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RipClaw

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Posts posted by RipClaw

  1. The magazine system is okayish if you know which perks to choose to advance quickly and which to avoid. I have never had the problem of falling behind the trader or loot stage with the perks I had invested points in. I am currently on day 77 and have maxed out almost all the magazines. However, I also had a good starting point and generally many sources for magazines. It isn't my favorite progress system but I can make it work.

     

    What I don't like about the A21 is that you get tons of screamers. I have 12 dew collectors, 6 work benches, 5 chemistry stations, 3 cement mixers, 6 forges, and 3 campfires.
    That's a lot of heat, but I need the workstations if I don't want to wait forever for everything. I hope this will be rebalanced for A22. And I hope the cooking times are reduced. Without at least one point in Master Chef, everything takes forever.

     

     

     

     

  2. 6 hours ago, meganoth said:

    My hope is that at a minimum we might find out what their intentions are now with the perk boost. As it is now it is not a safety measure anymore but it practically governs what magazines you get. You could as well just make the chance to find other magazines than the ones you perked into drop to zero and it wouldn't make much of a difference.

    It seems to be intended to work like this

     

     

  3. 8 hours ago, pApA^LeGBa said:

    And exactly what you describe is why this is a bad system. Not more than 4 perks at the same time active is the new meta? I mean, really? That´s what TFP wants us to do?

    Nah. That´s simply badly done.

    It's at least the way I stay on par with the Traderstage and the Lootstage with my crafting skills, or sometimes even ahead. When I look at the videos of Gun, Nerds and Steel, WaywardEcho and IzPrebuilt the meta is rather that you drink a Fergit'n Elixir, respec, do what you want to do (e.g. mining) and then respec back.
     

    I think the basic idea of the developers was that you passively improve your crafting skills while looting and don't actively hunt for magazines. But this stupid gamestage progresses relentlessly. And if you can't craft steel in time, you'll have a hard time against the demolishers. So you do what you have to do to stay ahead of the curve. You take advantage of the boosting system.

     

     

  4. 7 minutes ago, pApA^LeGBa said:

    Magazines are kind of random. I had a start where i couldn´t get 10 cooking magazines until day 5. I went from house to house, looted every POI i knew that had shamway boxes during those 5 days. And i had 1 point into masterchef from the start. (That was SP)

     

    Also had it that we weren´t able to craft a chemstation before we got demos on day 21 despite 2 people having points into the skill and were constantly looting  POI´s.

    The magazines are not completely random. It is a weighted randomness.

     

    And there are a couple of things that are good to know.

     

    The first is that you should never put points into Advanced Engeering if you want to collect Forge Ahead magazines. You have to put the points into Lockpicking. Sounds strange, but the reason is that Advanced Engineering also boosts other magazines, whereas Lockpicking only boosts Forge Ahead magazines.

     

    The second is that you should not waste points in Physician or Living of the Land. These two magazines can be found in abundance anyway, even without a boost. And if possible, you should only put points into a few perks that boost skill magazines. I try never to have more than 4 perks active at the same time.

     

  5. 33 minutes ago, meganoth said:

    What do you mean with queue spots? The concurrent jobs in your backpack crafting queue? How is that a limit with cloth?

    Since clothes do not stack, your inventory will be full pretty quickly. Then the scrapping begins. You queue up 4 items for scrapping and wait until the first one is done, then scrape again and wait again.

     

  6. 2 hours ago, meganoth said:

    I bet if the looters of any MP group just keep the cloth they find (by wrenching beds or in cupboards or by scraping clothes) then they can easily support the same amount of "homies" without going out of their way.

    Wrenching beds doesn't really get you much cloth. Maybe 3 or 4 cloth. That was apparently not increased. The best source of cloth is scrapping clothing. A visit in a Savage Country will get you about 3000 cloth but it's a bit tedious because you only have 4 queue spots.

     

  7. 6 hours ago, Adam the Waster said:

    Maybe the forest could spawn coyotes

    I think the wolf and the bear will return to the green biome. MadMole has written that it is part of a rebalancing. Therefore some back and forth is to be expected.

     

    One problem in A20 was that you had too many wolves and bears and not enough deer. I guess they want to balance it so you have wolves and bears, but more deer than wolves and bears, so it feels more like a realistic ecosystem.

     

    7 hours ago, Adam the Waster said:

    Sadly I'm not for mods. Cuz once it comes out on console I'm mostly going to play that. I don't have the time like I uses too. 

     

    And I want to play with people at work.  

    I don't really like most of the mods either. The only exception is Undead Legacy, which has not the goal to make the game harder, but more varied. Ironically, some call Undead Legacy hard. This is probably because in Undead Legacy you have to work for your resources and they are not handed to you.
     

  8. 1 hour ago, Adam the Waster said:

    That's stupid. No wonder why lm looking around for them there has to be some risk in the forest 

    The dog hordes and screamers that regularly visit me are risk enough for me. But it's probably only temporary. MadMole said that it is part of a long term rebalancing.

     

    1 hour ago, Adam the Waster said:

    In fact it should have the most animals 

    Snakes, chickens, rabbits, deer, coyotes, wolf's, bears and mountain lions 

    The most animals yes but not necessarily the most predators. In nature, you always have significantly more prey than predators.

     

    1 hour ago, Adam the Waster said:

    Would at least add some danger. Forest is too easy. 

    Don't worry. I'm sure the Apocalypse Now mod for A21 will be released soon and Killerbunny will have more than enough ways to kill the player, even in the pine forest. And by the way I have heard that the Darkness Falls Mod Experimental should be released soon.

