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meganoth

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Everything posted by meganoth

  1. Sorry, my mistake. I always misread "drone" as an alias for all the robotic weapons. I actually called up wikipedia just now to educate me what "drone" really means. But when that weapon has subpar damage what is the difference to an unperked rifle or shotgun then? If INT is really underpowered then the perk advantages for the turret should be slowly increased until it fits. But I don't think it is. You seem to want that the INT player is on par with other attributes in combat. But that is not the goal for INT: INT plays differently and in most alphas INT was the absolute killer attribute because of the trader perks. INT combat may not be balanced but the attribute as a whole is very much balanced with the other attributes if not actually OP.
  2. There was no change to healing factor compared to previous alphas. Also healing factor does not give hit points for free: You are paying each regained health point with food, i.e. you are actually getting hungry faster if you have healing factor and are below max health.
  3. Drinking murky water will damage you, the vitamin is only preventing the dysentery. You should have a first aid kit with you when you do this
  4. I think that isn't cast in stone. Sure, MP will always have some advantage. The synergy of finding something only the other needs is always there (this includes items and books and magazines). And the ability to pool money for expensive stuff is also something the single player will never have. But apart from that looting by itself is quite balanced between SP and MP. A single player can loot about as much as someone in a group in MP. He is slower in clearing a POI but he got all loot for himself, and the group of 8 players would need to clear 8 POIs in the same time to get the same loot amount as the single player **per player**. If it weren't for the quest rewards and the shared XP the group of 8 players might only catch up to the SP if they split up and each would do his own quest! In my own experience with 4 players we are naturally faster at clearing a quest POI than a single player, but not at 4 times the speed. So the task of SP/MP balancing for TFP is to tune the quest rewards and shared XP so that it still gives an incentive to quest together but that synergies and the boost of quest rewards together are just a bit better than what a single player would get.
  5. Can happen when people need to guess. Maybe provide some details: What day is it in your game? (And are you playing on normal daylength?). What is the average level of you guys? What is the highest number of a specific magazine read by anyone of you? What is the number of magazines read for the respective main melee weapon for each of your 8 guys? Tell us details and everyone here can either tell you that there is either something bugged, that the game is truely imbalanced or that your expectations are wrong or ....
  6. Well, I did not get that it was sarcasm. And it should have been clear from my attempts at making sense of it that I wasn't. That is the danger of employing sarcasm or irony. If the other doesn't get it you should be prepared to clear it up, half the discussion was only about this misunderstanding
  7. You were warned that experimental ist not for the squeamish. 💪 😎💪 😁
  8. If I remember correctly there is a command, givexp. Added in one of the later A20 versions
  9. The game is setup for 1 to 8 players. If the players actually cooperate then 8 players will probably be ~5 times faster at crafting progression than a single player. And a major reason is that 8 players get 8 times the quest rewards for a quest than a single player and in each quest reward is a guaranteed magazine pack. While the amount of magazines they found in the POI is fixed no matter how many players there are. I am playing in a group of 4 and we hardly had any time in the game. We are just on day 4 or 5 and I can craft tier 1 quality 5 weapons while loot is somewhere at tier0 quality 3. Though the progress is very random, it seems I was lucky with the drops. So for me the conclusion is that TFPs decision to put less magazines into the quest reward is absolutely correct and severly needed. And I except they need to reduce it even further. My suggestion would be to change the magazine reward into showing the specific magazines you get, because then players in large groups will more often select a different reward that benefits them directly instead of picking the magazines that someone else wants.
  10. The shrinking circle you see when you aim is the actual circle of possible hit locations (though in the case of bows the ballistic flight path comes into play as well) . This is similar to shooters who have accuracy as a weapon stat.
  11. [I moved this topic out of the console section. Please check where you are posting] Don't try to find a filter in loot, it is a very rare find. Save up 1500 Dukes and buy it from the trader.
