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Jost Amman

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Everything posted by Jost Amman

  1. I'm sorry if I'll sound a bit blunt, but there's no "professionalism" if you're not being paid. I would never, ever, give my professional help away for free. The only exception could be charity or something like that. Let the professionals do their job, and you keep doing yours. This is not a scientific community or a social project or an open source software. This game is developed by professionals to earn money, and, as icing on the cake, maybe have also some fun.
  2. Correct. It was a blood-pact signed by @madmole himself, as usual, don't you know? Don't believe the silly people who'll try to tell you it was just an estimate.
  3. Have you ever considered a position as "News Guy" @TFP? I think you'd do one heck of a job!
  4. After reading the last 10 comments or so, I'm happy it's The Fun Pimps developing the game, and not you guys. You wouldn't be able to tell fun from a boring if your life depended on it... Unless you were just bantering.
  5. As I said some time ago... they're all playing Stafield right now.
  6. Riamus - "I usually fly around, I don't walk at all." Meganoth - "But people walk, what if they need shoes?" Riamus - "I don't know, do people frequently walk? ... Hmm... I really don't know."
  7. Yes, in my opinion quests (and quest rewards), as opposed to mining, are currently OP.
  8. No, because TFP don't want to make mining harder, they only want to make water harder, that's my point. Hope it's more clear now.
  9. Maybe I didn't explain myself clearly. My comment was not targeted at min/maxers, or any other player category. It was aimed at the game and the developers. They're still in the process of developing the game, true, but they're having difficulty in easing players into their own vision without artificially forcing them. For water, as an example, if they can't get most players (or at least the "average player") to care about water for at least a few days early game, then they've failed. Their vision, as I understand it, wasn't to impose limits to mining, so your example there is out of context in respect of what I meant. Anyway, my comment is to say that the current system is an interesting step in the direction of survival, but it's not connected well (yet) with the other elements in the game. Traders ar still OP, and can be easily exploited (again, not blaming the players here). Looting, still give too much of the important stuff too easily, so it can be easily exploited.
  10. Both actually. Speculating, because for people like me and Roland, who play the game, instead of trying to "game tha game", it looks like rushing quests as quick as possible to get as many water filters, water and money you can, looks like "exploiting a mechanic" (airquotes needed). Asserting, because I think The Fun Pimps didn't balance the trader enough (yet) and are allowing such mechanics to be exploited by "efficient" players. This last one is a negative, in my opinion, because players need to play in a context where they should find advantageous to play like the developers envisioned. Not sure why you're saying this to me, since it was Riamus who was talking about stocking up hundreds of jars of water.
  11. As long as you stay near the water source, that's exactly what I intended. It would work exactly like in A20. But if you stock up with hundreds of murky water jars that you get from the nearby water source, and then travel to an area far away where there's no water source available (e.g.: in the desert), you risk finding yourself with hundreds of empty jars once you get there. That's a good point I didn't think of... but they could introduce a better bottling recipe for mid-game, where liquids won't evaporate enymore if you use (e.g.) a "sealed jar". It does. As long as you can't get far from water sources without risking drinks to evaporate, it will make lakes, ponds and rivers logistically significant again. At least, until you setup a base with dew collectors. But for all this to work, they need to make dew collectors more difficult to craft or its components more rare.
  12. Hmm... let's see, like over-doing quests maybe? But I wouldn't call it "exploting" the trader, I'd call it, TFP need to balance the trader more (as I said before).
  13. I still think and hope that TFP will be balancing the new water scarcity more in then next A21.x iterations. In my opinion, traders are again, to this day, the most unbalancing factor for everything (not only the water mechanics). Filters for dew collectors, cooking pots, and drinks, are too easily acquired from the trader, making the water struggle optionally irrelevant. But changing and fine-tuning that, shouldn't be that difficult, if they put, for example, QA on it with dozens of restarts playing only the first week. Heck, they could even create a special quest type just to get a water filter, and remove it completely from the shop list. Want more water filters? Need to complete more WF jobs and find them in special POIs. The Water Facility for example, would be the perfect location to place a water filter that you have to scavenge.
  14. It doesn't feel like water is easy early game because you're not a min-maxer or level-rusher like some players who comment here. I understand perfectly what you mean, and I've got the same impression with the new water mechanics. Anyway, most people can't stand the fact they can't get water from lakes, ponds and rivers, that's the main complaint I read on the forums. My idea, which would work perfectly, is to allow them to get murky water from sources, but make your stored water "spoil away" (read evaporate) in a reasonably short time. That way, people won't complain anymore about not being able to use water sources, BUT, if they want to move away from rivers and ponds, they'll better rely on the dew collectors as a source. It's a win-win in my opinion. TFP wouldn't even need to roll back on the current mechanics to add that. The only downside would be, that all the checks the game would need to do, to have water evaporate in your storage, could take away a some FPS from everything. I'm not a programmer, so, who knows? ( @faatal? )
  15. The simple solution to all water balncing issues would be to make water evaporate (or spill out) over time from containers (jars) because you can't close them tight enough. That would mean that you could store water, but you wouldn't be able to build a huge stock of water if you're far away from a water source. You're welcome.
  16. Well, a proper bug report, with attached video, would clarify better what those players are talking about and why it feels so wrong. Looking at a video of the "issue" may very well convince faatal to rethink about changing something if those edge cases generate a weird vehicle behavior.
  17. If you file a bug report and put it in the confirmed bugs queue, with a detailed explanation, a picture, or maybe even a video to showcase the issue, then @faatal will have official time coverage to work on the matter, and can dedicate some time to see how to improve it.
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