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bloodmoth13

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Posts posted by bloodmoth13

  1. I feel like lucky looter, treasure hunter and lockpicking could all be combined into the same perk. They all do the same thing in different ways which is loot faster and better. 

    Spacing out points for each one feels bad. I also feel like loot is something sacred in the game that should be dictated by gameplay and effort not perk investment, so the best gear should be from doing T5 POIs not from looting chests with perks.

     

    I also think having specific weapon perks increase chance to loot those specific weapon parts would be a good direction and QoL change, lower the initial chance if necessary or make it modify your native chance, but a marksman finding more rifle parts would aid their gameplay so much more than random luck looting a dozen shotguns before a single hunting rifle.

     

    Treasure hunter is far too niche to be a perk, its a nice QOL perk and the loot you can get is fantastic but its not a gameplay that you can really aim for. You cant just be a treasure hunter its entirely luck based whether you find a map or not. Maybe if maps were common quest rewards or something but i dont like that idea much either. 

    Lockpicking is also a little awkward imo. you dont really find any safes or locked chests early game and you cant really take on high tier POIs that early where lockpicking is needed, also your loot at early stages is garbage, its better to save those chests till you level up your lootstage. 
    When you start finding chests you will generally have iron tools so you can fairly easily break them open. Saving a minute opening chests isnt really a great investment in perks...

    Combining treasure hunter, lucky looter and lockpicking (with demo charges as an unlock at T4) would be a great perk that focuses entirely on looting faster with some loot bonuses for chests.

  2. I feel like TFP could do a bit more work on the land claim as a concept. Currently it functions for what its named to do: claim land. But its effectively the centrepoint of your base (literally) and could be a great spot to add some control elements to your land.

     

    an idea is replacing it with a worktable where you can manage the construction of your base, perhaps looking at it can bring up a menu that shows damaged blocks in your land claim area and other information, upgrading it can allow it to access electrical systems and cameras.

    Also some variety of blocks would be cool, played on one server where you could change the land claim shape to a flag or something else, that was neat.

     

    As a worktable you could allow it to access pvp settings to whitelist certain players or allow them to claim in the same area.

     

     

     

  3. 31 minutes ago, RipClaw said:

     

    I think not. It would also be fitting to unlock the schematics when you have completed the Urban Combat series. The bonus for completing the book series is that silencers no longer reduce damage. So it would be fitting that you are then be able to craft one.

     

    Or perhaps the silencer manual could be part of the series like the drum magazine is part of the automatic weapons books

  4. Would it break the game if stealth perks unlocked the silencer?

    Its a nice benefit that isnt necessary and if you are planning on using it you might want to go stealth anyway. I dont think it would @%$# anyone off and would still need parts to craft, perk investment ought to be enough and if its on the last point that is very heavy investment for a QoL mod that helps specific gameplay that the perk promotes.

  5. 2 hours ago, Fightingchook said:

     

     

    yes...living in small village in forest... with a minimal incursion into wasteland. i'm playing insane level permindeath so really dont want to be ther yet.. lol.
    But I started right next to the snow biome.... but sadly have massive mountain range and 4km between me at the snow town which i have just found with the gyro.
    Although will be planning day trips there there soon as i have just got the go to trader quest there.
    But I'm also playing random horde nights with horde night warnings turned off.... so need to plan well. ;)

    Sounds hardcore, but staying in the forest is why your loot sucks. Other than irradiated i didnt find the other biomes much more difficult than forest, you get ferals at a certian point everywhere in the forest and it isnt much worse in the snow, just gotta watch out for bears and cougars. But im not playing insane. I should try that for my next game.

  6. On 2/4/2022 at 1:45 PM, Fightingchook said:

    in my current play thought i seem to have crafted more than I ever have done previously...

    eg: workbench, cement mixer, chem station, 4x4 and gyro

    tier 5 Steel sledge, steel shovel, steel axe, Impact Driver

     

    This has probably because for this run though I have only put 1 point into lucky looter and have only found/brought a few nice weapons but other than that haven't found jack @%$#.

    I didnt go LL on my current and have looted plenty.

