Jump to content

pregnable

Members
  • Posts

    362
  • Joined

  • Last visited

Everything posted by pregnable

  1. I am curious as to how the armor sets are coming along. Pretty sure you guys are going to lean away from anything that encourages clothes swapping. Anything cool like multi-shot arrows, or maybe a legendary that does that? When all else fails, rip off stuff that works in other games. Especially rip off skills and gear from diablo2, lel. Or at least do that with the next game, which is probably more fantasy horde. Imagine revives, skeletons, fireballs, summons, hammerdins... in a fantasy horde building game. 😉
  2. Did something happen to the horde pathing, ai or spawning? Just noticed that now when I am running from a nightmare speed 64 horde, they kinda get lost. In some ways it is more interesting, because they can spawn more as you are running, but it is also kinda easier and you get a lot of breaks where you can fiddle your thumbs.
  3. Hey, any Devs or whoever, do you know if the damage display on the blocks larger than 1 voxel is intended, or just bugged. Currently, like on the 3x3 blocks, if they are damaged any at all, they look really damage. What is displayed and how damaged they are seem to be totally different. They could look almost not damaged and be at like 10% health, or something like that. Also, it could be interesting, if the last rank of stealth damage, made it so that bleeding enemies would take some small percentage of sneak attack damage, when hit with a weapon that does said damage. Bleeding arrows too, but probably OP.
  4. Like I said, probably in their next game. If I want this style of game with pvp, I am just going to play rust, which I do at times, lel. They would probably have to almost remake the game, at this point, to make the pvp work well.
  5. Probably in their next game, which they are working on. MM likes pvp as much as anyone else, but the huge amounts of destructible ground, along with other issues, means pvp will probably not be a huge focus, in this game.
  6. Sounds rad. Have you guys worked anymore on the new armor sets, and if so, have you worked out some of the set bonuses so that it does not become a clothes swapping simulator?
  7. Cool, thanks guys. I guess I should have updated to experimental, lel. At least I got it all recorded.
  8. Is the bug where zombies glitch into the ground a known bug that is being worked on? I just died in my one world because of it. Hit the horde with a pipe bomb, they got up and a lumberjack came at me as if my walls did not exist, heh. Guessing he glitched through the ground and then jumped up though my floor, like I have seen them do... but this one did both instantly and caught me off guard.
  9. So, uhhh... Gazz... you guys are not going to nerf those 3x3 blocks right? Before I thought they were kinda OP and did not care, but now I am playing an agility playthrough, with a base only really using those blocks, and I really like it. Using the new blocks kinda makes starting agility just as strong as strength now... agility might even be the strongest start. Requiring fewer materials means faster bases, and easier transition to steel blocks. I would normally not even think of using steel, heh. It probably only matters on the hardest modes, and only when you actively repair your base. Having another starting option, when playing on maxed settings, is really nice. Do not nerf it please. 😉
  10. Hey, is anyone else missing the max alive zombie count setting? I am playing 64, and while I know the number does not jump up super fast, my last video was only like 8 zombies, when I was expecting at least 12... Then I go and look and I no longer see the max alive zombie setting... Is it gone now or did I miss something?
  11. Another thing that would be cool, would be like a chain mod you can put on your spear, and if the inventory space it occupied stays empty for X seconds, it returns to your action bar. It could be a perk or book or whatever, but I think a chain/rope mod would make more sense and be less likely to @%$# people off. Then I could actually run around on horde night spamming my good spear, instead of never using spears ever, lel.
  12. Hey MM, you fixed bows... now do spears!!! I think an interesting fix might be to make the last rank or so, of the spear skill, have a really high headshot damage multiplier... for throw damage only. Since spears are so wonky to throw, it would probably not be OP.... but it would make it one of the best 1 shot weapons in the game, if you can land it... and viable on insane.
  13. I am not sure if I ever remember it being discussed... but is there a reason there is not a rare chance to find eggs when harvesting chickens?
  14. Oh, well mine do it sometimes on horde night... or uh, night.... anyway... they are still alive and crawling around in the ground, inside the floor tiles voxels. I usually just have to try and hit them when the hitbox raises up out of the ground. Kinda annoying, but also not a huge issue.
  15. Hmmm, it seems like the devs and most other people do not care about the blocks I was talking about. I thought more people would see a problem with them. Noice. I am going to take that as, they see no problem with them, and that I am okay to abuse them any way I can think of. 😉 Great update guys. I am enjoying it. Oh, before I forget, is anyone else getting the zombies glitching into the ground issue? It is not a huge deal, but it happened in my friends multiplayer world as well, so it is probably not just me.
  16. That is why I could see them maybe not nerfing and leaving it... but covering a larger area can only really be seen as a plus, since you can just treat it as 1 block and build much larger for cheaper. The other thing is that I can use it to basically make my fence base, for only 3 blocks. The idea behind it is that most zombies can not jump 1.5 blocks without climbing another zombie, so you can usually safely stand at 1.5 and just melee a zombie. If a second or more zombies show up, then you jump up on one of the side blocks, which is then another 1.5. So with a design like that you can just keep moving and splitting up the zombies and fighting them 1 or 2 at a time. I do not really care if they nerf them or not... I was just wanted to find out before I start using them all the time, and get used to it being in the game.
