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The Civillian

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  1. I feel that the game needs to weight the perks you choose a bit higher than it currently does. WHen tools, cooking and repair tool are keeping up with two chosen weapon perks you have an issue.
  2. Zombies spawning infront of you in a POI is just immersion breaking, lazy and 100% not needed. Your in a POI, SPAWN all the zombies for that POI, if it's a lot, then use a lower poly model for the zombies that are further than 20 blocks away or whatever.
  3. This is just a summery of my thoughts and experiances so for in Alpha 21, please note, I play almost exclusivly with a friend of mine who hosts the game. First, the artwork, terrain generaion, random map generator. (8k) After seeing the jump from Alpha 19 to Alpha 20, I had high hopes for Alpha 21 random gen, and TFP did NOT dissapoint, Pretty sure I have yet to find any weird terrain gen issues. One or two steep hills sure, but then if you live where I live their nothing XD. Artwork is on point and makes everything feels soo much better. PLEASE add an option in the map generator to have a single spawn for players, running 4KM to get to eachother is NOT fun. Lets get the controveral one out of the way. Water changes (Drinking) Personally I like it, I like the fact that you can now use clean water for EVERYTHING, I like we have multiple ways of getting water, looting, buying, dew collectors. I've not really had an issue with water, and when I have I can just go buy some from the traders. I have two suggestions though. 1 - Allow water to be boiled without a cooking pot, and have the cooking pot either speed up the boiling time, or allow for multiple to be done at once. 2 - Allow us to gather water in a bucket and boil it off for x amount of waters. That should solve any issues regaurding water. Learn By Looting Overall I like this approach, however it has a few teething problems that NEED to be addessed. The tree's you spec into need to be more heavily weighted in favor of your spec, as it is right now, for some things you might as well NOT spec into them, allow me to explain. First game me and my friend played, I went perception with rifles and lucky looter, She went strength, shotguns and Intellect daring adventurer, after two weeks we could see a VERY LARGE discrepincy between books and loot. I had AS REWARDS... Tier 6 pistol (before day 7) Tier 5 Lever action rifle (day 8-9) Tier 3 Steel Axe (day 7 if I recall) Tier 5 Steel shovel (day-8) Tier 5 Millietery legs (day 9) Along with other bits and bobs. I also was able to MAKE Tier 2 sniper rifles, Tier 5 steel spears, Tier 5 iron tools My Friend had AS REWARDS.... Tier 3 double barrel shotgun (day 6) 2 x Tier 6 Socket wrenches (days 5-12) She couldnt even make teir 1 stun batons or a tier 1 pump shotgun. Second game, 1 week in. I was specced into strenth only and tools and motherload. She specced only into agility with 4 points in knives/pistols and bows. By the end of the week I could make tier 5 steel tools (I could actually make tier 2 motor tools), she could JUST make tier 1 wooden bows and was stuck on bone knives and pipe pistols. This is WITH me giving her all the crafting book bundles I got from the trader. Overall, I like the idea, and the way it's implemented, but the weighting of the weapons/tools you spec into needs to be more heavily weighted. NO OTHER weapon/tool skill should overtake the one you are specced in. A suggestion to help with this that we came up with, A NEW perk tree. Weapons - Upto 7 overall points for the over arching tree. Each point spent in the overall tree grants a % stamina cost reduction across all weapons and armour to match what you would get currently. Each level in each weapon/tool/armour would give the other bonuses. Each weapon/tool/armour type is moved into this skill tree. This way you can pick whatever weapon you want, to go into whatever other tree you want. Want sniper rifles and stealth, but you need better mining tools and wrenches, now you can without haivng to max out 4 different tree's. Want to go for a fortitude build but use a shotgun and fists, now you can so much easier. Or something along these lines, either way, books are good, need more weight when specced into multiple weapons. Zombie spawn mechanics I think I can speak for everyone, when I say, zombies apperating into a room, on a roof or in a closet when you cross an imaginary line 100% breaks immersion and completely destroys a stealth build. It shouldnt happen, and there are ways around it. When you enter a POI (and we can see when were in POI's now thanks to the reminder in the top right) any zombies that are set to spawn in that POI should ABSALUTLY spawn. If performance is an issue, then have sleeper that are X away from the player be rendered in a lower poly model. There is a tier 2 house (Or is it tier 1) that you ender from the roof, you go thorugh the attic and down a folded stairwell with a closet at the bottom, If you use an arrow to pop the closet open from the top of the stairs, there is no zombie. The SECOND you walk to the lower steps, a zombie spawns and another on the floor under the stairs. It's 100% BS. Me and my friend were doing a tier 1 poi ranger station at night on +2 up from standard settings) You can jump onto the green roof building next to the tower and see every floor of the tower. I went there to see if I could kill the zombies on the floors up in the central lookout tower....no zombies. got down, went up the tower with my friend. 3 of them spawned out of no where. Having zombies appareate out of thin air is crap, lazy, immersion breaking and down right dissapointing. There is no exscuse for it. And now a bug or two This is kinda ammusing and so far has only happened with Trader Bob, But if your in his compound at kick out time, The game attempts to kick you out 1-2 times and if it fails it just YEETS you 2 KILLOMETERS in a random direction. We've had this happen twice now, once with just my friend, and just today with myself and my friend both being yeeted at the same time to the same spot...2KM away in the wasteland. Zombies vanish if you hit them as their dying animation plays out...they do leave any severed limbs beind, which is humerous XD. Overall I like Alpha 21, Some bits just need tweeking, perticually the zombie spawn mechanics, as that causes headachs, breaks immersion and just isnt fun. Clara
  4. Basic premise Super rare Tier 6 poi loot only. Same as tier 6 loot, just with extra mod slot. (
  5. I have the opposite issue to op. Day 12 Tier 5 steel shovel (No points in strength/tools) Tier 3 steel axe (No points in strength/tools) Tier 5 lever action rifle (THis makes sense as Im specced into rifles I guess) Tier 6 pistol (No points in agility at the time I got this) What I am though is fully specced into perception with 4/5 lucky looter. These were ALL rewards from the trader. Was playing with my friend who IS specced into Daring advenurer 4/5 (or is it 3/4) and the best she has is a tier 2 double barrel shotgun and a tier 2 bow. She is SPACIFICALLY specced into strength/bats as well and is struggling to find enough books for bats to outpace the other books she finds. Also with enough points in Daring adventuer (And subsequently intelect itself) she has found a whopping 1 baton book....1. Pretty sure lucky loter isn't supposed to be better than daring adventuer when it comes to getting rewards off traders.