    What biome were you in? forest is awful for loot, you have to go to snow to start getting decent loot. My experience in the snow biome has been ridiculous, just great loot after great loot.

  7. Yeah its a bit weird. My last few games were melee prioritized so i specced into melee straight away.

    Both games i loot shoot trade and barely craft.

    crafting t2 stuff is nice but by the time i can craft t3 stuff i ALWAYS had a 6Q looted item i was using. I saved up the parts specifically for it too.

    I have to think of the crafting as a bonus perk to the combat side of things, but it really does feel bad.

     

    At the moment crafting is really just a sales gimmick. Craft q5 knuckles, load it with cheap/easily mass produced addons, sell em for 2k dukes.

     

    I think its worse for guns tbh, the only guns you can craft without parts are pipe weapons. If you spec into crafting you delay when you can craft those weapons, so you are stuck either holding off perking into them so you can craft lowQ high tier items or you hoard parts to craft a highQ item for a ton of parts.

    When you begin approaching the amount of parts to craft a gun you almost always have better items from looting than you can craft.

     

    I find the loot disparity between zones a bit too extreme too, i do early game in the forest to get forges, benches and building materials, then transition to the next zone which for some reason is always snow and go from looting shotgun parts to Q6 auto shotguns. In my experience finding the damn pump shotgun is rarer than the auto since they never appear in the forest and in the wasteland/snow you get T3 items.

     

    I think its weird that i will loot a T4 forest loot crate and get bow parts and a t2 sledgehammer then go to the snow biome and loot a sniper from a normal house.

     

    This is probably getting a bit off topic so ill just wrap it up by saying i think loot needs a bit of a rebalance so that its worth crafting 

  8. It should probably be removed tbh, its just a misclick hazard.

    The only justification for using it being for cases where you get stuck seems odd since you wont always have it on hand and its a bad thing to have to prepare in advance to kill yourself. I have never needed to kill myself, even throwing a grenade at your feet or a molotov at a wall is far less punishing than misclicking glass.

    Perhaps it could just apply a bleed effect that can be cured by a bandage for accidental clicks, that would be a better middle state.

  9. Make throwing rocks trigger ambushes without alerting them to your location.

    Ambushes can be triggered now but stealth still works, only instead of having to snipe motionless sleeping zombies and getting free hits you have to kill moving zombies that could alert to your location.

     

     

     

    I honestly think stealth players have had it too easy for too long, shooting the door off a cupboard and watching a zombie stand there motionless when a door just burst into splinters right in front of his face is silly.

     

    There is a state between sleeping and hunting you down that needs to be used more.

    Zombies should be awake more often in houses and not just be in a situation where they are either actively hunting you down through a wall with gps or sleeping till you step on them.

    Asleep > Awake > Alert.

    Currently its either asleep or alert, we need a lot more of 'awake' where zombies are docile but active! There is a lot of gameplay potential surrounding that state, like luring zombies out of a room for a stealth kill or having to aim at a moving target instead of a stationary one or having a zombie sneak up on you or trying to avoid a 'patrol' and sneak past them.

    Hell the actual 'asleep' zombies would be much more fun if you went to kill the single zombie standing in a room and the rest burst from the walls. Or trying to sneak past and they slowly burst out one by one. 

     

     

     

     

  10. 2 hours ago, ElDudorino said:

     

    You should hang out at the Bear Den. You drink for free if you fight the bears there!

     

    Ammo-wise, it surprises me that anybody runs through the game firing bullets at single enemies. I use a crossbow whenever I can, a club for when I have someone up close, and only switch to guns when it gets serious. I mean, in the zombie apocalypse would you really be trotting through the streets and buildings spending ammo on every weak shambler?

    that will be my next challenge, melee only bear den!

     

    Yeah im stuck in the old ways of a16 where ammo was scarce as anything and you only saved it for horde night. Im an archery/melee guy till horde nights as much as i can unless things get hairy and i have to bust out the ole boomstick.

     

  11. Stealth is currently very binary. Either you kill every zombie while its sleeping or some wake up and 'stealth is useless!'