  17. Okay, I was not going to do this, but I am starting to use the new OP blocks, and I just want an idea on if they are getting nerfed or not, heh. It is not really something that needs to be nerfed, but it lets me make something similar to my fence base for 3 blocks, instead of 36 blocks, lel. I show an example of what you can make at the point marked in this video. Like I said, it does not really need to be changed, but you can make really strong fences that cover a huge area for very cheap. I would not nerf it any more than making it 2 or 3 times more costly... but not nerfing it is fine as well. I am just curious if you Devs are okay with this, before I start using it all the time, and get used to having it.
  18. Hey, do you guys have any plans on nerfing the blocks that are larger than 1 voxel? They are kinda OP, but not really that big of an issue. Mostly just really efficient for building large bases or fences. I just figured I would ask before I start using them a lot. They are fine as they are, but if you do nerf them, it should probably only be to make them 2, or maybe 3 times more costly. Otherwise they would probably be kinda useless, heh.
  19. I would not mind seeing living off the land rank 3 changed to where you get a seed 100% of the time, but reduced food harvest, so that it works about to about the same thing. The main reason is that the RNG makes it so that I have to remember the number of farms I have, and craft that amount of seeds extra every time, which can also get confusing when crafting constant farms, or switching plants. I find that when I am playing in multiplayer, my partner is rushing me while I am wasting a bunch of time crafting seeds and counting my farms. Not a huge deal, but if i get 100% seeds back, then I can think about it less and play more. If it says the same though, you should probably remove the clay requirement for making mushroom seeds. Made sense before, but now it is just kinda annoying. Gotta keep an extra inventory slot filled with clay when farming them.
  20. It might be OP, but a weapon mod that increases headshot damage, while greatly or totally reducing body damage, could be fun. I would probably use it on insane mode to make some of the weaker weapons more viable, and better ones kill faster. It is not super hard to get headshots though, so maybe it would just end up being a buff. Although, spider zombies and vultures... heh.
  21. You should try nightmare run speed at all times. That is probably the setting that made the biggest difference for me. I would try that before feral sense. I would also try insane difficulty again. It is true that they become bullet sponges, sorta, but it is actually not that bad. I did not want that either when I started insane, but after playing it for a while I found it to be just about right. Any more and it would probably be annoying though. Depends on what weapons you like to use. If your computer can handle it, try upping the number of max alive zombies. I go with 64, but it does not really start to matter until later hordes. I had the same thoughts about feral sense... I am not going with it at the moment, because in a way, it could almost be easier. I would probably just find myself luring zombies in a larger area to a kill zone, and then being more safe when I go out. The other thing you could try is horde every night. It is not as annoying as it sounds, but it will probably make night time quests impossible lel. Or just make it more frequent.
  22. Have you guys ever talked about moving rule 1 cardio back into the agility tree? I like fortitude as well, so it does not really matter, but if cardio were in agility, it would probably be my perfect insane nightmare attribute, when I do not feel like going strength first.
  23. Yeah, that was the main bad part about it, other than the costs not scaling. If you put it into the shape menu it might look wonky, and you want to let the new player know that the block is cheaper and weaker. If you really want it in the game, you could add it to the starting quest and have a toggle block hp button. Be like "build full hp block, and toggle hp", then "build half hp block and toggle hps"... Although it seems like a bunch of work to me, when there is not really anything wrong with having them all 100% anyway. Yeah, I thought I remember you guys saying something about having everything done with the workbench, and having some of the stuff like the cement mixer as upgrades to the workbench to enable crafting. Kinda like the cooking pot and grill, etc... I actually looked for it when I started playing A20 and was like "Oh, I guess that did not happen yet", heh. A20 is pretty great so far though.
  24. That would work, although you should probably put the weaker blocks in their own category, under the blocks menu, as another poster said. Or something like that.
  25. I do not really have time to mess around with it right now, but it looked like the feral fat chick was doing 200 damage to all blocks, on insane difficulty. Not sure if that is right since that should 2.5 shot a wood block, but maybe... Just seemed kinda high, but does not really matter much the way I play anyway. Also, anyone wanting to use plates, there are a number of blocks very close to the shape of the plates with full hps still in the game, which makes the change even more silly, heh. One is the flat pyramid shape, that I like to use... then there is the almost flat one under triangles... then there are a few of the pipe pieces... probably others as well... and if you do not like any of them, the old half block is probably well enough... Block hp nerf be silly yo
×
×
  • Create New...