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Kam R.

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Posts posted by Kam R.

  1. About 9 years for me, which is crazy. Only other game franchise that kept being part of my gaming life is Fallout.

     

    Seems like not much is changing other than the removed "alpha" label. Still a whole bunch of game features that need to come up.

    Don't really care much about all the console related stuff, but I guess it's cool they finally get to be part of it again.

     

    TFP, despite all the hate and (sometimes valid) criticism they get, have built something very cool here and I'm glad I was and am along for the ride :]

  2. Here's a ruleset I played by on my last run. I'll post it here for people seeking inspiration for new runs.

    My experience with it was that the game felt a lot more oldschool and crafting centered, the new magazine system actually mattered a lot more now and no dull trader grinding :]

    I also got in several challenging situations when lagging behind with the weapon tech :D

     

     

     

    General settings:

    50 min days, 8 hour nights (22-6)

    Z speeds: Day: Jog

                    Night: Nightmare

                    Ferals: Nightmare

                    BM: Nightmare

    Bloodmoons: every 7 days

    BM Z count: As much as your PC can do :]

     

    Difficulty: Start with lowest, increase by 1 step after each blood moon

    Feral sense: off, on after 2nd blood moon

     

    Everything else default.

     

     

    Ruleset:

     

    1. Only one quest from any trader per day. If a quest is failed you can try again on that day. You don't have to turn the quest in at the same day.

    2. No ammo or vehicle rewards from quests.

    3. No Fergettin' Elixir use.

     

    4. You are only allowed to use self crafted tools, weapons, armor pieces and mods, which means:

        -ANY looted or rewarded whole tools, weapons, armor pieces and mods need to be instantly scrapped. You can use the resulting parts. (For lv. 6 items see below)

        -the only exception to this rule are items you cannot craft, such as the college jacket or the different glasses.

     

    5. You can not repair anything that has quality lv 1-5, you have to craft it anew. The only use of repair kits will be for vehicles and lv 6 stuff (see below).

        -when something breaks, toss it.

     

    6. When looting/getting Lv. 6 items:

        -if you can not craft that item at lv. 5, scrap it and keep the parts.

        -if you can craft that item at lv. 5 you can keep the lv. 6. Craft a lv 5 version and toss it to "unlock" the lv. 6.

        -when a lv. 6 item breaks, craft a lv. 5, toss it, then repair the lv. 6.

     

    7. Survive til day 50

     

    8. Add an additional building objective with certain end game specs for that timeframe.

       -As example: In my run it was a closed jump shaft that had to go from bedrock to the sky, all concrete, painted with a funky texture, with electrical lighting installed every 10 blocks. Gave me a reason to get to electrics other than traps, which I rarely use. At the end of the run on day 50 I'd jump it for a flashy exit:P

     

     

    Feel free to try this, add or change rules, figure out additional objectives etc.

    Hope some of you have fun with this.

    See y'all in 1.0  :D

  3. I used to do "Can't go further than 250m radius from spawn"-challenges. Yeah those are pretty dead by now. Or way too easy since you just spawn next to loot-laden towns anyway.

     

    Hardest Difficulty Zs wilderness survival? Not without looting at least some wilderness POIs. Gotta be sneaky and also maybe good at breaking walls/doors to go straight to the relevant rooms of a house instead of following the leveldesigner-path. Can avoid Zs pretty well that way, learned that in my "pacifist"-run:]

    No idea how well it will work with always run/feral on...

    Natural bodies of water still exist and you CAN drink from them at least, you may have to crank up the options "rivers" and "lakes" for map generation..

    I think I'll try a map with no towns/traders/cities and low amount of wilderness POIs. And hardest difficulty too.

     

    But those are extreme settings and always keep in mind that the vast majority of players don't play extreme settings and the devs obviously will cater to that crowd.

  4. 4 minutes ago, vom said:


    I'd rather just not play the game.

     

    Traders are spoonfed braindead content, the opposite of the sandbox survival game it once was.

    Just to be clear, didn't mean to attack your playstyle, I rather agree with it in fact. Whenever I move away from exploring on my own terms to doing quests I feel like I'm on rails. That's the one thing I don't really want from a sandbox game.

  5. Steel Picks definitely are fun to use again when you reach the one shots for stone and stone type ore blocks.

    Auger IRL is for mud and dirt, so technically auger should be the machine tier type of shovel and currently feels exactly like that to me. Maybe TFP will finally add a jackhammer or drill or whatever to have a machine tier pickaxe too?

  6. 2 minutes ago, vom said:

    I never use the trader.

    Questing is garbage content.

     

    Every update it seems increasingly difficult to do anything without using the trader. I used to survive in the woods hunting deer and drinking water from ponds, but without glass bottles, it no longer seems possible.

     

     

    Water filter helmet mod is a way, if you can find one. You may even just cm one in your inventory at start then you can do your woodsman thing:]

  7. 5 minutes ago, vom said:


    Ok, there's no pond.

     

    Even if there was, how can you put the water in a bottle?

    Is it even possible to survive anymore without depending on the trader?

    It is. My first SP run was nomad. No base. Just keep movin' and lootin'. Have a pot with you, reserve one slot for murky water, you'll survive fine. It's actually fun to play this way, but you obviously cut out a big portion of the game.

  8. 13 minutes ago, Riamus said:

    They can be found only in broken dew collectors other than buying them at a trader.  Since there are few broken dew collectors in the world and the drop chance is very low, the chances of looting one is minimal.

