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Doctor3D last won the day on October 11 2019

Doctor3D had the most liked content!

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  1. There is no "US" - everyone's idea of fun is different. An artist typically doesn't create something that a fan orders them to, the artist creates something and earns a fan. Nothing wrong with taking in feedback or liking an idea that someone proposes - but at the end of the day - they should make whatever they want to make...otherwise it would sink into a passionless creation that's influenced by only the loudest and without a clear vision.
  2. Could we get those trimboards as recipes in a future update? I love playing with the burning barrels as building items. Goofin around a rocket engine for a rocket-themed outpost using them 😛
  3. I shoot the nails while building. I will sometimes build with something cheap like wood and will then paint it to get an idea how it will look. Then after it's all built the way I want, I upgrade it and fully paint it. But if it's a big structure or real life days have went by since I messed with it - I'll walk around and shoot the nail at the blocks to see what level it is - and upgrade the ones that haven't been. It's a quick way to see the level of a painted block, and usually only does about 1 damage. I specifically do that instead of accidentally upgrading a block to steel when i'm trying to save steel bars and only upgrade the most vulnerable ones to steel and the rest concrete.
  4. Loving this update... My A19 Base Mascot 😛
  5. Shouldn't abrasions, stuns, bleeding, etc be more common? I'm on day 101 and one of us just now got our first abrasion...
  6. I understand your point, and I do think it's fair. I think I just come from a different perspective. I come from a pretty big history of playing games like daggerfall and morrowind and I go through all those pre-defined classes in the game. Many of them are balance-wise - not even remotely comparable to the others - they are just an experience and class you do. I don't come out them like they need to fit in with the more mainstream things. I mean - if you're picking a character that's gonna use primarily fists in a game where we have bows, knives, clubs, guns and rocket-launchers - surely you understand going in that it's gonna be one of the weakest and even more limited options to play. Within the context of what that kind of playthrough is - surely a brawler character is more versatile and interesting now than say 2 years ago? If it is - well that's progress. That's all I was saying. As far as The jack of all trades - well that SHOULD have incredibly viable choices without focusing on either - that's the whole point (to me at least?).
  7. I just don't agree - it's not always about how does X fit into some grand scheme of balance. In this case, lets take the Knuckles. No one who picks a Knuckle class thinks to themself - oh this should be easy. Come'on... A Knuckle-class is fun - it doesn't have be to as good as or compete with another meta-choice. It's a fun choice. You say it's not an interesting weapon. Well, I disagree. Have you ever played a drunken brawler? Well, you can if you want to - even if you don't find it interesting - i've done it - and it is.
  8. As far as Stun Batons, I can tell you they are MUCH better balanced than they were last Alpha. I think combining them with the robotics turret was genius. The Stun Baton doesn't 'have' to be easy. I know that's not YOUR argument. But, i've heard others say something similar such as the stun baton not as good as some other melee weapons. You have to ask: Good for who? You can do some amazing things with doing a mostly AGI-focused build and perking the top two INTs. In coop it's an absolute blast - and verging on OP not the opposite. Especially when you combine the candies..My wife absolutely wrecks stuff in melee with it - and i'm basically just combing up behind her cleaning up the scraps. I just don't see anything wrong with the balance at all with it. I think a lot of guys that try the Stun Baton - came over from the Sledgehammer play style and are expecting that kinda of power - and maybe trying to use it in a way it's not intended for. I really think the Perk system and balance is much, much closer now as far as overall balance than it ever was. And, things can never be perfectly balanced because not everything is in the game yet. We don't even have bandits in it - there's gonna be some offbalance in weapons and how the perks work together to build something. For what this is so far, it's damn good if you ask me. I gotta even give props to MadMole - (I think it was his idea to do candies) - I think it was extremely useful in addition another layer to the game. When he mentioned candies at the beginning of this diary to replace so much food - I thought, "Well that aint gonna do much" - but man was I wrong. I just don't have a problem at all with the balance. No one I personally play or talk to personally about it does, either. We're pretty much unanimous. It's making progress.
  9. @faatal (or anyone else that knows) How hard would it be to make a hotkey map to where you can toggle the display of wires on or off? Some playthroughs I like the challenge of making my wires neat and tidy, or hidden - and others like this one - where it's just in experimental - I've got wires all over the place and - I'd really like to just turn them off sometimes with like an F-key or something. It's not a big deal - but if was something quick and easy to do - it would be cool.
  10. Well, when we get bandits - T5 could potentially have a bit more variety utilizing them as well.
  11. All I can say is that A19 has been a success in my house. My wife loves the game. She's playing an electric baton wielding, pink ninja with a pet robot, and has a Nerd Tots candy addiction. Nothing like that was possible back in A8 when we first started.
  12. Oh - that's not happening to me, then. I only get those stalls like that in the first 5 or so mins of play. I just hop on my motorcycle and ride around real quick to a city and a trader and after that initial stutter fest - I don't get them anymore - no matter where I go.
  13. I personally found that those loading stutters only happen at first when you first load the game. After you move around a bit and load things in - it stops. It's annoying, sure - but if you can tough through the first few minutes and load it all in - it runs ok after that. *I'm playing using a Nitrogen map hosted on a server with the city size & counts maxed - so all the clients get a pretty good stall when they first load in and go towards a city. But once they've moved through the city for a few mins - it all smooths out and the hangs stop.
  14. Anyway - I'd like to think I'm really good at finding problems and flaws and seeing their genesis. If you want another QA tester..I think i'd be a good one and hit me up..I work cheap and will do anything and everything I can to help make this game better. Invite me if you need or want another QA..
  15. Yeah that's way beyond me..I haven't looked at RAW files of this game since A15---if that's the case - maybe it needs to be aggrevated to much higher degree...I don't notice ANY LOD on the zeds..maybe get it so strong that I notice it...and go from there and see the FPS benefit. Should maybe even force sleepers to level 3 or 4 of 5 LOD until they become activated...As they wake up - update their texture and animation to level 5..but before then..just let them sit idle in a low LOD state suitable for your distance.
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