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Bhaaltazar

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Posts posted by Bhaaltazar

  1. 25 minutes ago, MechanicalLens said:

    Can't confirm this though, JaWoodle said it either in his latest video or the one before (that it was rumored or he heard it somewhere, idk)

    This change would be sort of pointless... INT finally got playable and now its getting nerfed - INT doesnt really have that many options early game or late game. TFP should figure out a way how only INT guy can use these weapons ( so you need to spec into int. in order to be able to use turrets ). 

    • Like 2
  2. 8 hours ago, madmole said:
    8 hours ago, madmole said:

    @MM.    You guys have made my favorite melee weapon, the stun baton, crazy better and close to being over powered with the candy and taser mod. I have a blast taking on decent sized hordes and rarely taking damage if my timing is right. Totally enjoy it, intellect is definitely my favorite.

     

     

    Intelligence build is a great build to play - my second time around now after restart - but it is very very much dependant on luck of finding books and weapons. 

    For example on my first play through I didn't get a stun baton anywhere ( questing already tier 3 ), 3 traders didn't sell it, never got it in loot chests. Than I bought a crappy one on day 13 for 3k dukes. Same with turrets - my first sledge turret I got on day 21 - I did find schematics for regular junk turret - but only bought 4 robotic parts from traders. Got my 1st Junk turret, quality 3, on day 22 - bought it from trader with 4 levels into better barter.

    Nerd tats candy were also more of an exception in all the vending machines. I would rather see nerd tats effect would be added as 3-5 lvl in baton skills ( so baton would have same extra effect on higher levels same as sledges does in STR tree ).

    Tech Junkie books were very rare finds, I finally found stun baton repulsor mod book on day 35. Been playing with lucky looter 1 till day 20 than invested few more points to lvl2 and I started getting bit more INT related drops.
    I know INT is missing stone age weapons since it only has one type of a weapon and maybe that is why drops were so rare for me on this playthrough ( iron version - no stone and steel versions yet, maybe A20? ).
    P.S. I also noticed that animals aren't affected by shock the same way as zombies are - bears kept chasing me, deer ran away :)

    Maybe I just had a bad luck with drops this time around, but once I found items for my build it got to be a very fun experience.


     

     

  3. Whole "Re-wildization" is pretty cool. Even on day 10 visiting trader and there is  a bear infront of traders entrance :) Come up with a plan to pull him away and run so I can get to the trader. One of better probably non intended effects to the gameplay. I really like it when I see these beasts and making decisions of type fight or flight. In my opinion it adds to the game immersion ( I am Legend feel ) - the only downside is lots of meat ( although currently I am at boiled meat so not that OP, for other recipes you need veggies or eggs anyways ).

    Hope this predators will remain in the game and not only occurring at night every 9 days or so.

  4. I started a new game, on day one I avoided 2 bears and a direwolf, found me a blunderbuss, killed a puma in the winter biome, found the trader and went hunting again. Got cocky so I attacked a direwolf. While fighing it and winning the "battle", a pack of 3 wolves attacked me ( probably direwolf pups lol ), so I kited them around barely survived, mostly by lucky hits with a stone sledgehammer, down to 25 HP and sprained leg. So I crippled back to my chest next to a trader. At least wasn't hungry with a stack and a half of meat :) Playing as intelligence guy so no points in strength.

  5. 8 minutes ago, MechanicalLens said:

    I've seen cops in those POI's before, both in my game and on some videos. They're probably premeditated spawns.

    Oh yes he said it was clothing store... there is always a Cop over that entrance. Cops are weak, they aren't what they used to be anymore.

  6. 26 minutes ago, LewZephyr said:

    Day 1, 2, 3.....  Bears Bears everywhere.... many times 2 within a few meters of each other.

    Me thinks a little to much bear.   wolves and dire wolves too.

     

    I have ran into 2 Cops already, as well we had 2 ferals sleepers in the same time frame.   I don't think I have ever ran into a cop much less a feral in the first 7 days.

     

    Also seems to be many more Zeds in the wild at this early stage.  My wife commented on this on day 1, and by day 3 was like they definitely have changed the spawns.

     

    I know Joel @madmole updated the spawns of the animals but I don't recall seeing any changes on the Zed spawn tables.

     

    So, anyone else having similar?

     

    Yes we started a brad new save / map, dedicated server.

     

     

    Did you go into high Tier building to meet the feral? Like Shotgun Messiah factory or alike? 