     

    The ambushes are a necessary evil since stealth gameplay is so low risk and skill isnt really too much of a factor, but i dont like that much either.

     

    I suggested this elsewhere but we need a way to trigger the traps before stepping into them, zombies already have semi alert stages between sleeping and attacking, we need more of that in PoIs that actually affect stealth players. If you know a zombie is in a closet, shooting the door open should wake them up, its silly seeing a zombie standing still when you blew the door off right in front of them, but at the same time if you cant then stealth (and investment in its perks) simply wont work.

     

    So my suggestion is having rocks awaken sleepers to 'semi alert' just like they do now, the zombies all come out and you can pop them off but if you make too much noise they will chase you, adding a huge element of skill to the gameplay.

  12. ammo should be more scarce than food.

    My most recent game i played i focused entirely on food and had a very good haul, but compared to ammo i had a full damn crate and more shotgun shells than i could possibly spend. i started using ammo when i didnt need to and still netted a positive!

    The demand never kept up with supply.

     

    Though in saying that i dedicated that build to brawling, which is amazing. Killed a bear 1v1, drink a brew and punch my way through an entire T4 and just watch heads explode at the tips of my corkscrew.

     

     

    My recent playthroughs have been melee oriented, maybe i should try a guns only game

     

  13. 17 hours ago, Roland said:

     

    If you got the seeds for free then any level of planting and harvesting is profitable without any points spent. Simply planting seeds and harvesting them for fruit that you then place in a container and save for future recipes is better than nothing at all. 

     

    Not everyone is using LOTL 3. The huge misconception at the very beginning that many people made simply by reading the patch notes instead of actually playing the game was that farming could not be sustainable until LOTL 3 and that misconception keeps getting reposted and renewed with each additional new thread that each new random person who makes the assumption comes on to voice their outrage. More and more reports from people who actually play the game and test the farming at LOTL 1 and LOTL 2 without prejudice are finding that farming is viable without having to go all in with perk points. You can't do it at LOTL 0 for sure and I know there are some who desire the LOTL 3 ability to reliably create a large farm that is self sustaining without having to invest any points like we had it in A19

     

     

    This happens a lot frankly during development. Often a feature is first added for everyone at a high level. During a later iteration it is then subdivided into low medium and high tiers and people realize that they were playing at the highest intended tier all along. We used to only have one single pickaxe in the game and we could mine with it pretty well. Then "Pickaxe" was broken up into tiers with stone, iron, and steel picks as well as quality tiers for each and players came to see that what they had been using as just the standard (only) pickaxe in the game was actually a pretty high tier level and all of a sudden their ability to mine was nerfed until they could progress up to the level they had originally been used to mining at from the very beginning for free. It is just the nature of development. Old timers feel it keenly while new players have no prior experience to compare.

     

    It is understandable that old timers are going to look at LOTL 3 in A20 and feel underwhelmed after playing LOTL 0 for A19. It can be tough to do but it is always advisable to play each alpha with a fresh outlook and "forget" about what the game used to be like. The internal testers have to do that on a daily to weekly basis when testing internal builds because so much can change suddenly.

    I have to keep saying this but i dont want living off the land 3 to be baseline, i have never asked for that and i dont want to keep repeating that. Free food for no cost removes a huge piece of the survival puzzle, im happier with reduced resources but im not happy with the way it has been implemented where turning plants to seeds can potentially lose you crops. I just think that its bad design and i have stated my thoughts on that elsewhere but it feels clunky.

     

    Going through the effort of crafting a plot and planting a single seed for 2 crops is a bit of a waste of time, its plenty of effort for little gain and isnt really ever going to be solving any hunger issues, I cant imagine being excited to loot a corn seed without LotL investment where it gives me 10 food in 2 days. If anything i would just save them till i want to invest in LotL, they are pretty worthless without that. 

