise it should work. It's usually easier just to add stuff to a new map/game than an existing one, though.
  14. I guess what I meant was that you have a progression in the current weapons, where you go from low damage/rate of fire/etc to high damage/rate of fire/etc. It isn't linear but it's still progression. If you add in other weapons of the same basic type that are similar in those numbers, then it's not really providing much beyond variety. They aren't currently adding more tiers to what we have, so the only way to add more weapons is to remove some or to have an entirely different weapon type. And I don't think they'll add more weapon types to the base game. And yes, like you said, they could replace what they have but I really don't see them doing that this late in development. As I said, I like having variety, even just for the sake of variety. I'd be happy to see more weapons, even if they were nothing more than skins on top of existing weapons (a claymore sword skin on top of the machete, for example) just to have some variety. But they seem pretty clear that they aren't looking to add more weapons before gold. So that leaves either a DLC if they choose to do one or else mods.
  15. I like the idea. I have liked the feature in some games where you can send a pet back to town to sell rather than going back yourself. But it does make inventory working you can basically ignore. Doing a tier 5 and out of space? Send your drone to someone not doing the quest and they can unload it and you can continue without interruption. Just do building after building without pause, even without quests and never bother going back to deep off or sell. That isn't necessarily a bad thing but I think TFP want inventory management to actually be a thing in this game. On the other hand, you can already build cheap storage chests and place them wherever you want and unload to those. But you still need to haul it back later. Dunno. I do like the idea.
  16. A tile isn't all that hard to make. In some ways, it is easier than a POI because there is usually a lot less building needed. On the other hand, you need to find ways to make the tiles look unique so they aren't all the same and that can be harder than with making a POI. Also, you need to set up the POI markers for the prefabs and that can sometimes get tricky to get things placed in a way that will look right when random POI get placed there. So, it isn't difficult exactly, but it is a different kind of design than prefab design and not everyone wants to do that. It also isn't as eye catching as a good prefab, so isn't as interesting to make it share. But having a lot of custom tiles can really improve how a town looks.
  17. The only problem with that is if you aren't near your team members. I wouldn't link it to how soon you can respawn for that reason and because some people can be jerks and just ignore your zombie corpse so you can't respawn for a while. Of course, I wouldn't ever play again with anyone like that but it just opens up the option for people to act stupid. I'd rather have it where you just have to kill your corpse to get your stuff back if you have that option enabled, but where you can respawn right away.
  18. Is there some reason you posted this again?
  19. You have only 6 votes. I wouldn't assume that the first few people voting constitute that general opinion of everyone. 😀 My thoughts on it are that I don't want an easy way to avoid zombies. I'd rather be forced to run away if they manage to break through my base. That adds a lot more excitement than just getting in a vehicle and driving. Even increasing has usage wouldn't really impact much. You can drive fast enough to be out of range in a few seconds and then stop until zombies start closing in again and repeat. Even with increased gas usage, you aren't going to need to do all that much driving. And it is trivial to refill the gas tank of you carry fuel with you. Now, whether or not they should try to prevent cheesing horde night through the use of vehicles.... That is another topic. Of course, now that you can kill zombies with vehicles, you can basically spend all horde night driving over zombies with impunity if you keep enough repair kits on hand, so having those vultures is probably a good idea just to add a small amount of difficulty. As a side note, you can still drive away from zombies on horde night if they aren't set to sprint (maybe even if set to sprint). You just have to drive slowly and stop after very short distances. You can stay just out of reach and it doesn't seem like you ever trigger those vultures from what I've seen. I did it once when I gave myself a lot of experience for free in the first week and found out that the first horde night is significantly harder when doing so since I didn't also give myself better gear. They broke my minimal wood/cobble base quickly and I was on the ground without much to keep me alive so I used a minibike and drive slowly for short distances and never had an issue. Of course, maybe that was only because it was the first horde night, but I did have cops already, so I would have expected those vultures as well.
  20. I get it. But they seem intent on not adding more. For this game, other than just for variety, there isn't much rain for other weapons. I agree that variety is a good thing, but when that is really the only thing, it isn't an incentive for them. Damage, rate of fire, amp capacity... These don't really make a weapon all that different from others.