  7. 15 minutes ago, wolfbain5 said:

    nah, he had good ideas, just point at the few that were covered in other  ways. I agree tho that basic stats should have a small bonus to gameplay simply for being high in any particular stat. stats should have an overall governing effect of some sort. At least that is how I believe all gamers have been raised to expect through the last 50 years of gaming. <not just comps or consoles, but tabletop as well>

    I just think there may be too many perks - deep under certain trees that could be solved differently with maybe incorporating some of them under basic skill sets. Currently basic skills only gives you + damage and chance to dismember with weapons of that tree. Basic skills currently serves only as a replacement of level gating - if they would offer more, maybe players wouldn't be so negative about spending points on different trees ( the hot topic at this time is Miner69 - maybe if basic STR offered some more than just bonuses for STR weapons - something that comes in handy with other trees as well than players wouldn't be so opposed to invest in it ). 

    And please take this just as a brainstorming exercise and not as something definitive. Just  throwing out some ideas around and maybe something will come out of it with all the different inputs. 

    Maybe the better question would be for players currently being angry that Mining is under STR - under what conditions would you invest in strength basic skills other than mining skills?
    Same question for other trees: What would make you decide to invest in other trees?

    For me it would be some kind of intertwined effects/benefits that I could apply/benefit from with my current build, under different attribute. ( nothing big maybe lets say just +1% crit chance or better chance to trigger a "mass effect" on a weapon - maybe chain stun effect with batons on group of zombies, same as sledge group knock down, etc... )

  8. 1 minute ago, MechanicalLens said:

    The problem there is we would end up with a system where players would feel forced, or at least highly encouraged, to go under an attribute just for the passive benefit that that attribute provides alone. If every rank into Perception increased your chance of headshot decapitations by 10% per rank, then why wouldn't you go under Perception solely for that benefit? It would create a very rigid and restricting system. To each their own though, but I think that these bonuses should be small enough that players don't think of going under those trees just for the attribute bonus alone, but not insignificant enough that they can't look back and said, "that was worth it".

    Well I just made an examples which can be tuned down after testing. I liked the leveling systems where game let me switch between skill trees or attributes for certain small benefits - without committing to it fully. maybe I just want little more accuracy for my lets say shot gun, so I would like to train some more "aiming" under PER - but not at such high jumps of 10% as you said. I would just like to see when I spread my points around in different trees I get some sort of benefit, but at the same time not at OP level, but just enough that spending point in a different tree makes some difference.

  9. 5 minutes ago, wolfbain5 said:

    i would say .5% per level for balance reasons. a total of 5% bonus isnt a great amount as to not outbalance things.

     

    if they did it.

    perc .5% accuracy inc

    str all melee damage

    agil run speed or attack speed.

    fort crit resist

    int crafting speed.

     

    this would give those players feeling stats they dont use in their combat styles are worthless, a little cookie.

    Strength - carry cap and damage
    Agility - dodge and speed
    Fortitude - extra health and effects resistances
    Perception - accuracy and "hidden loot" - as in you find few extra treats 
    Intelligence - faster crafting + extra crafting results ( being smart you know how to be more efficient using resources - like when crafting  you have a chance to get some extra quantity or quality  )

    • Like 1
  10. 3 minutes ago, MechanicalLens said:

    What should be achieved here imo is a system that gives the player a small bonus for investing into an attribute, but in no way should it force or even encourage players to go into that attribute for that benefit alone. Rather than having a system where every rank into Strength gives the player +5% melee damage per rank or every rank into Fortitude gives the player +10 health every time, what should be aimed for are small passive bonuses that benefit anybody who goes into that attribute. (Ex. +1% looting speed per Perception rank or +1% crafting speed per rank of Intellect, on top of the current bonuses.) Currently if you invest into an attribute that you are not using the weapons for, unlocking perks inside that tree aside, those points into the attribute do nothing for you. However, the extra +1% crafting speed bonus per rank of Intellect for example would make the player go back and have them say, "Well, it's not game changing, but at least isn't not nothing either."

    I agree with that, I would like to see a system where I would invest in other tree ( basic PER,AGI, FOR... ) just for the sake of basic bonuses I get from that. So as you said maybe I want extra HP, or I would like to get extra AGI for faster speed or stamina.
    I believe the solution would be that you loose some of the perks giving you these benefits, and just add them the under basic attributes skills. Therefore for example since I already invested so many points into AGI ( extra speed or dodge ) I will also invest in few of the points into lets say parkour or sneaking. 