  6. As title says. Me and a frined are playing co-op. I've specced into perception, she has not. I also have 4/5 lucky looter. Were on day 11. So far I have... Tier 6 STEEL shovel Tier 5 Lever action rifle Tier 6 pistol Tier 3 STEEL Axe All were rewards for quests, the rifle and the shovel were rewards fo tier 4 quests. My friend however... Has been rewarded wit a tier 6 Rachet, she has NO points in perception. And she has had NO rewards above tier 2 (a double barrel shotgun) Something whacky is going on. I would also like to say I feel like the game could use having an increase in the favoring of whateer tree you spec into.
  7. One thing I love at the moment is modding my hat to a baseball cap XD Will it be possible to do this with all armour? So Like modding the miner trousers to look like shorts etc. And or the ability to hide armour. Like gloves or coat ofr example. (Or all of it, naked run XD)
  8. Not French, just was REALLY late when I wrote that. Oh dont get me wrong about the zombies in POI's, I understand WHY the popping into existance happens, I just dont understand why its happening in such small spaces, like across a room, you can load in a whole bunch of ACTIVE zombies on a horde night, but you cant have a zombie in a closet at the top of a flight of stairs loaded in because...the POI creator decided they want to screw you over with a trigger trap. (not rubbish/glass, i mena the UNAVOIDABLE kind) Was hoping wandering sleepers would be an end to those...BS trigger traps, the ones you can not ever avoid because its a litteral trigger. The blade trap is a dream of mine XD I get the bears and stuff being tough, but their behaviour and frequency contradict eachother. Theres TOO many of them compared to deer/rabbits/chickens So what are they eating...zombies ?, But they ignore the zombies unless the zombie stands on its toe's. Yet can see you and attack you from 20 meters away ?. In the green biome, Deer should be probably the most comon thing you see, same in the snow biome. Basic eco balance, if you have too many preditors, everything dies out.
  9. Ok, I have a bunch of questions, I hope some can get answered, or maybe these are new I don't know 1 - Wandering sleepers I assume this is for POI's, are these 'wandering sleepers' going to replace the horribly immersion breaking 'trigger traps' where no matter how quiet you are, you wake up several zeds from the other side of the room because you went over an imaginary line. 1b - Does this mean that POI's will be able to load ALL the zeds within the POI (sleeping ofc) rather than have them horribly pop into existance the second you walk into a room. I've had several rooms where I've opened the CLOSETS, nothing in them, walked into the room and poof, zombies just appear in them. 2 - Verchial mods PLease let the first mod be to remove the spikes from the Truck and bike, those things are useless and get the verchail stuck soo much. (Also, a buildable army truck with a boatload of storage would be AWSOME XD) 3 - Electricity Will this ever be getting an overhaul, The system drives me nuts for several reasons... - The limit on the wire length, this seems REALLY arbitery and can actually be bypassed, it just makes wireing stuff in nicely a realpain - Only being able to have one power producer feed a battery bank...WHY? - Only being allowed to have ONE battey bank in a chain...again WHY - Being able to turn off the solar generator (Via a timer relay) in order to get lights to power on before it gets too dark. For instance A normal day is 8am till 10pm, this is when a Solar generator will work. HOWEVER, I might not want it to, I might ant it to work from 9am till 8pm, making the battery bank take over between 8pm and 9am. The PROBLEM If you have too many lights on that circuit, the game tries to get them to run off the solar generator's power creation, instead of the battery bank (Whitch can be far higher) causing half your lights to not work UNTIL the Solar generator turns itself off for the day. 4 - Security cameras seeing through bullet proof glass 5 - Upgrading blade traps with mods (sarrated blades, temperad blades, burning shaft mod, rad remover) 6 - Whats with the wildlife being so dangerous, I mean, I get it they need to hit pretty hard, but they are also damage sponges. I've seen BEARS take on wandering hordes and kill everything, and then take several shotgun rounds to the face before they drop. Ok, bear I can get behind I guess, perticually zombie bears. But Cougars, wolves. taking entire clips to put them down, The wildlife COMPLETELY ignoring zombies, (and same vice versa) to make a be line for the player the second you make yourself known. I remember zombies used to chase deer, rabbits, chickens, now they just ignore them, and their are FAR FAR too many carnivous animals compared to the herbivours. WHAT are the carnivours eating, it aint the zombies, they ignore them unless they stand on their heads XD Thats all I can think of right now, sorry for the animal rant, I just get killed far more by animals than I do zombies in this game its kinda weird XD keep up the good work, chow
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