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RipClaw

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Posts posted by RipClaw

  1. I miss learning by doing and more complex crafting processes with intermediate steps. I experienced both in the Undead Legacy mod and it was a lot of fun.


    But what I've noticed more and more lately is that there don't seem to be any really big ore deposits anymore. I used to have huge mines that never ended. Now I have to keep opening new mines because I'm running out of ore. And building big in general is not that easy anymore. On the one hand, I have FPS drops despite better hardware, and the spawn radius of the zombies in the horde night is significantly smaller than it was back in A16.

     

  2. 12 minutes ago, meilodasreh said:

    How's that supposed to work anyway? Half of the monitor staying dark? 

    More or less. When one eye is covered or closed, the field of view is limited and you can't estimate distances as well because stereoscopic vision is missing.
    It would definitely be annoying. You can get used to it but it would certainly not be fun.
     

  3. 10 hours ago, HB_H4wk said:

    Make it a challenge, say a zombies hits you in the head with their hand you are injured on that side of your face for a day or so and can only see out of one eye.

    Honestly, I would mod something like that right out of the game. For me, the blurred vision is bad enough when you bleed, and that effect only lasts a few seconds. Going a whole day with only one eye would be unbearable.
     

  4. 1 hour ago, Roland said:

    I think the "anymore" is the biggest issue really. There are many veterans who have made the switch in their brain and are not bothered by the inability to fill a container of water directly from a lake or river. New players seem to take the limitation in stride along with many of the other nonrealistic elements that are for the sake of gameplay. So really, the only problem comes from those veterans who can't get past the "anymore".

    I don't think it's just veterans. If you're coming from another game where you can collect water with a flask, for example, you're going to wonder why the developers of this game didn't implement that.

     

  5. My biggest gripe with these POI hordes is that they don't exist until you activate the trigger point. For example, you walk across the roof of the big prison with the helipad and there are no zombies. But when you go through a certain door, suddenly there are zombies everywhere. So if you don't go the right way, you might miss a trigger. For a clear quest, this is sometimes quite annoying.

     

  6. 57 minutes ago, Vaeliorin said:

    And the for the second, third, fourth and fifth trader another 20 days each?  No thanks.

    Yeah that would be the big drawback. In the late game when you want to increase the traderstage you spam quests because you already have the equipment, the skills and a fast vehicle. Rewards don't matter at that point.

     

  7. 2 minutes ago, meganoth said:

    Currently you need 10 quests to reach the next level, right?

    You only need 7 quests to reach the next level. It is kind of a point system. A T1 is worth 1 point, T2 is worth 2 points, and so on. So you could actually only do T1 quests and still get to T6. But that would require you to do 231 T1 quests, if my math is correct.

     

  8. 59 minutes ago, 8_Hussars said:

    I suspect the "Clearing a T5 POI" or "Quest/Dungeon" paradigm TFP have created, is its own worst enemy.  Why should there be a reward other than the XP and loot the T5 provided for clearing it? 

    XP and loot alone are not enough incentive to spend time and ammo.

     

    The loot in T5 POIs is not much different from T1 POIs. You get a slight loot bonus, but if I compare a T5 POI in the Pine Forest to a T1 POI in the Wasteland, for example, the T1 POI will give me better loot, and in the same time it takes me to clear a T5 POI, I could clear several T1 POIs. And there are more effective ways to get a lot of XP than spending a bunch of ammo killing zombies. 
     

    You can also look at it in-character. The quest is a job. Why should I take a job that doesn't pay?

     

    1 hour ago, 8_Hussars said:

    Where the balance point should be to make the majority of players happy, who knows?  I will say that my current no trader play though has been one of the more enjoyable ones.  Looting when, where, and how much is quite liberating, opposed to grinding out trader quests ad nauseum to outpace the progression.

    Before there were quests, I hardly ever looted. I find looting very boring. That's why I like quests. I drive or walk to where the trader sends me and do my job. It also allows me to explore the map without driving around for no reason.
     