     

    I know farms will generally be viable with LotL2 but they can potentially not be. I dont think that is the right way to make food unreliable, i have brought up fertilizer as a solution that puts gameplay and effort behind harvesting food instead of just luck, the unreliability comes from harvesting rotten meat which has an element of luck but most of the effort is put behind harvesting or keeping looted rotten meat you find (and bones)

     

    Lastly I DONT LIKE LOTL3 IN ITS CURRENT STATE as it reverts things to free infinite food with zero investment other than a little time. You can scale your food supply up infinitely and are only limited by the number of plots you can craft and time. That to me isnt a good food end game, that just removes the survival aspect entirely. My idea for fertilizer isnt just to make things more reliable early game but to make things harder end game and also give more value to bones nitrate and rotten meat which can become too abundant.

     

    Basically i want the floor raised and the ceiling bottlenecked with food scarcity influenced somewhat by player input rather than just luck. I get too many replies mistaking my intention for just wanting LotL baseline because im lazy and just want free infinite food when that couldnt be further from the truth. Id actually like looted food to be scarcer with more emphasis on player created and cultivated foods, i dont think players should be allowed to survive without ever crafting or farming food, it should be a baseline part of survival, building a safe dwelling and creating and maintaining a sustainable food source. 

     

    TFP already have the pieces there they just need to rearrange them into a way that favors long term upkeep over free infinite food

  14. I think there are plenty of janky sounds in the game that need a little tune up.

    power tools can be very obnoxious, also that terrible noise whenever you hit land claimed blocks or traders, that really needs to be changed to something that doesnt make my ears bleed.

     

    If its working as intended to mask other noises perhaps they could just lower the volume of other noises while using a tool and lower the tool sound. I dont think that is actually the case but if it is then thats a possible solution to that problem.

  15. You paint them on.

     

    You can also preselect paint for a block too in the radial dial holding R.

     

    Though i had some bugs when i did that with the gun crate paint before placing a storage container, it placed as a jammed crate and required me to destroy the lock before opening and it opened like a lootable container (took a second or two)

     

  16. On 1/25/2022 at 3:21 PM, Niil945 said:

    I do think that's ironically amusing.

     

    Most farming systems in survivals require some upkeep so I get the desire to not have forever farmable plants. Many also use fertilizer as a source of maintenance.

     

    No one is asking for LotL 0 to be a wellspring of infinite food. It's interesting to me that people have commented that the devs talked about the game not being a farming simulator but the system they put in place promotes creating massive farms and requires extensive time in the UI and clicking plots to maintain when it could be things like hunting zombie bears, dogs, and vultures for rotting flesh for fertilizer.

     

    And in the end, unless they limit the number of plots in an area or dramatically change the system there's going to be a wall of food struggle that once over becomes a complete non-factor. That wall can also be overcome not by farming at all, but by collecting food supply kits and using dukes. I'm at early day 28 in my current solo play and aside from a handful of bacon and eggs I haven't cooked anything. And it wasn't like I needed to do that, it was just nighttime busywork. So much for a farming system/progression at all I guess. Maybe it's meant to be like solar in that it's a quality of life thing that isn't necessary at all. Peace of mind that there's always going to be food there for those who feel the need to dump 3 points into LotL. I'll still eventually make a farm because I feel like I should in a survival game but it can be decorative since I'll never make back the seeds to keep it stocked or use it.

    You make a good point about farm sizes, the game really does incentivize tons of plots because once you have LotL3 you are only limited by the number of seeds and the number of plots, so food is infinitely scalable which gets a little ridiculous. Fertilizer would bottleneck production which would mean less farm plots overall as outside of desperate situations nobody should be running plots without fertilizer as getting one crop per harvest isnt a viable food source, of food, its more bad luck protection than anything.
    If players really want tons of food they can funnel their bones, meat and nitrate into fertilizer, if they dont need it though they can spend that on glue and gunpowder instead.

     

     

  17. Do you understand the system i suggest? It would likely mean less food overall for many players since it comes at a cost, resources would be limited in a healthy way where players can invest more into food if they want it or not by choosing fertilizer over gunpowder or duct tape (or whatever other use rotten meat has)

     

    What are your actual arguments against my idea? you just seem to be making snide comments with no real substance and it just makes it seem like you have no actual idea on what im talking about.

    "no need" food does need to be infinite as demand is infinite.

