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About sadpickle

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  1. Your English is fine. It feels like a mess because perk based systems are boring and uninspired. Fallout 4 made the same mistake. But the kids these days, they don't know anything.
  2. There should be less purple crap and more low-quality guns/parts etc. at the gamestage where your inventory is getting flooded with blue and purple scrap armors, cloth armors, primitive tools etc. It's a bizarre loot table. I wound up buying my first gun (Q3 shotty) simply because I had not FOUND a gun anywhere, just parts. Also, the blunderbuss is... ok. I won't say decent, it's useless against 2-3 sprinters but it does have a role. At least the ammo is dirt cheap.
  3. I don't have a problem sneaking into a POI, my only grievance is ferals, their sprinting and higher HP makes them very dangerous to melee. If you don't get knockdowns they can @%$*#! your @%$*#! up. You shouldn't be able to crouch-walk through a house with no danger anyway.
  4. I feel like this is such a huge problem, not just in singleplayer (where the game most strongly resembles Skyrim, with the perks and enemies leveling with the player) but especially in multiplayer... I cannot count the times I've walked into a POI at level 10 only for a bunch of Ferals and glowing zombies to appear, because someone who is high level is playing the game too. I feel like cities are smaller now so it's really easy for one or two guys farming an area to raise the gamestage so high you cannot loot those cities without serious gear. At level 30 I'm still slumming it with a club, whi
  5. It's pretty uncommon in mainstream FPS games. The only games I can think of that have this sort of progression system are indie roleplaying games... Cataclysm: Dark Days Ahead for example. Several MUDs have them as well. The problem is figuring out a way to keep it fun without enticing people to grind. Locking crafting behind a skill that you can grind in will pretty much guarantee grinding. It works well for activities that are monotonous and imperative anyway; in this game fighting enemies and resource gathering are the two obvious activities where a LBD system can feel rewarding.
  6. Loot quality is all over the place. I took two ranks of Lucky Looter and I have a purple scrap chestplate and purple/blue primitive tools... guns very hard to find, but ammo is everywhere (150% loot). I'm almost at the point where I will buy a gun, which would be a first.
  7. Lucky Looter is hands down the best perk, it turns your loot game into the strongest meta. By perking into it early you can amass enormous amounts of good loot. This has strong synergy with trader quests and together it's the easiest way to get strong in the game. I took two ranks of LL, and had blue and purple gear before I hit level 20. I've got about 1k in rifle ammo and 500 pistol; amazingly the only gun I've found so far is a Q1 Hunting Rifle.
  8. It would be super swell if tools got their own sound setting. Basic QoL stuff.
  9. Is there really no way to stop these from spawning? I cannot play the game like this. I have died 10 times in the last 2 hours to the wolves. They are everywhere. Also a bear spawned right next to me, I watched it happen.
  10. Those super vultures are one of the dumbest things I've seen in a long time. If that's intended behavior I despair for the future of the game.
  11. I do that, but what I'd really like to see is some kind of damage modifier for stone, concrete and steel. Wood should be fairly wreckable, whereas stone is less so. Concrete and steel should be almost impossible to claw through, and require explosives or super ferals to break through. I feel like that opens up tactical possibilities. Just lowering damage feels like too much of a nerf.
  12. I think it would be interesting if zombies were permanent (did not despawn) and were generally more dangerous in combat, but dumber. They shouldn't be able to pathfind well. If you break LOS and stay quiet they should have trouble finding you, lose interest and wander around but still be in the area, so if you make noise or emerge they are on you again. This provides motive to make a secure base (one that breaks LOS), to fortify entrances, and to have fallbacks and other methods out. Because building a base is so resource intensive and zombies are wrecking balls, and because the Bloodmoon make
  13. It's the sunken cost fallacy. Eating cooked food without vitamins or the perk carries the small risk that your stamina will be wiped out. Every time you eat, there is some risk (I think all the healthy stuff has the same risk %). So if I eat like 3 bacons and eggs to get my stamina up, and the third is a poison pill, I've now wasted 3 of them: 3 spent for no stamina gain. At this point my options are Eat more healthy foods to regain the lost stamina Kill myself for a full bar of stamina at cost of some XP Try to play the game with 30 stamina While I could eat more foods, at this point
  14. This, the QoL bonus this provides is HUGE, and easily overlooked. If you loot everything you are opening dozens, sometimes hundreds of containers in a POI. The savings are not obvious but quickly add up for looting.
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