    1 hour ago, 8_Hussars said:

    That's why I like a mission/barter system.  I choose the reward (not rewards or loot table) and gets tasks assigned.  e.g. want a Chem Station then three T4 clears, two T5 clears, nnn resources, and  some dukes (Regardless of level).  Want a T5 Steel club then...

    That would certainly be an interesting mechanic.

  9. 21 minutes ago, meganoth said:

    What else should a guy do in the first days? Even if you look at it in-character. He could also just scrounge some random POIs he walks by. But there is a guy there that gives 100% of the stuff you find in a POI on top if you loot not the next one but a different one he tells you. You would be mad to not take him up on that offer.

    Maybe I'm just particularly slow, but I don't manage to complete more than 1-2 quests a day in the first week. Whether it's a fetch quest or a clear quest, I always loot the whole POI. I know that is inefficient but I don't care.

     

    Priorities for the first week are finding or building a safe base, getting water and food supplies, setup production and building a horde base for the first few hordes.

    Later, I usually build a base for the endgame hordes or expand the first horde base. This usually takes a few days or even weeks, so I don't do any quests during that time. So on average I do one quest a day.

     

    37 minutes ago, 8_Hussars said:

    MHO this is the root of the problem.  Trader Quests are so lucratively rewarded by the loot tables most players can't resist or won't resist.  It has become the default play style for so many they often just think its how the game is "supposed" to be played.

    The question is, what would be a fair reward for the amount of effort it takes to clear a T5 POI? At the start of A21, the quest rewards for T4, T5 and T6 were no better than T3. People were complaining. No one was motivated to do higher quests.

     

  10. 5 hours ago, ogro said:

    Hi again

     

    Im speaking about tier V missions (and VI). Ok, are high tier missions but:

     

    - I think you reach too easy to high tiers, so, natural  progression is broken

    - It would be better (IMHO) that high tier mission could give you good equipment but in your actual build definition. Example:

    It depends on what you mean by natural progression. To get to T5 you have to do 28 quests. My understanding of natural progression is that you only do one quest a day on average.

     

    5 hours ago, ogro said:

    - im working in strengh build, with shotgun and im in pump shotgun, level 3 por example;  i make a tier V missions; if game gives me a good weapon, perhaps could give a level 4-5 pump shotgun, not a level 5-6 automatic shotgun.

    Currently, quest rewards are simply randomly selected from a predefined loot table. To implement your suggestion, the game would need to evaluate your skills and then adjust the reward. This is not currently implemented.

     

  11. 17 hours ago, meganoth said:

    Ironically double-dipping is probably not the best strategy for fast advancement anyway.

    Depends on the POI. If it is a POI with many bookshelves, double dipping may be worthwhile. Especially if it is a T2 or T3 Crack a Book. But there are also some residential POIs where double dipping is worthwhile if you know where the bookshelves are and how to get there quickly.

  12. 8 hours ago, beerfly said:

    These garden decors, on the second screenshot, the two around the red walking area in the center, that look like a farming plots, are we getting rounded ones or it is just a prefab ?

    You can already select a farming plot shape with a rounded corner.

  13. In my case, they were not spectacular deaths, but rather stupid ones.

     

    I actually managed to die of either hunger or thirst in A15. I went to lunch and forgot to pause the game. Since I was in my base, I didn't think much when I got back to the computer, but my character was dead. He had either died of thirst or starvation.

     

    The second death happened in A17 while I was mining resources. I wasn't paying attention to the HP meter and from time to time a block of gravel would fall down and did a little damage. A block slid down down, barely touched me in the foot, and my character dropped dead.

     

    My next stupid death was caused by a mine. I already had the best armor you could have at that point, and mines did very little damage before. But what I didn't know was that in this version, the developers had fixed the mines to do the damage specified in the XML files. And the damage was so high that I died instantly the moment I carelessly stepped on a mine.

     

    And the last stupid death happened to me when I messed with a pig on day 1. Do not underestimate them.

     

     

     

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