Jump to content

Lokeus

Members
  • Posts

    42
  • Joined

  • Last visited

Everything posted by Lokeus

  1. But "cosmetic eye candy" can be a real important motivation to play the game along. I am playing stranded deep nearby, honestly a very moderate game, but the water simulation of the ocean and the island hopping mechanic is so freakin relaxing, it always feels like expansion of my holidays 😀 7d2d also got a very good immersion but it could be better. It is a long process to get rid of this block-stylish feeling in the game, with a lot of the new "candies" it lost again this feeling and i like it when it looks more realistic. Also i do not know if TFP are doing this game as full time job or not, if not, this is a great piece of work i think.
  2. I think you are right but it is definitely a bit annoying to mind of some adjustments for the other player base which is playing outside of the cities. I don`t think it would take much efforts to make the game playable with slower progression outside the cities. Wilderness got better by time, but it is still away from "exciting" to play there. Neverthless exploring mines, camps and some lonely cabins is really cool indeed, but i missing some natural sweet spots which would also give you the possibility to live there and build your base like high spotted caves or waterfalls as natural safe spots for example. Exploration in the city is very enjoyable but in the wilderness it is limited.
  3. Tried it with feral sense once, this is insane. Nearby zombies will also note you if the can`t see you right? It was kinda fun but a lot of sneaky skills and mechanics are worthless with feral sense on. Would love it if zombies got feral sense on at the feral night day and the day after like an upcoming and fading rage for the zombies because of the moon or something like that 😄
  4. Regarding Mini Dungeon Mechanic: I wouldn`t agree too much. Yes they are all build the same way but sometimes i just want to break rules and kill and wake up every zed from outside. Sometimes i like to play sneaky, sometimes i want to be the macho who runs through the house, opening all doors and pulling them all outside just to bomb they away with some funny explosions But yes, i also enjoyed it when there was an open POI with no dungeon mechanic, just to explore and decide where to go first. It was a better mix. I am wondering if they concipated dungeons with more than one way. Of course you could often shorten the way, but i guess you know what i mean, just 2 "official" ways without cheating their path. But to be honest, dungeon exploration often is the most joyful way to explore a new POI for the first time. When visiting the same POI again, i like it to vary, and yes, sometimes i also skip a lot of crap just to get in benefit of the main loot. This is also something they should change. No main loot, better spread it randomly in the location. But atm loot locations are fixed i think.
  5. Also: It`s a new game, i also experienced much stronger zombies and decided to get my first points into toughness skills. I guess that is exactly what TFP wanted to intend, to give old unused skilltrees more weight in the game and in my oppinion there are some really good choices now, which i did not chose in A20 games as there were too many essentials for the beginning you never wanted to miss out (T-Rex, Strength, Punch)
  6. Never mind of that, sounds interesting, think i will give it a try as ressource collecting would also do much more sense to me this way and nice loots will triple your happiness when finding any cool weapon or tool with high tier
  7. Got similar issue, main menu was visible but couldnt see my mouse moving, but could hear it hovering the buttons ^^ I moved all mods from my mod folder into another backup folder, this helped. Maybe it was only the restart of the game, cannot exactly tell...
  8. To be honest i missed out 16.4, but hearing about it the solution could be super simple, doesn`t it? You progress by doing the things in a slow manner. When you reached point x you need to read and now understand a specific type of magazine to progress further. by this you achieve higher tiers in this crafting or weapon category. This would be perfect ... So the specific magazine can be found earlier but yourself have to be able to understand it, otherwise you cannot make use of it in a too early point of the game. This is great. TFP? Just do it this way, it will be awesome, i promise 😁
  9. You are right of course, but for gameplay purpose it would be much more exciting if this option would miss out. Did you ever count amount of mods you got in mid / end game? It is nice to craft cool items to sell, but i don`t think this should be the main use of mods for mid and end game, i mostly ignore them in progressed game
  10. But you have tons of letter boxes there? Normally i got 3 magazines in one of them and they aren`t guarded so run through the city, empty them and check what you got.
