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Everything posted by Doctor3D

  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 tryi
  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-launcher
  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. Oh me too.. Sometimes I'll try to make something simple. But, it virtually always ends up into this massive complex with tunnels, levels, secrets, lol Yah - the building is so addictive and you keep wanting to add more and more to the canvas. One idea, leads to another, leads to another - and before you know it - you've got this gigantic thing you've built and spend time in. Building is what keeps me in this game - for sure - all the other stuff is fun to - but it's the building - that's endless. There is no limit to what you can build. Even after every POI has been thoroughly explored over an
  9. 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
  10. I wonder if Demolishers would be more liked if they were leveled. Meaning have a few different versions of them. Like a level 1 - 10 demolisher. The proposed level 1 demolisher has very little health and very small explosive damage. Just to get you warmed up to the idea and use to tackling them. Then as your gamestage increases, you get level 2's, 3's each with a fair, but progressive increase in health and explosive damage. Right now it seems like we get them just too early for how hard they can be, and sometimes I think we get too many of them for such a relatively low level. Then maybe th
  11. A little over 3,200 hours. There isn't anything in the game that I 'hate' - I love everything about it overall. Some things aren't perfect, but nothing is. I'm excited for bandits probably more than anything else. My favorite thing to do is build bases\outposts and run through POIs with my wife and other family or friends that play with me. We like setting some sort of goal to achieve - like a large base design before a certain time frame, or earn a certain amount of money before a specified time, etc - basically scenarios with some rules and play them out. I think this game would be awesome w
  12. @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.
  13. Worst thing I've seen about the Blood Moon abandoners whenever I delved in PVP over the years is they come in immediately after blood moon is over and the go and raid all the soft targets that stayed during blood moon. It's incredibly cheap, in my opinion. It's just abusing the game and not being very sportsman -like.
  14. I love to hate them...They aren't perfect, sure and can at times remind me of the cliffracers from morrowind. But they add a good mix-up to combat and are a bit more immersive than those bees were. The bike chasing does tend to get a bit annoying - maybe the give-up time should be set a lot shorter. I don't want them to go away though. This topic reminds me of something I thought of tonight while playing - I think it would be beneficial to have a quick look-behind button on the keyboard for when driving. I know you can switch back and forth between mouse and keyboard steering and
  15. Well, when we get bandits - T5 could potentially have a bit more variety utilizing them as well.
  16. 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.
  17. 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.
  18. 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.
  19. 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..
  20. 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.
  21. If there was anyway to reduce the complexity of Zombies and other entities based on how far way you were - man oh man would that go a long way. I realize it's harder to do than on static objects like blocks - but if you could make zeds have some form of LOD from distance - we'd be goin places.. I had a few ideas when messing around with Unity - I don't know the details - but I can see how on a normal dynamic entity like a zed how you can define several files for its model and texture based on whatever triggers you want. I'd use a distance - I'd make about 5 different ones. That load in and
  22. @faatal - I don't know if anything this says helps but on my PC with a relatively fast GDDR6 video card pulling stuff from SSD vs a slow GDDR5 video card pulling it from a hard drive..for me..anyway..chunk loading is @%$*#!..it's just too slow and chunky. You must have a beast if you don't notice it. When I load a chunk that's got a lot of blocks in it - I can feel it..it chugs HARD.
  23. In my own experience, anyway - it's so far the most fun path. And once you've maxed it and you're a badass - the icing on the top is charismatic nature perk. 😛
  24. INT...most valuable. Definitely a lot off cool, and much different ways to play this game than when I first started. I never even thought about being some ninja badass wielding an electric baton while popping candy when I first started this game - Game is always full of innovation and cool things - I am loving where the perk system is...I can tell it's getting closer.
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