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RipClaw

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Posts posted by RipClaw

  1. On 10/1/2023 at 8:46 AM, Roland said:

    They're working on a pop-up message that will remind you periodically to remove any empty cups or mugs you might have on your desk near your monitor because they don't want empty containers in the game or near the game.

    Great, because you wrote that I need to change my background image to one of empty bottles and cans just to show the game who the boss is.

     

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  2. On 9/29/2023 at 8:22 AM, Euzio said:

    To that extent, I was thinking how it could actually be tied in to repairs. Currently repairs in general cost just the 1 repair kit to repair anything fully (vehicles exempted). I was thinking that to perhaps correspond to the different tiers, a part can be used in conjunction with the repair kits. So for example, a Tier 1 pistol would take 1 handgun part and 1 repair kit to repair fully. To correspond, a Tier 6 pistol would then take 6 handgun parts and 6 repair kits to fully repair it (if we use 1 handgun part and 1 repair kit, it could make it usable, but only restore something like 1/6 its durability?). 

    It would give an incentive to stockpile parts and also make them alot more valuable. Trade off naturally is that its going to make it more challenging in the early to mid game perhaps. Any thoughts? 

    There was a mod for A20 called "Proper Repair Kits" that changed the game in this way. But the mod was not adapted for A21.

     

     

     

    In Vanilla you will probably never see this change because the developers and especially MadMole seem to prefer a simple repair system.

     

    JaWoodle is currently doing a series on Youtube with a "no repair" challenge. This is the extreme version. In this he can't repair or upgrade anything. He has to recraft everything over and over again. Usually after 2 weeks or so he adds a download link with the mod to the video description.

     

  3. 23 hours ago, pApA^LeGBa said:

    Despite OP beeing a nuisance here, he is right about the 1-2km radius. You basically can stay within the city you spawn the whole playtrough. There is no motivatioin whatsoever to leave the forest biome, well lootstage but as you also don´t get the higher gamestage bonus when staying in the forest you don´t need bonus for your loot. Not even for aloe or oilshale you need to leave the forest anymore.

    I can only speak for my experience but I do a lot of quests and the traders often send me to other biomes especially for the T5 and T6 quests.

     

    But it also depends on the map. My maps are usually 8k maps. If you are in the center then you have 4 kilometers to each side. So a radius of 2 kilometers covers half of the map and always includes other biomes in my maps.

     

    What I would not like is if we were forced to move to other biomes. Moving from one base to another is a pain. So I'm happy if I don't have to do that too often. And I like the pine forest. Moderate temperatures and the weather is better than in most other biomes. The desert isn't bad to live in either but the heat sucks.

     

  4. 12 hours ago, Roland said:

    The difference as I see it for myself is that re-usable empty jars that can be infinitely refilled at a nearby water source is too insignificant for my liking.  Even if the time frame of solving water ends up being about the same for someone willing to min/max questing and trader economics, at least there is some conscious effort to achieve an actual objective. 

    The Undead Legacy mod already solved this in A20 by allowing you to refill water from toilets, sinks, fire hydrants, and shower heads instead of open water sources.
    The amount of water you could get there was limited. For example, you could only fill 2 glasses of water from a faucet, and without lootrespawn, the faucet remained empty.

    Also, you could not craft your own jars until very late in the game. You needed a level 3 blacksmith, if I remember correctly.

     

  5. 16 minutes ago, Kandesbunzler said:

    And why should it? You put a pile of wood into a bin, I find it and take it. What makes a difference if you're dead or not?

    My post was in response to OP's issue. He wanted to destroy everything that the player has ever collected and stashed somewhere. And a complete reset would be the only feasible way. But as I already wrote this is not feasible in multiplayer for the reasons you mentioned.

  6. 16 hours ago, eganonstwr said:

    Delete all the stuff that player gathered everywhere! deat count must be zero always, Just complete fresh start from the same save.