     

    Anyone who doesn't want to use traders at all should be using a mod that makes the filter easier to find in loot or else changes the recipe for the dew collector so it doesn't use a filter.

    I know I can mod the game. Just pointing out one new (water) and one old (solar) example of how traders aren't avoidable by the default game design if you want that content. Drop rate in broken dew collectors must be VERY rare then. I found quite a lot of them since release.

    7 minutes ago, Fox said:

    I think this is also stupid. We're surrounded by lakes and rivers but can't touch any of it because F-U, that's why. They couldn't even be bothered to give an explanation for why we can't touch the natural sources of water or why bottles just disappear. The least they could have done was change the color of the water and make it instantly toxic to walk into or something.

     

    The devs are trying way too hard to force difficulty to the point of stupidity and making it unenjoyable and I can't even imagine what new players go through with this game anymore as nothing is what a new player would be used to seeing in a survival crafting game. It'd be like deciphering a code just to be able to play a game "correctly".

    The water thing sure is cause for a lot of confusion. I'm usually on our community server and many new players have no clue what to do. They go in with some survival game mindset where you would craft stuff to advance and where you would use what's around you - like a huge body of water to get some hydration - only to realize they have to go suck some NPC teets to advance. And then -without exception- that is all I see them doing until they quit after 2 weeks or so.

  9. 13 minutes ago, vom said:

    (...)


    Seems increasingly difficult though, how to find sustainable water?

    Loot. You will always loot water unless you allow yourself to use the trader. That is the only source of the water filter for building dew collectors.

    I read somewhere that water filters are in loot too. Never seen one. If they are, they don't appear soon enough and obviously it's easier to get the 2025 dukes to buy 'em.

     

    Or loot a water filter helmet mod and then live next to a lake to drink from, but no coffee or smoothies for you then.

     

     

    Traders seem to be the one thing TFP actually REALLY don't want to see ignored. Want to have water in your base? Want to use solar power? Then screw your no-trader playthrough and grind 'em quests. :]

  10. 1. Make crafting magazines like the books series, having numbered issues. They still need to be read in certain amounts to get unlocks, the issue numbers don't matter further than that you can only read each issue once to add unlock points.

     

    2. Turn all readables from consumables into collectibles. Reading doesn't make the readable vanish, it just adds the skill/perk/recipe to your knowledge pool.

     

    3. Add a separate inventory page, call it "binder", this has a larger number of slots, with no encumbrance calculation, where you can store and transport readables.

     

    4. Add a base container (bookshelf, file cabinet) that you can auto dump readables into, sort by magazine/book type and read readables from directly to add to your skillset.

     

    5. Add a "librarian" type trader that you can trade duplicate readables to for better prices than what regular traders would give. Have that trader only give quests with a selection of magazines and books as rewards and you can only pick one reward (2 with maxed adventurer). Have that trader have only books and magazines for sale. Greatly reduce mag bundle rewards at other traders.

     

     

     

    No more books being eaten, or smoked, or used as toilet paper, or whatever happens to them now.

    No more trouble sharing knowledge between group players, no more trouble needing the space to carry knowledge home to base.

    No more forcing old established group player roles into activities they don't like (looting).

     

    Also the fun of building a big collection over time, that could even be visually represented in that special bookshelf container. :]

     

     

    Pimps: Come on, do it :]

    Modders: If the pimps won't do it, how hard is it to do? :]

  11. On 6/19/2022 at 10:40 PM, Maharin said:

    It would be nice is we could take a sort of screenshot of our base and save it as a POI.  Basically, have it save everything in the area marked off by our land claim block in some editable format.

    F1 ->DM ->Z  ->Shift-G/G to edit/move the blue box to fit your base ->Esc ->Export Prefab ->Give it a name -> Save locally

    Should then be possible to find it in the prefab editor.

  12. On 6/19/2022 at 2:30 PM, Matt115 said:

    Well you sounds like typical uncle during weeding who complain about changes in car industry but he can somehow complain a lot and still you don't know  why he is complaining about that. 

    You wrote just 2 detail problems - 1. lack of xbox pad support ( this is PC sandbox game so why you want play using pad?) 2. frame drops and preformance issues ( well this one is true but this game is still in alpha so this will be fixed someday).  Rest?

     This can be everything you know? And you can put here everything - crafting, weapons system etc. so...  So if you want to have any chance to get feedback - write something more and more expended that "is bad because is bad"

    Not enough references to other video games in this post. You're slacking off, Matt :]

  13. They should add the framework to only spawn "end room loot" when you activate a quest at a POI and make the containers poof after looting.

    They should also add the framework to randomize the position of said end loot.

    That would give quests some weight and value without the double looting cheese [at least for the mother lode part of it, the basic crap can be double looted for all I care that @%$# is everywhere anyway]. And some variation that to some degree prevents the nerdpole stuff. 

  14. Ik it's off topic but topics like these always remind me of the one and only qol change related to inventory management I ever really wanted: A filter for what you automatically pick up, mostly prevent harvesting things you don't want to harvest. Accidentally hitting the grass and having that pesky fiber just drop and not clog up a valuable slot. Wrenching a car and leaving batteries of which you already have 100s and never use. That sorta stuff. 

  15. Ahh.. The box organizer types. I'll make note of all your names, so I don't ever play with you:] You would hate it hehe. 

    But to answer the question: I guess my most pointless activity, that I HAVE to do in my main base, is build something that looks like a real bed to put my bed roll on. I'll even scrap some dye so I can paint it asap. I know there are bed looking respawn objects available, but they are one use only. 

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