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FifthElement

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Everything posted by FifthElement

  1. Sharing a few ideas for integrating with A21: Instead of ignoring all of the work done either on the mod's trader compound or the new revamp trader compounds, bring both types of compounds in. So, vanilla compounds for Jen/Bob/Rekt/Joel/etc.., and then this mod's compounds using the secondary characters. Larger maps end up with duplicate traders anyways, having more unique trader locations would be cool. I agree with and disagree with the magazine change in vanilla. I *like* feeling like I get something from every bookcase I loot. I *like* removing crafting skills from the perks (which was unrealistic). I like how sexy-trex is no longer in every build. I don't like the overall nerf to crafting, a system generally inferior to questing/looting (In vanilla). "It'd be cool if" the magazines stayed around (would have to rebalance how much tech points are given out), but instead of unlocking the ability to make new things, or even higher tiers of things, they increased the success rate of upgrading. It'd continue to keep each bookcase interesting.
  2. Awesome mod! My group of friends and I have picked the game up again because of the fresh take this mod takes on things, and we've gotten to the end stages were we are trying to upgrade gear. The delay in progression to base building is a bit frustrating at first, but I like how we've been forced to live in a POI instead of just having a custom base up within the first few days (although, on the latest playthrough, we lived on the street in front of the trader). The repair station is a really cool mechanic as is the recycler (although, "it'd be cool if" bullets took a bit less time to recycle). The skill system is good (though, it seems that using a drill is slower for leveling than a pickaxe, I've yet to confirm). The vehicle progression is a bit rough at first, but then great. We skipped bicycles entirely (it'd have to be basically a handout for it to be obtainable), and pooled for a quad, which was AMAZING for mining operations (the thing climbs super well). After that, we got the mining cart, then the Covered Military truck, and finally the big ol dump truck (mostly because it was cool). I both love and hate the crafting progression. You can get the best items in the game from crafting, which I love, but it still feels very suboptimal compared to questing until you get a decent item and then upgrading that. It's probably a controversial subject on how good trading vs questing vs crafting should be, but I feel questing a bit strong vs the other two. After effective day 150 (300 total hours), we've yet to get anyone decently good mods. My friends and I are planning another run through, we'd be adding a new recipe for scrap plastic (using coal and/or petrol) and acid (utilizing sulfur + water). We tripped up a bit when trying to go for titanium. We thought it was steel tools or above, and when it was slow going, we raided everything until we maxed the mining perk books. Even with that, titanium was slow until we got a valk drill, and then we discovered the issue :). Mechanical parts were somewhat an issue, I wish there were better sources of them. Electrical parts are not used as much, but seem to be easier to find (computers, tvs, the many, many electrical blocks around). Could you add mechanical parts to a few more loot tables, such as for conveyor belts? The racetrack POI is a really refreshing experience (it's our first community POI I believe). Having groups of enemies be obviously themed was a blast. Fighting 10 of a certain enemy type in a single room was chaotic. After going through the downstairs to the outside again, it was a little disorienting knowing which way to go. Thanks for all the work that's gone into the mod!
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