  11. 1 hour ago, beHypE said:

    Still, having attributes providing benefits beyond boosting the weapons governed by the tree would be a welcome addition. +1% movement speed for every agility point, +1% dmg reduction for every fortitude point, +1% melee/bow damage for every point in strength, +1% more gun damage for each point in perception, +1% crafting speed for each point in intelligence or something like that. 

    If game "pushes" you towards investing in other trees let me  benefit from that skill. If I invest in strength I am stronger therefore is only logical I will hit you harder with whatever weapon I hold in my hands.


    And also I would like to see TFP breaks the monotonous +5, +10+15+... system.

    You have different kind of weapons, therefore different properties of each weapons - so how about adding special bonuses/effects to them like you have with sledge hammers. Spears were the backbone of every army in medieval times - but in this game it only gets 5,10,15%... Spears are so weak, they should do like piercing armor damage, poking heads and bodies of more than 1 zombie if they are aligned, Stun batons could have "chain lightning effect" at higher stages or better versions of them.  Blade weapons could have special effects as well.

    Current strength tree is cookie cutter build of certain devs "cough cough", rest of the trees are neglected compared to it. Don't get me wrong I played with all of them, but most of the other attributes are very weak or hardly obtainable at the beginning ( currently playing Intellect build, day 7, lvl 13 and still haven't found a stun baton, I know the recipe to make it - lacking STUN BATON PARTS, not to mention sledge or junk turret, have over 10 k dukes, 3 traders found but I am still using stone sledge hammer and bow - traders aren't selling any parts or batons, better barter at 3 as well ). That said I WANT to play intellect guy, but my options are very limited. When playing STR I feel OP already at this time :)Yes it is experimental and this issues can be easily fixed with couple of tweaks in xml and in A20 there will be stone age baton version.
    But attributes trees currently would be balanced only if you just erase STR altogether.


    Make those attribute skills intertwine with other trees, so it doesn't feel like points spent are wasted since you don't use weapons in that certain tree. The current dull, linear, crude boring system is the weakest link at current stage of the game. I know devs said they thought it through, but system is still very lacking. Implement it and replayability will rise ten fold.

    Don't take it the wrong way, game overall is great, but in my opinion current system is holding this game back from being one of a true greats of all times.
     

    • Like 1
  12. 49 minutes ago, madmole said:

    So 9 points, 4 of which are free, by level 5 you can achieve awesome miner status. I don't understand why this seems so painful to people. You have the rest of the game to develop whatever skills you want, and can get cooking and heavy armor too if you choose, because you are already semi invested in STR.

    Thze problem with current system is you have skills under trees that makes no sense. Players are complaining because if you like to mine you have to go STR , and always play that way. What does cooking have to do with STR - you stir the stew quicker? :) 

    Just make a "general" tree where you have the basic skills everyone is using - like cooking, Living of the land, mining, hunter perks, leaky guts... it would make much more sense and players would have many more options to play around with combat/supplement skills. Personally I always end up with STR since I like to build and therefore I need mining - so since I go deep in STR I never feel the need to use any other tree - other than just to "make me play a different way". STR is totally OP with Sledge and shotgun perks, mining, Trex... no other tree comes close to STR.

    Just separate weapons perks from General skills. Make the leveling system less dull - you made a great game, just fix the whole leveling system, which is usually one of biggest parts of good games.

  13. So loot is getting reduced - which is great, I checked Jonah and Games4Kickz and there was soooooo much ammmoooo and best mods and recipes - felt cheesy...
    I really hope the public version will get tuned down. Food should be either more expensive at vending machines, or there should one time lootables  vending machines - no1 is restocking them in apocalypse - except those at traders. 

    I hope they can fix traders - JonahBirch got Baseball bat lvl5, and AK47 lvl5 from trader early game. And trader rewards were really generous
    ( 200 ammo, great recipes ...).

    One way to fix traders would be you unlock secret stash Tier 1 - 6  by unlocking quest tiers. That way I the game can control  what kind of loot will you buy at traders through the game progression. Other "general" tabs should only be selling general items, like building mats, clothes, food etc...

    Perk should only increase the barter %.
     

  14. I started out as a "Miner" where I read crucible schematic but now after couple of days I cant craft the crucible - It says I need a perk.

    On the other hand I bought a lockpick perk, but I also can't craft them since it says I require a book from Heist series.

    So is this double lock intended or is just a minor bug?


    EDIT: I just noticed all of these can be crafted normally in the vanilla workbench, I tried to craft these in HD workbench - where is doesn't work.

  15. Actually that's intended.

     

    People were complaining that, as a laborer, they were buying perks they didn't need (like steel tools). Therefore the requirements for some perks are "No Laborer Class." When you take the class, it locks you out of the perk.