    "just put points into living off the land" i dont want that to be mandatory to have a replenishable food source, the system should work fine without it and i think the design of it currently is either too rewarding with full investment or too punishing without investment. I want to cap how productive it is while making it so that without it its still worth farming.

     

    "yeah infinite food but no pain no gain"

    See, i just dont think solving an entire problem with 3 perk points is good design, i think that the rewards should be locked behind gameplay not just the menu. All other gathering perks make gathering better but not mandatory.

     

    Meat is guaranteed from animals, you dont lose meat when harvesting chickens.

     

    "Oh yeah, farming is a lot of work, so I want to do more work, spending other resources that I use to make better weapons, hunt better, just survive better, because I don't want to keep planting every seed and invest points in LoTL"

     

     

     

    Yes. Being able to invest resources i would otherwise use to advance my state in the game on food because i dont want to go hungry is exactly what i want. Currently the only gameplay surrounding farming is whether you invested in LotL, i think that is bad design and having a way to make farming profitable by putting in some effort is a good compromise. Its not free, so why not?
     

    "they take time and some challenge to obtain (not free)"
    "🤔 ???????????
    Why not an extra challenge to have a viable agriculture? You invest in strength, health, intellect to be able to manufacture things and survive, suffer less damage. But NOTHING will fall from the sky if you just sit at home. Except the Air Drops, but you still need to go to them."

     

    Im not sure what you are trying to say here?

     

  18. 8 hours ago, BFT2020 said:

    Food, like a lot of resources, should be scarce, not infinite or abundant.  Having unlimiting and easy to obtain resources means that this is not a survival game, just a zombie killing game.

     

    If anything, food is still too abundant in the game.  A reliable food source is not a must, and really shouldn't exist.  Some of the best games I played were games I knew I was going to die eventually (or fail or go bankrupt), but the driving force is seeing how long I can survive before I die or fail.

    I think there might be something lost in translation here, I don't want to get one seed and to never prioritize food ever again, I want ongoing costs.

     

    Food is a gameplay limiter, having no food means no stamina and playing without stam is miserable. If food is too scarce you play a game that is miserable, too abundant and it's irrelevant.

     

    Food demand is infinite, as in you will always need more food, so food supply needs to be infinite, that is what I meant by that. Where that food comes from is another question, we currently have either looted, traded or grown food, traded is very cheap but comes at an opportunity cost, looted is free but unreliable and often involves danger, currently farming is either unreliable, safe but free or reliable, safe and free.

     

    My goal is to change farming to always be reliable but not free. Growing is safe but to get fertilizer you want to be hunting zombie animals and harvesting nitrate. That also adds an element of danger to it. So with my changes farming will be reliable, unsafe and not free. 

    Baseline seed economy would be profitable but far from viable, 1 usable crop per harvest no matter what is barely going to cover anything and there should be a reward simply for the time invested crafting the seed and growing the crop.

     

    I think this idea gives everyone the best of both worlds and lotl would still be very valuable just not mandatory. If you use it now you would still use it, but if you don't use it you could still engage in farming at lower profits.

     

    And with a healthy baseline for food you could increase the costs elsewhere or make things more  difficult in other areas.

    At no point am I asking for easier food I just want costs that integrate with he rest of the game. Opportunity cost is the best cost

  19. people seem to have conflicting ideas on how farming needs to work.

     

    Food needs to be infinite in this game as long as you want people to be able to play without having to die to reset their energy levels. If food is too scarce gameplay becomes miserable, so having some reliable food sources imo should be a must. Food can drive gameplay, but to do that there needs to be ways for players to be able to prioritize it and actively and successfully obtain food if that is their main concern at the time. 

     

    Farming solves that, but currently farming is only profitable with LotL investment, which removes any access to reliable crops.

    Some players seem to think that its fine as is. Some argue that its good that food isnt reliable and the current system isnt broken, but they all use living off the land 3 so i see that as dishonest since they are playing with those rules removed and LotL 3 just reverts everything to a19 standards with more legwork.