  11. Agree completely in both points. Though i wrote in another thread that the water filter mod for helmet now is quite useful and so you don`t need a water collector, but to be honest, just its existance bothers me as this does not really fits well into the game as - correct - its a looter shooter and not crafting survival. If its crafting survival i want also a smoker grill, animal traps and all kind of stuff like this.
  12. Yes there is kind of magazine inflation now that`s right, but if you was lucky in previous version (or just power loot mail chests in cities in higher tier loot grade like snowy biome) you reached endgame also very fast. So i understand and can live with what they did, also finding tons of already read magazines wasn`t fun too. Not played enough to give final feedback to this new mechanic, but the slower progression feels better now, due to the fact that you can have some things leveled out very fast
  13. I am scavenging the wilderness, zeds are good to see there in moonshine. Normally i am in crouch position and sprinting, so you won`t be detected too fast. Always make stops at rocks or stumps to get an overview over the area and positions of zombies and avoid them. While doing so you can harvest some honey from stumps (in crouch position you can hack on wood even when zombie is very near, while crouching every of your actions will do less noise) Also some of the trash piles got some really nice bigger basice loots, 50 stones e.g. or sand and other later needed crafting materials. You can also follow the roads and loot the cars on the route, there you can also notice zeds very easy and you are able to hide easily behind a car. I would prepare a safespot for wilderness farming, there are some really good tier 1 wilderness pois which you can clear first and use as a night camp. You can prepare its entrance with wood spike traps and also half doors to defend effectively against the faster zombies which are behind you, scrap half door works best as these got good amount of hit points. Just ensure that the zombies will run against it and aren`t able to avoid it. Don`t know how dark your night setting is, but mine is okay to have a good sight with the use of moonlight. Spots which are in shadows i try to avoid. I do this half of the night, other half i take care of hunger and thirst at firecamp. Often forgotten by many players: You can throw a stone which can be easily found in the wildnerness to control zombie movement. very useful !!!
  14. I agree, so far what i ve played was very enjoyable, but as you do not achieve recipes anymore by levelling it is very hard to survive as eremite in the green hell out of the towns. Okay it wasn`t very adorable to do so in previus version, but you got the possibility to do so. I am also very satisfied about the zombie behaviour which tends to push forward after hitting and moving and attacking is more fluid now, this makes close combat quite more challenging and you are wishing very soon to have a gun in your hands. So the pipe guns do make more sense now, was very happy about finding self build SMG yesterday. Normally i am playing on difficulty 7 of 8, but i went down yesterday to diff.6 after they got my balls too hard this is also very satisfying. Build very early wood spikes to support me in close combat on the first two days. The workaround of the POIs are amazing too, so til here: Very good job FunPimps! Keep going! Something really disliked: I drunk murky water as i got no other options (cool thing btw) but i also consumed the can? I knew it was announced but now as i am playing it, it feels kinda very strange. Always liked the inventory management of the game so for my purpose there was never the need to remove the cans and glasses and so on. Though, making fresh water a rare thing in the game was a neat idea. Was glad to find water filter mod on day 2, what was always completely redundant in the game. Now it is exxential for early game surviving. Thanks for that change
  15. Agree too. Lifetime of tools should fade by time definitely. Also: Mods shouldn`t be removable, you can buy, find and also craft them. Definitely no need for keeping and moving them all the time long. Both steals the game its neat survival mechanic. The beginning of each world is always the most enjoyable part of the game to me, because of lacking this inflation of top items, top mods and so on. But i don`t want complain too much. There are mods and TFP could also include more options to make it possible to play like this. Also zombie spawn rate should be adjustable ingame, max difficulty is just silly after you solved plenty of hours and more zombies create a greater challenge to more experienced players.
  16. It`s Whoopie Goldberg so now you can play as kind of Michon from TWD 👩‍🦳 <- This smileys yellow represents every possible skin color possible, so please don`t be offended and keep calm 😉
  17. This exactly what i thought about in the first moment 😁 By the way, hi, i am new here and love this game, so i entered this club of fanboys to kill boredom when killing zombies is currently not possible. 😀
×
×
  • Create New...