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Vintorez's Achievements


Survivor (3/15)



  1. With the passive radiation hazard being considered, how about if we could build a powered cleansing device to open up a practical way to build bases in the Wasteland? I'd love the idea of making maps that are mostly or entirely wasteland and you need to keep purification stations fueled and powered to survive that creeping death. Could have air purifiers that nullify the radiation effect and expensive Detox stations that cure rad sickness at an accelerated or instant rate. Requiring power would keep them limited but could create a whole new flavor of gameplay.
  2. I know the balance isn't going to be in A19, but just not visiting the trader doesn't help on PvP servers. I like the new loot balance but in terms of getting T3 gear it's sort of locking the door and then leaving the window open. Was just wondering if there was a plan already in mind.
  3. Got any ideas yet for how traders are going to be balanced compared to looting? Maybe make high tier gear also require a "trade-in" of same tier gear along with dukes? Could even just be a one time requirement to have tier 3 gear equipped when you talk to a trader "You look like you know what you're doing, I'll let you buy my serious equipment."
  4. Talking of new quest types, it'd be cool to have quests where a horde is summoned at a PoI and you have like a short window to reinforce it. Could be difficult to implement though, especially if somebody takes the time and resources to reinforce it before triggering the PoI reset, but I always like the early game days where you just try to patch up a small house to hole up in. Maybe could have the quest be "spend the entire night in X PoI, expect wandering hordes to arrive."
  5. So Blunderbuss ammo? Which is what I'm saying should be replaced with this generic crude ammo, except it would supply all pipe tier guns.
  6. Could have all the pipe guns use a generic "crude ammo" that's cheap to craft. They're meant to be weak anyway so the bulk of the stats could just be from the guns themselves. Plus then actual ammo could be made a bit more scarce since you don't have to supply the early game.
  7. Are you using a weapon with a laser sight on it? If so then the flashlight button will toggle the laser on and off, you need to hold it to toggle the helmet light. And that would be a nice QoL change to have the helmet light always be priority for hitting the flashlight button.
  8. Maybe smaller wounds should be frequent and less harmful but stack up. Could just be its own debuff called "nicks and bruises" that just does like -1hp per stack and heal fairly quick on their own, but zombies frequently apply one or more stacks when they hit you. Could also have it occasionally apply from things like breaking glass and mining, but this would be tricky to balance without making it obnoxious.
  9. I think shotguns and rifles will both be more balanced once there are more ranged threats in the game, be them bandits or new zombie types that try to stay at and attack from a distance. For spears, I'd suggest that Javelin Master's higher ranks give it increasing headshot damage bonuses on top of the AGI bonuses to reward precision. It would also be cool to have a rope mod to automatically retrieve spears as long as they land within a certain distance.
  10. I'd like to see a tier 1 INT melee weapon where you make a taser by jamming a couple nails through and out of a flashlight that attacks like a knife. My original idea was a meat fork but it technically wouldn't work since the prongs are connected.
  11. It would be nice to get a unique texture/model for the broken vending machines.
  12. I've only fiddled with it in creative so I don't know how it plays economically or at high GS levels, but have you tried loading up with explosive or at least flaming arrows? Being able to rapid fire bombs with the compound bow feels really strong, but I as I said I don't know how they fair against mutants and irradiated Z's. Also getting two fairly distinct weapons under one perk is also pretty nice, the compound crossbow is a stealth powerhouse even without perks in bows or hidden strike.
  13. Had an idea about balancing chest loot with the PoI they're in; would it be possible to tie the end chest to the PoI's Clear Quest conditions and have that influence the reward? Like the number of areas cleared would apply a percentage to the loot amount, clearing say 75% of the PoI would be required to get full reward, which discourages skipping to the end.
  14. If I was the only player who wanted wanted to add aesthetic decorations to my bases, sure. But tons of people play on private servers with their friends and would like to build bases that are more than pure functionality and having an in-game way to enable such styles would go a long way. Plus I literally mentioned it as something to do "down the road" after the more core aspects of the game are implemented.
  15. Maybe down the road there could be an "Allow Vanity Crafting" world setting that enables the recipe for Vanity Blocks which function like wood/metal furniture items, mainly for private servers where griefing isn't an issue.
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