     

     

    Seeds and farms should be profitable baseline without any perk investment, even if just barely, and a secondary resource should be brought in to make farms successful without being free and Living off the land shouldnt be required.

     

    I wrote a post on this but most people who 'read' the post completely missed the point and argued against things i never suggested.

     

    Food doesnt need to be either overabundant OR unobtainable, there is a middle ground and i think that comes from being able to turn other valuable resources into food.

    Currently the food economy is completely isolated from the rest of the game but if you were choosing between repair kits/gunpowder and food that would be a more interesting choice. Thats why i suggested fertilizer as an ongoing upkeep cost for farming that cost rotten meat, nitrate and bones which competes with gunpowder and duct tape.

    Early game you need to funnel those resources into food to survive but when you get a competent farm running with a decent supply of resources you can funnel those resources into weapons and tools instead. nitrate is near infinitely abundant while rotten meat and bones spawns with undead animals so they take time and some challenge to obtain (not free) but will nearly always be accessible. That i believe is a healthy system.

     

  20. The current system is functional but unsatisfying.

    I dont think food costs should be able to be circumvented with perks like iron gut, iron gut should instead increase the amount of food a person can eat.

    hunger and the debuffs that come with it should only occur after food reaches zero, and there should be negative hunger levels before your body starts metablozing itself and turns HP into stamina.

     

    Id like food variety to be important to players who have overcome the early stages of food scarcity and want to thrive. This could be accomplished by allowing certain foods to have their own energy portion where each food can increase stam cap or food cap by a certain amount till that energy is used or perhaps each food provides a baseline buff with better quality dishes increasing the magnitude and duration and also having quality meals having more buffs per stack. I was thinking perhaps just increasing base attributes like corn increasing perception and pumpkin increasing strength but im certain players would expect some actual logic for that and im not in any position to be providing detailed nutritional information.

     

    Dishes need to scale, t1 would be grilled meat, grilled corn, baked pumpkin etc, and t2 would be bacon and eggs, roast veges (pumpkin and potato etc) t3 would use 3 ingredients and t4 4 ingredients etc.

    using rare ingredients need could bump the tier of food up one so a 2 ingredient meal with rare ingredients could be bumped to 3 for example.

     

    So now with these suggestions you have reasons to cook different meals and recipes to cook them with.

     

    The food system is tied directly to farming since there are no replenishable sources of food in the game world you need to rely on luck, and with food being an ongoing cost that you need to constantly address reliable and safe food needs to exist in order to be able to play the game. Traders sell food for dirt cheap and its generally enough to get by on, but i dont think that it should be a realistic way to survive, players should be forced into managing their own food supply while having traders and such as fallbacks. Farming needs to be profitable without investing in living off the land but also shouldnt just provide infinite free food. The current system goes from unprofitable to free infinite food with LotL, so imo it solves no issues with the farming system.


    I posted my idea for that in another thread, ill summarize it here:

    • Crafting seeds cost 5 crops
    • Seeds produce 6 crops - farms are inefficient but still profitable off the bat, getting a reliable farm from only one seed will take a long time.
    • Fertilizer can be used on growing crops to turn them into fertilized crops (only at seed stage)
    • Fertilizer cost rotten meat, nitrate, bones and plant fibers
    • Fertilizer increases yield by 3
    • Living off the land now increases the yield of fertilized crops only and reduces the cost of fertilizer.

    ongoing cost for fertilizer that turns inedible resources into edible resources limits farm sizes and profitablity from seed only farms. Seed only farms profitable but very slow, probably not viable for sustained food source. Living off the land makes things better but not absolutely required for a functional farm.

     

    This would allow farms to be started sooner without relying on good luck and would mean late game farms still require resource management and dont provide free infinite food.

     

     

     

     

     

  21. On 1/13/2022 at 12:17 PM, pApA^LeGBa said:

    Someone said those zombies appeared in places where you wouldn´t see them before the apocalypse. But that is true for the biker, the nurse and the worker also. Also the amount of women running around in a short black dress is riddiculous tbh.  I´d really like to know the real reasons.

     

     

    Dirty women in short dresses is how the pandemic began.

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