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bloodmoth13

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Everything posted by bloodmoth13

  1. Lumber jack looks great but i agree with captain obvious that the hat should be a different color to the beard otherwise its easily mistaken for poorly modeled hair, particularly from the front where it looks a little like a comb over. Will we get a bit more variety in the snow biome as far as zeds go? id like to see less lumberjacks and more of the various other zombies if only for variety. Dont get me wrong, i like the lumberjack and appreciate the threat he poses but seeing the same zombie over and over breaks immersion.
  2. TBH i dont ever use dart traps, i might need to give them a shot, but i wind up with thousands of feathers end game that i have no use for since early game has brainwashed me into thinking they have value. Vultures are plenty late game so harvesting feathers shouldnt be that big a deal, and there are other options for base defense too. I might not be qualified to comment on this though since i dont really know what role dart traps fill since i never use them, but i think consolidating a few niche items where it makes sense is more fun (like mouldy bread and sham sandwiches)
  3. guy has a point though. Dart trap ammo is only used by one thing, i think it should shoot arrows instead (iron only), that would provide a good end game use for feathers
  4. Im sure changing a single recipe will result in bandits getting pushed back an alpha. /s
  5. Yeah i noticed this too, roids are great for early game where encumberment is a major issue, but are only craftable late game when you have far better ways to curcumvent that issue. I initially thought they boosted melee damage so hoarded them, along with testosterone, when i could finally craft them i was pretty disappointed that they are really just early game QoL boosts as opposed to late game power multipliers. They should probably get reworked with something else taking their place. Could be a good use for a candy?
  6. I believe that in the "Land claim" thread I (or someone else) had a concept of the claim modifier dynamically increasing as you do damage to the base. That would encourage "surgical" raiding and protect from total devastation. In theory...
  7. Some great ideas there! Im really all for the no griefing offline thing, the ONLY times my bases have ever been attacked were when i couldnt defend, thats a crappy feeling. I do think though that there needs to be a perhaps 10 minute period before the effects kick in so insta logging wont be such a good strategy. For PvP, there needs to be some medium range tracking ability so that you can actually track other players, the map of this game is HUGE and you could go days without seeing someone, i think one of the major issues players will face is that its too difficult to force pvp. on a seemingly contrary note, i really hate the gameplay of stacking wooden frames 50 ft high to jump over walls, perhaps a height limit for areas near land claims would be a huge help? id love to see more open bases that dont necessarily need to rely on capped roofs to stop perps. One different issue would be restarting after every spawn, id suggest letting players keep whatever is in their actionbar and add in a new perk that respawns you with some basic armor at low quality (half of what you could create) and clothes (just feet, chest and legs) for instance: level 1 respawn with plant fiber clothes and a wood breastplate level 2 respawn with cloth chest armor and some cloth clothes (just feet, chest and legs) level 3 respawn with leather chest armor and cloth clothes level 4 respawn with scrap chest armor and cloth clothes etc other than the scummy base raiding, the pvp in this game has made my pulse run like mad, the high risk high reward makes it feel amazing! though when you lose you feel like dying, it really has the highest highs and the lowest lows
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