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RestInPieces last won the day on December 31 2019

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  1. The concept of ideas is a complicated thing. Even more complicated than the reason TFP hasn't implemented bandits yet! Like the fellow forum members above said - they are a dime a dozen and most likely worth nothing. Coming up an idea is easy, but coming up with a worthwhile idea is as hard as being able to accurately estimate one. That's why those who have successfully implemented ideas that are practice proven, are rarely in real need of more, and those who come up with ideas are rarely able to accurately estimate them. Since you are majoring on GD let me tell you th
  2. Yeah, companies like CDPR get this and never bothered with the AI in the first place!
  3. Two things I love the most in this game: magical candy and ziplines. Don't know if I could ever play it without those two.
  4. Yeah, in fact, the XP debuff combined with the loss of pride when losing, are so bad that some people cannot carry all that shame around and get depressed to the point they actually eat glass (since seppuku hasn't been implemented yet)
  5. Oh look at this! A discussion about the DP! I am almost tearing up here. Wellness was a pretty decent concept, but there was no real penalty. The drawback in having less max life is dying more easily. Death was something borderline positive, so who the heck would worry about dying more easily? It was *way* better having 130 (with perks) minimum life, free teleportation and free debuff curing, than ditching all these and making an effort to raise your max life. Wellness could have been salvaged though (like LBD) - like all interesting concepts, it just ne
  6. "You find almost everything by looting and since nothing degrades, you will never have to craft it (or loot it again), so you can make due without a crucible (1 out of 100 times you can't find it or afford to spec in it) and enjoy the scarcity of steel!" Yeah, it would, but don't you find it sad that we praise the economic scarcity of... a fringe case?
  7. Painfully true - which is why I always whined about the level scaling as I was seeing more and more things depended on it. With level scaling, you don't need to "gate" long-term goals, you don't need to worry about container distribution, or difficulty variability. Everything is automatically taken care of, for the most part at least... And yes, even some complaints that may seem irrelevant to this topic may be rooted in it. Even requests - for example, the need for legendaries, higher tier content, long-term goals etc, in a game that, objectively, has one of the largest asset vari
  8. Containers should definitely be pre-defined if POIs are meant to have unique loot lists (which they should imo and already do to an extend). I am referring to the locations (or the important containers spawn chance) in dungeon-POIs - the "loot rooms" as you correctly said and some decentralization so that the POI experience gets differentiated a bit. But at any case a alternative source like a perk, trader, or something that can be "controlled by the player" can guarantee that you will always get something, if it is essential. TFP overdid it imo, in that regard, compared to the tim
  9. We agree on this - such an essential recipe on a highly random loot pool is absurd. And this is the problem in this particular instance, which can be solved in many ways, like having a different source like you said. I don't see how that makes MM right about the randomized containers though, since those two things are definitely not mutually exclusive.
  10. Nerdpoling isn't even the thing in question here, none complained about it so you can just take a deep breath and calm down. But since it was mentioned I won't miss the chance to say, that every time you mention "nerdpolers are ruining their own game by choice", a cute, fluffy UX person dies somewhere in the world, and we don't want that, do we. With that out of the way, one of the important things here is, whether one chooses to nerdpole or not makes no difference to the fact that they know what to expect in a randomly generated sandbox. Now If you don't think that's
  11. Which is why I said this right after I quoted stample: And continue on saying that the problem is that everything is easily accessible from day 1 and nothing is gated/reserved for a more long-term goal. Well, nerdpolling is a behavior that is encouraged. But never mind that - even if you choose not to nerdpole it's not great knowing what to expect and where. Yeah, I remember that discussion.
  12. Of course it's a different problem (it's the one I was talking about in my first post) and it is (mostly) irrelevant with caps. Caps or randomizing loot won't help in this, however randomizing loot container locations will help quite a bit. Yes you may even argue that this is not a particularly big problem and I might agree (although it definitely doesn't take 100h to reach the last tier of items/mobs with default xp). Don't underestimate her. But seriously, besides radiation zones or other plot-mechanisms, environmental factors (which already "gate" you, but ne
  13. That's true, even though I think 100h+ are more than enough for it. Even without looking into the effectiveness of threats, DP, debuffs etc, our weak, asthmatic, couch potato character (as some people call it), that goes everywhere by jogging constantly, sprints instantly, catches its breath in a couple of seconds, never needs to rest, is the fastest entity in the world and can dope itself with magical candies or gallons of coffee, makes this easily possible, yes. Even if that wasn't the case, a tiny amount of randomization within POIs would go a very long way.
  14. I don't think they would, or have any reason to fear anything at this point. I just find what I described deeply problematic, especially item-wise. Notice how everyone and their grandmother can pillage a e.g. SM within the first few days on default. As for the caps, I keep mentioning them because they make logical sense - to me at least, since all biomes will end up being the same beyond a certain GS. Same glowy enemies, high tier stuff etc. And as for biome modifiers in general, unless a lot of extra changes accompany them, like POI modifiers, less inclusive lootlists and POI
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