  21. They have said they aren't planning to add more weapons/ammo to the game with a possible exception of a third tier of baton. They don't want a bunch of guns that all do basically the same thing, where the look of it is the only real difference. Yes, you can have varying damage based on caliber and you can have some minor differences like rate of fire but that's not enough for what they want in this game. For guns, they pretty much just want pistol, shotgun, automatic, and sniper. And they chose to make the automatics part of the other gun trees (SMG, auto shotgun). These limited weapon types allow for fairly different uses so they aren't the same as one another. And they are sticking, for now, to only 3 tiers of weapons. So having a bunch of different pistols with different calibers isn't an option for what they want. They did end up making pistols have a bit more range in tiers than most everything else, so that is something - pipe, regular, 44, vulture, SMG - but that's mainly because they are kind of treating the 44 and vulture as a separate set of weapons from their 9mm counterparts. But generally speaking, they just don't want so much variety without much difference beyond how it looks. So although you put a lot of effort into your suggestion, it just isn't likely to happen. **MAYBE** they will consider a weapon DLC after gold but that's about the only change, I think. Your best option is to use mods that provide additional weapons. There are a number of weapon mods available. As far as having a lot of extra 44 ammo, that's entirely dependent on whether or not you're using 44 or vulture. Once I have those, I stop using 9mm entirely and stick to mostly melee with vulture for range or when I need to clear a bunch of zombies quickly. Because of that, all my 9mm and shotgun ammo are only used in turrets, 7.62 is used only for sniper on horde night (this one actually stockpiles for me because I only use it for horde night), and 44 is used regularly and doesn't stockpile too much. If I used less melee, it wouldn't stockpile at all. If anything, I'd like to see them offer turrets that use 44 and 7.62 ammo to allow using those calibers if you're not using them for your own guns.
  22. This is something that hopefully Teragon can do in the future. A dynamic tile group mechanic is on the list of things to add. That would allow making specific tiles only connect to other specific tiles. So you could have 2 lane roads only connect to other 2 lane roads or to tiles that are designed to look like a 2 lane road connects to a 4 lane road. You could make boulevards connect only to other boulevards or to tiles that are designed for merging those into a normal road. This could be used also for raised roads, subways, sewers, even rivers that are on tiles. It would definitely open up some great options for making very interesting and more believable roads in towns. However, the downside to such a feature is that we actually need a bunch of tiles of those types for it to work and few people are making custom tiles. For example, if you wanted boulevards, you would need to create at least 1 boulevard tile for each tile type for each district where you'd like boulevards to appear. So that's a minimum of 1 tile each of straight, corner, T, intersection, cap that has a boulevard on it as well as a minimum of 1 tile for each of those that has a merging road from boulevard to 2-lane. You might also want one of each with a merge from boulevard to 4-lane. And that's just for boulevards. If you want to handle 2-lane to 4-lane, you need custom tiles there as well, though fewer since we do already have some 2-lane for 4-lane tiles to work with. They'd just need to be filled out to have at least one each for each tile type and a merge tile for each tile type. It would be an amazing feature to have and it'll likely become available at some point, but unless someone wants to make the custom tiles to work with it, it will end up not having much use. We'll just have to see if anyone's willing to make those tiles once the feature is available. The problem with that is that 1) such tiles won't work well in RWG because there's no way to connect them properly in RWG and few designers want to make stuff that will only work in Teragon, and 2) not many designers even want to make tiles. So we will see how it works out.
  23. That would be fun to see! Of course, it means finding it as it wanders around in order to get your stuff back. But if it's an option, just like whether you even leave a backpack, then players can choose if they want that feature so it wouldn't matter.
  24. I asked before what the max size was and was told 30x30, though I don't remember who told that to me. When I did some testing in the past, I found that larger decorations are less likely to get placed than smaller ones, so it's usually best to stick to smaller footprints. But you do have some extra space available if you need bigger than the normal 8x8 size.
×
×
  • Create New...