    This would require a complete reset of the map. In single player this would work but in multiplayer it is not feasible.

  7. 9 hours ago, Roland said:

    Except....as soon as I noticed glass jars in loot and that drinking returned a glass jar, I felt annoyed. I just throw them on the ground as soon as I notice them in my inventory and it sucks that they are taking up a position in loot containers.

    Robocop should arrest you for littering. The position is now filled by old sandwitches and scraps of rotten meat. Empty jars were more useful, in my opinion.

     

    9 hours ago, Roland said:

    After playing without and fully accepting the condition I can't stand to go back and play with them.

    And other players mod them back in because they want them and hate the new mechanics.

     

    I have accepted that the empty glasses are gone and have a dozen dew collectors to cover my need for water.

     

    Of course, this also attracts many screamers which is just annoying. It's like the guy who roams around the office with his coffee mug, always wanting to make small talk and keep people from working. At least you can shoot the screamers.

     

    1 hour ago, meilodasreh said:

    And rethinking some stack sizes would also help greatly.

    I second that. The stack size of cloth should be raised to at least 1000 and clean water to 125.

  8. 5 hours ago, Ramethzer0 said:

    Has anyone noticed that some zeds have a more consistent ability to infect more than others?  I've not looked at actual code, but the feel i get is that dogs and hazmat zeds infect me way more often than anything else.

    I have looked at the XML files. The Hazmat zombie has a ten times higher chance to infect you than the base zombie. The dog doesn't seem to have a bonus here but the vulture has twice the chance to infect you.
     

  9. 3 hours ago, Ianua said:

    Do zombies attack dew collectors?

    No, but I have already lost several dew collectors either due to friendly fire from my turrets or spit from cops or radioactive vultures.
     

    By the way, an underground dew collector farm is possible. You only need to have 5 blocks free on top of the dew collectors. Or if you want it a little more realistic you can create vents that lead to the surface. The vents must be above the center of each dew collector.

  10. 14 hours ago, BFT2020 said:

    This has been mentioned, but doing one's best to reduce getting hit helps out a lot.  I removed the ability of food to heal HP in my game, and reduced the effectiveness of healing items.  So getting hit in game impacts me more.

    In the early game this works but in the mid to late game the feral and radioactive cops introduce a new problem. The feral cops spit 3 streams and the radioactive 5, so they can hit you multiple times even if they only vomit once. This is how I catch an infection in most T6 quests. My advice is to start making your own antibiotics.

     

  11. I didn't realize there was a nerf except for the tree stumps in POIs. I usually get my antibiotics in the early game through quest rewards and I regularly buy honey from the trader.

     

    Also, you get the recipe for herbal antibiotics very early in the game. The main ingredients are blueberries and mushrooms. For the blueberries there is a farm POI with blueberry bushes and for the mushrooms there is a mine POI and the Judy Witch POI.

     

  12. 6 hours ago, Krougal said:

    I think the majority of people don't understand the concept of "heat" and instead take it as the device generates literal heat; which as it started with campfires, torches, the lab, etc. is somewhat understandable I guess. So they are angry and confused why a water collector would generate heat.

    I understand the concept of "heat equals activity" but still think the balancing of the heat from the dew collectors is off. 4 dew collectors generate the same heat as a forge but they run 24/7 and if you want to craft larger amounts of glue then you need more dew collectors. I have 12 dew collectors which equals 3 forges. If I then turn on another workstation then a screamer spawns shortly after.

     

    In multiplayer, the amount of dew collectors needed just to supply players with drinking water is often enough to spawn screamers.

     

    7 hours ago, Krougal said:

    It doesn't seem like heat generates while the chunks aren't active, so loading up everything in the morning and heading out while it burns away is a good way to cut down on screamers. 

    The chunk is sometimes kept loaded longer than you think. I once had the case that I did a longer quest and on the return flight I saw the green box from my land claim block already from several kilometers away. The chunk must have been loaded the whole time and at my base several screamers were waiting for me.