  12. Not sure if you are aware that hitting in this game is also governed by RPG rules. I.e. in a pure shooter game only player skill comes into play. If your mouse points correctly at the head you hit the head, always. In a pure RPG hit or no hit is determined by the roll of a dice, the player only can influence the likelyhood of hitting by getting better weapons or skills. 7D2D is a mix. You really have to point your arrow or gun at an enemy or you won't have any luck at all. But then the game randomly determines where in a circle around the location you are pointing to the arrow really hits. The primitive bow at quality 0 is an absolute atrocity and you have to be fairly close to the target to have a chance. But that will make it only sweeter when you find or craft better quality bows or higher tier bows. I am saying this in case it wasn't a bug you are experiencing.
  13. Many players can only fight and do quests in the daytime at first because running zombies are a big challenge at start. There are a few activities they can still do in the night, even without a workbench. * Dig a mine shaft to ground level. When I do that I often light the path with torches which I setup in nooks. * Sort the findings of the day, cook the food that I can, cook the water. * One trick I sometimes do is clear a (quest) POI from zombies in daylight but leave the loot, then hack away any accessways to the first floor and loot the building in the night. If you take a few torches with you and leave lights alone that are already installed you should be able to do that as well * If you are a builder, making your (probably temporary) crafting base look nicer is another way to do something useful in the night. I usually need quite some time to create enough space for all the containers and workstations I want to place. * Farming can be done in a garden, or on top of a POI. As I always use a POI as (first or permanent) crafting base I often have to clear away the roof of that POI to make a level platform for my farm plots. Placing torches in your case would make this possible for you as well. Workstations and farm plots can later be moved to somewhere else, so even if this place is only temporary you can start immediately with a farm without having to craft the plots again in your new location PS: If I had a severe case of night blindness I might actually choose to turn on creative mode to give me night vision googles (or a helmet light mod) without feeling I had cheated myself to them.
  14. So can the shotgun, obviously. And where does the shotgun "interact" with mining and cooking in the strength tree?
  15. Even if you want to "save up" some mod for that special weapon I am pretty sure you would install it into your low-level weapon as soon as you have found a second one. Because then you still have one left for that special weapon.
  16. When I started playing co-op with 3 friends of mine they were at first rushing to the loot boxes and looting them as well. I observed this for a short time then I protested. Me: "Hey guys, I don't like how I never get to loot any final room loot boxes because I am usually the last arriving there. I want a fair share of them" Friend: "But it doesn't matter, you'll get any loot you can use, you know we share everything. If you want we can just leave the stuff in the chests after opening them" Me: "It does matter, I want the thrill of opening the chests myself. I want to be the first to peek inside and be able to share any lucky find instead of getting told from someone else there is a quality 6 magnum in my chest. And that also means I want a fair share of the better loot boxes as well, not always get the cardboard chests" Friends: "Ok" From that time on we divided the boxes up. And even that everyone has his share of better and lesser loot boxes works quite well, without any specific rules. And frankly, you should try the same method. Tell your friend you want a fair share. And if he protests and doesn't want to you have further options: The "begging/compassion" route: "please, it frustrates me, I'm thinking of playing something else") The "blackmail/coercion" route: "Hey, if you don't co-operate, why should I? I'll do my own quests now" or "I will just keep the food I cook for myself" or even "'ll just play wiith someone else or single player". You know better what might work with him, usually it is better to try the compassion route first though. In my opinion there is not much chance that TFP will change the loot boxes, because of time to implement it, because it would need rebalancing and because it works well as it is. I know of groups who have a designated looter while other groups like mine divide the loot. And with magazines I'm sure there will be groups that will make rules who gets which type of box (i.e. electric boxes always for the INT player, ...). This flexibility would be gone if the game forced one particular method of loot sharing. About the magazines: If you don't like to sort them out then just read them. As you say there are so many. You eventually will both get to craft everything anyway, it will just take a bit longer.
