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A Nice Cup of Tea

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Everything posted by A Nice Cup of Tea

  1. 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".
  2. 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
  3. 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.
  4. 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.
  5. 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
  6. The best way to deal with buzzards is with a baseball bat. It's just so satisfying to knock one for six (yes, I know, wrong sport).
  7. That's all very well when it works, but when you skip ahead to watch the battle and see yourself lose it can be a real pain trying to then win without causing a temporal paradox. My advice is that if you're going to use chronomismatics to determine results you need to keep at least three and a half Quongs of uncertainty at all times to avoid prejudicial predestination.
  8. 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!)
  9. Wow, weird. I don't even use half the stuff that other people are desperate to find on day one, never mind wanting to find it quickly. For me, the most important things to find quickly are a cooking pot and a helmet light. Most other stuff can wait.
  10. If's KhaineGB's "Backpack Buttons" mod. You can find it here.
  11. 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.
  12. I admit to taking advantage of the "Stealth Cheat". That's the one where if you sneak into a building with a bow or crossbow you can kill sleepers by shooting them in the head without them waking up. It's completely OP. I also use the "Ranged Weapon Cheat". Did you know that there are a whole bunch of weapons (I'm not gonna enable you by telling you which ones - you'll have to find that out for yourselves) that let you kill zombies while they're not even close enough to hit you back? That's completely broken and needs to be nerfed.
  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
  14. My plan is to do the minimum amount to get what I need. I therefore usually just break surface rocks - but occasionally if I break a surface ore node I'll dig out a handful of blocks beneath it for more ore. Don't do enough of it to know. Not in the slightest. It's tedious busywork and all I can think of when doing it is that I could be having so much fun doing other things. I therefore set up the game settings so that I need to do minimal mining (basically by turning Blood Moons off - no blood moons equals no horde base to build and repair equals no need to mine resources).
  15. True, but I'm talking about having a simple underground bunker where the roof of the bunker is level with the surrounding ground. The sort of thing that can be built on day one with a level-one stone axe and shovel. Digging down to bedrock under a mountain is not "a bunker", It's "a major mining project" - and see my previous post about finding that sort of mining tedious in the extreme. Simple, safe, underground bunkers are no longer possible - but simple, safe, above-ground buildings are easier to make than they have ever been.
  16. Speaking as a former bunker-lover, that's about right in my case. My playstyle (and that of the people I play local multiplayer with) has always been... Go out during the day to loot/scavenge, but have a safe base to come back to at night to sort the day's pickings, cook, and craft. Use melee 90% of the time, with bows 9% and firearms only in emergencies (the other 1%). Mining is tedious and anti-fun, so none of us do it, as is building big complex structures. In A15-A16 this would work fine with a bunker base. We'd spend the night in the base where the lack of zombie digging would me
  17. I am unable to post in this thread. /Epimenides
  18. Even with BDUs, a puffer coat, and insulation mods on my armour it still isn't enough to prevent me from getting cold. But it is enough to keep me on the first level of "cold" rather than "freezing".
  19. I play around three or four days per week, exclusively local co-op, but only for an hour or two each time. Usually we'll only play a day or two of game time in a session, so it pretty much takes us a week of real time to play a week of game time.
  20. Somewhere between day 45 and 48 for me, I don't remember the exact number. My friends and I don't have much time to play, so on one hour days we only get maybe 2-3 two hour (and therefore two in-game day) sessions per week. So that's about five game days per week we can get through. That means that to play for (for example) 45 days we'd need to be playing the same game for three months without a reset. Given how often someone's computer will need to be reset or there will be a new experimental or something like that, we've never had one continuous game longer that that. Our current ga
  21. Having played much more of A18 since I posted the above, I want to change my selection. The spear still gets points for being a great day-1 weapon that you can build yourself from a few scraps. But once you get established then Agility or Fortitude is the way to go, with knives and knuckle dusters both having a great feel (knives are so much better in A18 than in previous alphas). With more experience, I'd put them both above the spear in terms of feel. I don't do much ranged fighting, but I do like the crossbow for sniping. I never used to use them because the ammo was fiddly and exp
  22. Speaking as a lefty myself, you mostly get used to it. It's nice when you get the option of having the character's weapon be visibly in the left hand rather than the right, but it's not as if it's confusing or disorienting or anything seeing it in the right hand.
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