     

  13. 6 hours ago, meilodasreh said:

    ...yes thx I have taken the hint, please keep on everybody, it seems to be just me, I'm fine 😄

    I did not reply to your post. If you feel addressed by my post I can not help it. 
     

    6 hours ago, meilodasreh said:

    Actually it's even quite funny, that when one guy pulling the "reason" that "they don't want it" starts to actually discuss real ideas, the next guy takes over to "beat it down" again with the "they don't want it" argument.

    Can you please show me where I used the word "reason"? I never said that the mass production of glue was the reason for the removal of jars, but you can hardly deny that it has a big impact.
     

  14. 15 hours ago, BFT2020 said:

    Like, we have in the game an iron bucket that you can fill with water.  What about using a filled iron bucket as part of a recipe to mass produce glue?  It doesn't require the return of empty glass jars and the developers haven't said anything about removing it (because of its use for builders that want water features I believe).

    This sounds interesting for a mod, but I don't think it's coming to vanilla. There are too many signs that the developers don't like it when the player can mass-produce glue and duct tape.

     

  15. 3 hours ago, Corky4661 said:

    Hey everyone, I was thinking it would be cool that when you die, you become a zombie and wonder around aimlessly... so Instead of dropping your backpack on the ground, you would have to go kill yourself to get your loot back.

    This has been suggested several times, but I don't think it's that easy to implement. First of all, the zombie has to at least look like you for it to be believable. If there is a Moe spawning and wandering around, then you see no connection to you. Basically, the Fun Pimps would have to create a zombie model for every player model and that's hardly feasible.

     

  16. 11 hours ago, pApA^LeGBa said:

    Not a solution for more different zombie types tbh. I just started Darkness Falls in A21 and even the old models it adds that look worse than the new vanilla ones are a welcome change. Doesn´t matter wich colour the nurse uniform has, it´s still the same zombie.

    I look at different textures on zombies the same way I look at different colors on cars. Two cars that are identical down to the nuts and bolts actually look different to us if they are different colors.

     

    Of course, they are still the same zombies, but what game has dozens of different enemies or background characters? Most of the time it's the same face and body, but with a different texture.

     

  17. 57 minutes ago, meganoth said:

    Right now my group has about 16 dew collectors, 2 camp fires, 2 chem stations, 5 work benches, 1 cement mixer and 6 forges, and at least the 6 forges were in constant use when I stayed home for a whole day recently. Our base is surrounded by a ring of spikes two deep.

    With my current base this is not feasible as I use it as a horde base at the same time and therefore all spikes would be destroyed during horde night.

     

    It's not that I can't fight off the screamers or the screamer hordes. My horde base works just as well for screamer hordes as it does for bloodmoon hordes. It's more that the screamers annoy me. I want to do something like work on a part of my base and I hear a screamer whining and I have to stop what I was doing.

     

    57 minutes ago, meganoth said:

    I think I did hear a screamer twice that day. I didn't even go out to look for them because they died before I would have had a chance to see them. They didn't even cost me a seconds time. Naturally keeping the spikes in repair does cost one of our group some time, not sure how much.

    Well my group consists of me, myself and I.

     

    57 minutes ago, meganoth said:

    My group was actually a bit disappointed how non-existent the screamer threat was. It seems most other people have a similar experience (judging by the almost zero complaints), so your only hope is a mod.

    I would be happy to pass along some screamers to your group.

     

    The reason so few people complain is probably because most people see the screamers as XP and not a real threat.

     

    I wouldn't be so sure that the heat from the workstations won't change in A22, though. I was wondering the other day why I hardly got any screamers with the pickaxe when I was mining iron or lead. So I had the heat displayed and it looks like if you need two hits to destroy an iron block, you just stay under the 100% heat. And the heat also seems to dissipate faster. The heat meter has also changed from A20. It seems they are working on balancing the heat in the game.

     

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