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A Nice Cup of Tea

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A Nice Cup of Tea last won the day on December 15 2020

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About A Nice Cup of Tea

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    Zombie Hunter

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  1. Same here. Generally when we get to around day 30-40 and we've maxxed out the skills on our choice of speciality and have found level 6 equipment we tend to feel that the game is "done". By that point we can happily clear out tier 5 quests, and tend to feel there's nowhere left to go. It's fun to go back to the first few days where you're ill-equipped and scrabbling to survive.
  2. I'm hoping more for an advanced food cooker than an advanced forge. It always seems weird to me that even in late game you're still using a basic campfire to cook rather than any kind of oven or other cooking implement. I'd love it if the campfire would only cook basic to intermediate foods and you could build an oven for the advanced recipes. Gators would be good - they could come in both zombie and non-zombie versions like bears.
  3. I wouldn't personally use it, but I don't get the opposition from some to adding it as an option for those who would benefit from it.
  4. My friends and I are not fans of building a big base, and we're even less fans of having to keep repairing it. So when we play we: 1) Turn off horde nights. 2) Use a couple of techniques that others would probably call "cheese" or "exploits" but we just call "sensible anti-zombie measures" to make sure that our above-ground base is zombie-proof against wandering hordes without taking damage or needing repairs. We use [REDACTED SO IT DOESN'T GET PATCHED OUT] to make sure that the zombies only ever approach from one direction, and then [REDACTED SO IT DOESN'T
  5. I voted 'yes' to both, but to be honest my answer is 'Yes to XP pop-ups, and I really don't care either way about the dynamic music because I play with music turned off anyway".
  6. I disagree entirely. Having the loot in a POI be concentrated in a small number of hidden stashes encourages people to bypass the rest of the POI and rush directly for the known stash location(s) - often by nerdpoling up the building or similar. It's better to have the loot in a POI distributed through the whole building as evenly as possible to encourage people to take time to search and clear it rather than just diving straight to the good caches and then dashing on to the next building in their quest to power-level their characters and equipment as quickly as possibl
  7. In my group, whoever is behind on experience does the building/upgrading of the base. The buiilding-xp lets them catch up and this gives people an incentive to do it instead of leaving it to others. That sounds like it's working as intended to me.
  8. Another blow struck against us poor scavengers by the tyrannical pro-mining lobby! Well it won't work. You'll have to press those mining tools into my cold dead hands.
  9. Is the game now entirely balanced around the expectation that people will spend every night mining like you do? I know that I (and the people I play with) find mining utterly tedious, and the thought of having to spend a quarter to a third of the time we spend playing the game doing it is offputting to say the least. For example, any vehicles beyond bikes have become a complete waste of time for us in A18 because the fuel consumption was ramped up so high that if we don't mine oil shale we can't run them. I'm not talking about constant driving around either - without mining you don
  10. Now, now! Let's not stab anti-vaxxers... Their tet♥♥♥♥ shots might not be up to date! Edit: (I think your profanity filter needs tweaking. T E T A N U S is not a rude word. I think we're seeing the S♥♥♥♥horpe Problem - and I can't wait to see how the filter mangles that perfectly innocent Wikipedia link!)
  11. If's KhaineGB's "Backpack Buttons" mod. You can find it here.
  12. I don't remember the exact names of the mods I use, but they are: A simple UI mod that adds extra info to the HUD. A mod that adds "dump all to container" and "dump matching to container" buttons to the UI. A mod that removes the stripper zombie from the various spawn lists. The first two don't change the gameplay or difficulty at all; and the third barely does. All three are just for cosmetics.
  13. Yes, it's a fundamental disagreement in how we think the game dynamics should work. Me: You should have a safe haven you can make forays out from and retreat back to. You: There should be no safe haven. Everywhere should have danger. Ultimately there's never going to be a version of the game that suits us both without either an option that can be switched on and off or without there being some tactic that I would be happy to use but which you would consider an "exploit" or "cheese" and refuse to use. The former would probably be ideal, but since I started playing (A15) it's always be
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