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About Psychodabble

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  1. I have to say, this is the right answer. It's what I do and it's fun. I never have anything collapse on me unless it's a new design that I haven't tested.
  2. This is a problem that MANY of us have already encountered. However, that solution would require adding a lot of POIs which could take awhile. I think the easier solution is to reimagine the T5 quest so it can take place in more existing POIs. What about a T5 fetch that requires packages from multiple sources? What about a T5 clear where the POI comes under siege by a wandering horde while you're inside? Maybe a new quest type...everybody loves escort missions, right?
  3. This is a HUGE problem with TFP simply taking their cues from telemetry instead of actually listening to players. Unless their telemetry can tell them whether and exactly what people have changed, it's pretty much worthless.
  4. Exactly this. The plan sounds fine and dandy, but forcing step 1 into A19 when it alone has such a powerful negative influence on gameplay was a bonehead move that I cannot see any benefit to.
  5. I liked them at first, but I really hate them now. I would love to be able to choose my weapon independently of my skills, but I can't so...
  6. Too much of Fallout has already invaded this game. No, thank you.
  7. Well, that was a lot more helpful than the mod section of the forum, but I still didn't find what I was looking for. I guess I'll have to make it myself...
  8. So I went searching through the mod section but most of the titles don't say what the mods actually do and picking through the individual threads takes forever. I made it through the first page, but then I fell asleep. So I need help from the mod knowers...I'm looking for a mod that replaces the skill/perk system because I'm tired of my skill choices determining my weapon use. That's all I want...not a complete overhaul, just something that decouples weapon skills from mining and crafting. Does such a mod exist?
  9. It's all about the fight, IMO. If you can just afk through horde night because of the design of your base, then it's cheese. I don't mean traps and turrets grinding up everything before it gets to you, I mean the AI having literally no chance of breaching your base because it doesn't understand how. If it knows how, but just can't - due to your active fighting or clever trap placement - then it's all clean.
  10. I didn't feel like starting a new game so I am completely aware that the choice not to could be the cause of these bugs, but I've experienced a fair few weird ones, so I thought I would share them and see if anybody can repro on a clean game start. 1) Loaded iron crossbow bolts are invisible. The animation plays, but there is no bolt visible. Can easily screenshot if requested. 2) Crossbow bolts don't stick in enemy models. When you hit an enemy with a bolt there is a pretty significant offset between the model and the sticking place of the bolt, making it appear as though the bolt is floating in midair. If the enemy is still alive and continues to move, the bolt waves wildly in the air. Observed with zeds and some but not all animals. 3) Robotic turrets fall through the floor. I set 2 turrets to guard a door while I cleared a room. Came back, no turrets, but I could still hear them. HUD indicators showed them below me, where I found them 1 floor down. No idea what triggered this as turrets did not fire while I was in the room and I have only seen this happen once out of many turret uses.
  11. I had the same issue as the OP. AFAIK, it only happens with Q3 yellow robotic sledges. You also can't sell them.
  12. I think a lot of people in this thread are arguing just to argue. I said it before and it's still true: the circular dependency is not a bug, mistake, or design oversight - IT IS A CHOICE. TFP made that choice deliberately. You are within your rights to disagree with that choice and change it. That is all. Thread over.
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