  17. No, the rumor seems not to be about actual lasers, just that bandits would unerringly hit the player from any distance and therefore would be practically a death sentence for any normal player. And that TFP was not able to make them miss a shot. But when a mechanism that makes players miss randomly is already in the game that rumor can be easily refuted
  18. Never heard of this. Ok, my memory is not the best, but I'm fairly sure no dev ever said this here on the forum. It is also a rather silly rumour in my opinion because all a dev needs to do is add a random generator to roll hit location like it is done for arrows in this game. Just increase the circle of randomness and you can achieve anything between sharpshooter and blind drunk hobo. In other words, why should it be a problem if the solution is already implemented in the game?
  19. Now actually if you do some looting and questing by the side there may be far less problems ahead of you than you think. Magazines are only for crafting and most magazines are completely optional even for a builder. And that includes the tools magazines for example as you should be able to sometimes buy better tools at the trader. They worked on bandits, getting them maybe to 80% release-worthy (just my estimate from hearing Fataal talk about it). I think that ate a lot of their time but won't be seen at all until A22.
  20. If you like you can change the "know how the "player base" plays" to "think they know how the "player base" plays". And it won't change reality one bit. I haven't seem them say anywhere that because of their player base being pure builders they are now throwing out all the POIs and zombies. By the way, what is your opinion about the new shapes and doors they added? As a builder I thought you would have cared for that.
  21. If you don't have at least one looter in your group then yes, it is quite a hindrance. And I never said anything different. Why would I have suggested CM if it wasn't a problem for you now? Kosmik Kerman said it quite well. Also take into account that TFP has telemetry so they more than likely know how the "player base" plays.
  22. But from TFP's standpoint it isn't a screw up at all. I may be speaking out of my league here, but the game was always designed and balanced by TFP for 1-8 people playing the whole game. "Fringe" styles like playing completely without trader, playing completely without looting POI's, playing nomad, playing with blood moon every night, playing pacifist, playing without leaving a tier5 building, playing completely underground and whatever else you can think of are not balanced and tested for viability at all. TFP has not the manpower to do this and even if they had they can't develop the game for the normal players in the way they want to if they have to accomodate all these other play styles. So those other play styles worked in earlier alphas because of many missing mechanisms that made the game more like a sandbox and incidentally often by chance. If you want to play a fringe play style, then you have to make sure yourself (or in combo with like minded players) that it is somewhat balanced for you again, or you have to accept that it may be getting harder or weirder any time. Because by chance any change to vanilla that makes totally sense for normal players can be bad for your play style. But the game gives you so many tools to correct problems thrown in the way of your play style. I think you are better off trying to find ways to get your type of game back by way of cm, options or mods than trying to get TFP to change back something that made a lot of "normal" players happy.
  23. I can promise you I won't buy such an optional water filter in the first days at any price. They could as well remove it if they implement the idea. Or keep it so I am tempted to buy them for comfort when my money bag is overflowing with dukes much much later in the game. You are right about parts being a problem without a wrench, but I am not sure TFP's goal is that people should have a "guaranteed" dew collector on day 2 anyway. And when you can buy them at the trader they are the McGuffin you have to buy with Dukes earned any which way. In other words at game start it would be exactly the same as now, but later on you could wrench yourself as many dew collectors as you want
  24. This is an alternative, sure, but I would spread the load to other ingredients like mechanical parts and electrical parts so polymer isn't the one and only thing everyone has to hunt for at game start. The filter has the advantage that you just can collect anything valuable and convert it to a filter by way of the trader. And my point isn't too bad either: No fluid containers were simulated in the game except water containers. And nobody cared!! Because everyone was used to it and just accepted that if you need fluid containers you had unlimited amounts of them or somehow fluid transport was taken care of. Tell me in two months if you still miss glass jars. And first try out a modded game where you can't stack full glass jars and tell me if you liked it. I doubt *I* would like such an inventory grind
  25. How do you make gas cans when you wrench down a car or loot a gas pump without plastic? If you answer me this serious question I'll answer yours.
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