  9. 22 hours ago, Adam the Waster said:

    It should at least lower all Stats by one and lower melee damage no matterthe rank.  And infect faster

    That's pretty much what we had back in Alpha 17 and all the players I know hated it. 

  10. 1 hour ago, Diragor said:

    That was an example...when you die in a high game stage and lose every good item you have and in your Base you only got garbage left.

    Knowing that everything is gone after a death changes the way you play. You don't always sell everything you don't need right away, but you save the best items just in case.

     

    Temreki from Guns, Nerds and Steel played with "Delete everything on death" in his Underground Bunker series, and he got into the habit of keeping some spare equipment on hand.

     

    I don't play with "Delete everything on death", but I always have spare equipment in my base in case my backpack gets lost due to a bug. I also always have enough resources to make new equipment. It may not be as good as the lost gear, but if it keeps me alive until I find something better, it's good enough for me.
     

  11. Just now, Diragor said:

    Have you ever heard of early game? I am not that far into the game that I can craft any crops...I only die early game. with stone tools/weapons where I am currently

    But in the answer before you wrote something about a high gamestage.

  12. 18 minutes ago, Diragor said:

    Deleting inventory would lead to deinstalling the game after the first death because I am not into starting all over again....it's worth then perma death, because try to get back to your old power in such a high gamestage. No Thanks.

    You wouldn't be starting over. You still have your base, your resources and your crafting skills. The Q6 items you might have had are gone, but you could still craft equipment that matches your current skills.

     

    This would also be a reason to always have a backup of your equipment in a chest.

     

    25 minutes ago, Diragor said:

    I am not using it.....it happens that I die when being out of food the whole time and getting surprised by many zombies while trying to find food...and then I am full again which feels cheap

    Have you ever heard of farming ? I am at day 35, have only one point in "Living of the land" and have a garden that is sufficient for my food production.

     

  13. 54 minutes ago, EvilPolygons said:

    There's a mod that causes you to respawn with an infection if you die while infected. It prevents players from abusing the death mechanic as a way to cheese their way around infections. So if you do get infected, antibiotics are the only cure.

    Is the infection then exactly at that point as before death or do you start again at 0.1% ? If you start again at 0.1%, you can at least get around the more severe debuffs at a later stage of infection.

     

  14. 30 minutes ago, Feycat said:

    Haven't seen a single live bear, other animals are piled high all around. We've seen ONE zombie bear.

    Bears still exists. But they spawn only in the winter biome. In the pine forest you currently have no predators. 
     

  15. Of course, if all the problems are fixed, dying is an easy way out. But if you don't fix at least some of the problems with dying, you might end up in a death loop, which is no fun either.
     

    If you want a more severe death, you can choose to have everything in your inventory deleted when you die.

     

  16. The zombies I miss are the cowboy and the farmer. The farmer would fit well in the farm pois and also in the pine forest as a whole. The cowboy would fit well in the desert, and if you modernize him a bit with blue jeans and a shirt, he wouldn't really look weird in a city.

     

  17. 1 hour ago, Aero said:

    I haven't made any steel tool, spear or weapon this playtrough.

    And for me, it's the other way around. I made most of my equipment. The only exceptions are a Q4 assault rifle and a Q4 steel shovel. I got both as quest rewards.

     

    1 hour ago, Aero said:

    Everything I use right now is tier 5 or 6 and all of them I got in loot or from a trader as a quest reward. And I got them wayyyy before I could make any of them myself.

    I'm pretty much on par with the trader and quest rewards in terms of the weapons and tools I specialize in.

     

    1 hour ago, Aero said:

    And no, I didn't use any skillpoints to change anything for looting etc.

    Are you in the pine forest when you find this good loot or in another biome ?

     

    2 hours ago, Aero said:

    Other example, I didn't spec into shotgun at all. At some point I got a tier 6 auto shotgun as a trader reward. I don't think I could even make a lvl 1 at the time.

    If you don't specialize in shotguns then you will be hard pressed to find appropriate magazines and you will be behind in manufacturing. For example, I can only craft a primitive bow but a Q5 steel spear. The reason is simply because I don't specialize in bows but in spears.

     

    Your specialization doesn't matter for the reward from the trader. The quest tier and the quest type define from which loot table the reward is randomly selected.

     

  18. 12 hours ago, lord_ahriman said:

    Yeap, crafting needs some love. That being said, I'd like some changes about gunpowder and gunpowder stack. It takes 15 minutes to craft 1k gunpowder, oddly 1 gunpowder stack 27 minutes. That's a very easy decision for me: 20% material saving is not worth 12 minutes.

    My solution is to simply build more chemistry stations and spread the workload, or just run one chemistry station on the side while the others are free for more pressing tasks.

  19. 1 hour ago, nostalginator said:

    Introducing tedium for tedium's sake.  Penalizing us for playing too efficiently.

    I doubt that very much. Otherwise, they wouldn't have increased the amount of cloth you get when you scrap clothes.

     

    I started a new game on Friday and at no point did I run out of cloth. I just scrapped the clothes that I found. One visit to Savage County and you have enough cloth for the rest of the game.

  20. 23 minutes ago, theFlu said:

    There is no real reason to guess, you can see the heat with along FPS in dm mode. (I'm thinking shift+f8, but I'm not sure of the keybind atm.)

    I just did. Each shot from the M60 increases the heat by 0.9% and each bullet that hits a metal object adds another 0.2%.
    This means it takes about 111 bullets for the heat to reach 100% and a screamer to spawn.

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