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Everything posted by Psychodabble

  1. Are you implying that they have been decided and kept secret?
  2. Stop gaslighting him. The downhill effect is nowhere near as pronounced as the uphill effect and vehicles do not coast AT ALL. The increase in speed going downhill is VERY minimal, though if the slope is steep enough you can "fly" down. The reason for the dramatic difference...who knows?
  3. No shade, but I'm not expecting the story for this game to be very good. After years of development, they still haven't decided major elements of the plot. That generally doesn't bode well from a writing perspective, so I wouldn't hold my breath on any adaptations. As an aside, how many of those video game adaptations are actually any good? Maybe the first Resident Evil as a pure popcorn flick, but that's really about it, IMO. I mean, according to Rotten Tomatoes, the 3 best (reviewed) video game movies of all time are Angry Birds 2, Detective Pikachu, and Sonic the Hedgehog...yikes. Incidentally, those 3 are also the only video game movies to ever receive positive ratings on the Tomatometer. Luckily, this game doesn't need a good story to be fun to play.
  4. UPDATE: The dart traps worked great. I have them positioned above the zombies shooting down and they helped me take down my first 3 Demos - no explosions. Complete base repairs finished in 2 hours of game time, default day length.
  5. Blade traps, fences, SMG turrets. Just added dart traps, so we'll see how that works out. Pictures here.
  6. This. Also, you don't actually need to do the "special" mission. It doesn't really unlock tier 5, it just leads you to another trader. If you just keep doing missions without accepting the "special" mission, tier 5s will eventually just start showing up.
  7. You guys are all doing too much. This base is all you need: Rear view: The spikes at the back are not at all necessary, I was just experimenting. I took the basic concept from a Jawoodle video and customized it pretty heavily. This is the middle form of the base. You can build it on day 2 with wood and that will work nicely for the first 2 horde nights. Upgrade as you go until you can add the traps and eventually get to steel, hopefully before Demos show up. It's a melee/close combat base with turrets for when you need to repair if at all. Most zeds get stuck in the electro fence and you can bash/blast them at your leisure. You will need to shoot spiders and be careful because every once in a great while they will land a perfect jump and come right at you. Maintenance is SUPER minimal...maybe 3 blocks to repair, plus the fences. As long as you don't screw up and trigger the Demos it should be an indefinite cakewalk. You can also make it modular by building a second copy leading out the back of the first as a fallback point. For multiplayer you can make it double sided or even quad for 4 players. Fun, easy, flexible, low on resources and repair time. If anybody needs more detailed help on building it, let me know.
  8. Weird how inconsistent the experiences with screamers are...
  9. From what I read that only works with new games...is that outdated information?
  10. Ball shaped tool? Where do I find this thing? What is it called?
  11. Though I appreciate the suggestion, I'm terrified to try such a thing. You see, just off camera to the left are my home and horde base...so resetting the chunk would basically be cutting off my nose to spite my face. I do have cheat mode enabled though, so if there are any dev tools or console commands that can counter the trader protection, that's the kind of thing I'm looking for.
  12. So I leveled a POI on the edge of the trader protection zone and, as seen in the screenshot, a couple of debris chunks fell on the wrong side of the line. They are really tweaking my OCD and I'm hoping one of you know how to get rid of them. HELP!
  13. 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.
  14. 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?
  15. 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.
  16. 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.
  17. 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...
  18. Too much of Fallout has already invaded this game. No, thank you.
  19. 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...
  20. 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?
  21. 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.
  22. 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.
  23. I had the same issue as the OP. AFAIK, it only happens with Q3 yellow robotic sledges. You also can't sell them.
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