     

    HOWEVER.

     

    I managed to build in a "reset" system if you take laborer at a later date. So any perks you would be locked out of are immediately reset on reading the laborer book (but before accepting the quest) and you get the appropriate amount of points back. :)

     

    So that means you can just finish up your laborer quest, then buy up Advanced Engineering and Hammer and Forge to level 5 and technically don't lose anything.

     

     

    ;)

     

    Haven't noticed the points refund. Nice job ;)

  16. Yesterday I found a "minor bug" with forged steel.

     

    I spent a point in Steel tools early on in the game to unlock the forged steel in forges ( reading the steel tools schematic doesn't unlock it ). So i was playing normaly and than the other day I had bunch of notes and made me builder class and finished the quest line. During this quest line you get 3 points in forge tree. But to my surprise it "locked" my previously steel tools perk and I was unable to make steel in forges.

    So I spent additional 2 skill points to level it to 5/5 in Forge tree to unlock the steel again.

     

    Check what went wrong with this - probably some priorities the game uses.

  17. Is gyrocopter disabled as it was in A17?

    because I see the recipes saying you need grease monkey and bicycle for dumb♥♥♥♥s... I have them all, but still can't craft the thing?

     

    P.S.: which perks gives you +dmg for grenades? is it under Scientist class?

    And what skill gives you that 20% chance to break ores instantly - I know I had it in previous playthrough? is it 100 mining skill?

     

    I do miss those book collections - they add lots of randomness to the game :)

  18. A couple of questions:

     

    1. Advanced Forge - what is the tool in the lower/left quadrant (i.e. not the Advanced Bellows, Crucible, or Anvil)?

    2. I unlocked Huntsman via crafting a third Blank Class Paper from skill notes (mostly harvested by scrapping schematics). I found Master Huntsman and learned it before I unlocked the 3rd class - which it showed a red zero (as expected). Once I completed the Hunstman 6/6 quest, the Master Huntsman is till not unlocked, shows a red zero, a red check mark and says "Disabled by status effect" when hovering over the check. I am level 41. What status effect is holding me back? Do I need 5/5 in both Huntsman perks?

     

    1. Its called Tool & Die set - you can buy it from traders ( keep an eye out for wandering traders on the map - they are usually stocked with these - leveled Better Barter helps ) - it is used for making ammo

    2. All mastery skills are locked behind lvl 50 and completed chain quest

  19. Khaine, Steel in Advanced forge is locked behind Steel tools perk - reading schematics doesn't unlock it, you have to buy the perk to unlock it - and that unlocks forged steel recipe in adv. forge.

     

    Also there are few bugs with world gen ( comparing to DF in A17 )

    1. So far only ore I find in the ground is Iron and Shale in the desert - but other ores are really rare ( I only found few small pockets of nitrate under the boulders - like 3000 and NO COAL ) Its not game breaking since you can buy these from traders, but I don't think its intended.

     

    2. Whole ore system is sort of messed up - you only get surface pockets ( 90% of that is iron ), but underneath there are hardly any ores - used admin tools to dig 1 km long tunnel near bedrock and only found 2 pockets of iron down there. And as said earlier hardly any other ores, no titanium as well.

     

    3. World gen, doesn't create any burned forests, or snow biomes ( tried few new worlds after upgrading to exp 2.4 ) but same result. I assume military bases POI's aren't implemented yet? ( in burned forest and wasteland?

     

    And these observations are results of gameplay currently sitting at day 42, lvl 102. So at these stages you start to need some gunpowder to get by on horde nights :)

     

    I don't know how far are you with implementing everything, but just added these here just in case.

  20. Okay, another stupid question. I've done all the class quests and have all the master perks except scientist (haven't found the book yet.) I can craft everything titanium except the spear, the hunting knife, the club and the sledgehammer. Does master scientist unlock all of those, or do I have to take the titanium crafting perk?

     

    Also, are there gravel deposits for titanium? And when you say it's rare except in the wasteland, do you mean underground as well?

     

    You need to be lvl 100 and unlock titanium crafting to make titanium ingots in advanced forge.

     

    Titanium can be found on the surface in wastelands or around 10 blocks above bedrock. Usually Titanium is "mixed" with lead in forest biome - thats where I usually go look for it.

    Sometimes it can be evasive so visit wasteland if unlucky for surface nodes, but be prepared for lots of zombies ( all ferals, irradiated and legendary ). Best to go there at night and sneak mine it - do recon during the day :p

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