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RipClaw

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Everything posted by RipClaw

  1. That's what the Fun Pimps are working on. In A21 there is a new type of quests. As far as I know, you have to defend a POI against a horde. That the traders always send you to the same POIs must of course also be fixed but for this it also needs more high level POIs. I don't know yet if it will keep us busy or not. For that I have to test it first. However, looting is not exactly my favorite activity. That's why I hope that the quest rewards contain a lot of magazines. I don't think they will be able to raid our bases. At least, I haven't heard anything like that. It will probably be that they function similar to a wandering horde. A group of bandits roams the city and when we meet them they will attack us. Only unlike the zombies, they won't just run at us, they'll seek cover. They may also set an ambush.
  2. Just like most of us, he only looks at it from the outside and thus the picture is incomplete. For example, we don't know when something was a lengthy decision-making process or if something was decided at short notice. For example, Roland noted that the developers had been unhappy with the player having virtually unlimited clean water for several alphas. But we don't get to hear these behind-the-scenes conversations. Then there is the problem that he is not a developer. He doesn't understand that tweaks under the surface are often more time-consuming than changes you see. He also seems to think that a simple switch of the engine would solve all the problems. He also seems to only ever refer content to more models. More weapons, more vehicles and more different zombie models. I see content more as "something that keeps the player busy".
  3. I've always used it when I had a clear quest to do and the last zombie is a vulture flying around somewhere on the side of the building.
  4. No more bones, rotten meat and feathers delivery service? 😉
  5. Funny. Dying is not on the list of things I enjoy in this game, but to each his own.
  6. I bury it in my garden and wait for a tree to grow from it.
  7. Well, in the real world, when I need a water filter, I go to the hardware store. The waterworks would also be a good place to look for a filter. Or houses with swimming pools would also be a logical place for a filter.
  8. Well, that's the only thing we can do as ordinary players right now. And since we don't know what was discussed in the team meetings, and what ramifications were discussed or perhaps forgotten, all we can really do is have the exact same discussion again, even though it might be annoying for those who were at the team meetings.
  9. I wonder if adding a step to the water purification process would not have had the same effect? For example, a workstation that filters muddy water instead of collecting clean water. You would then have muddy water, which was collected from a lake or pond and must first be filtered to get water in which there are still microorganisms that you kill by boiling the water.
  10. And what does the recipe for oil look like then ? Do you then use scrap metal instead of an empty can or is the oil shale simply converted into oil ?
  11. I must have missed that info then. My last information was that it can only be bought.
  12. I am curious. How do you quantify balancing ? By the way, you need more than just a few Forge Ahead magazines to build the dew collector and that's where the catch is for some players. To build the dew collector you need a filter that you can only buy from the trader. So if a player plays without a trader, he will never be able to build a dew collector.
  13. I bet in A21 vitamins and goldenrod tea will become very valuable. Moreover the water filter mod for the helmet will find itself next to the helmet light in every player helmet.
  14. It's been a while, but there was the idea that zombies should be able to trample the plants and that you have to protect your garden. Maybe the players think that this has been implemented.
  15. A mod to create a dew collector should not be that hard to make. You just have to create a block that uses the game mechanics of the plants. The auto miner in the Apocalypse Now mod and the oil pumps in the Warzuk mod both work on this principle. The autominer uses a existing model and treat it like a plant. After a certain time the block is replaced with another block and in the inventory are the ressources. This is the code from Warzuk Mod for the oil pump. <block name="HDPumpJackE"> <property name="UnlockedBy" value="HDPumpJackE Schematic"/> <property name="DescriptionKey" value="HDPJEDesc"/> <property name="Class" value="PlantGrowing"/> <property name="CustomIcon" value="HD Pump Jack" /> <property name="Material" value="Mmetal"/> <property name="StabilitySupport" value="true"/> <property name="Model" value="#@modfolder:Resources/HD Pump Jack.unity3d?HD Pump Jack Empty.Prefab"/> <!-- Purchased From Unity With Donation Money & Licensed To War3zuk --> <property name="Shape" value="ModelEntity"/> <property name="MaxDamage" value="1000"/> <property name="MultiBlockDim" value="1,3,3"/> <property name="ImposterDontBlock" value="true"/> <property name="PlantGrowing.Next" value="HDPumpJackF"/> <property name="PlantGrowing.GrowthRate" value="20"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.LightLevelGrow" value="0"/> <property name="PlantGrowing.LightLevelStay" value="0"/> <property name="Collide" value="melee,bullet,arrow,rocket"/> <drop event="Destroy" name="HDPumpJackE" count="1" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property class="RepairItems"> <property name="resourceForgedIron" value="10"/> </property> </block> <block name="HDPumpJackF"> <property name="CreativeMode" value="Dev"/> <property name="CustomIcon" value="HD Pump Jack" /> <property name="Class" value="Loot" /> <property name="Material" value="Mmetal"/> <property name="Shape" value="ModelEntity" /> <property name="Model" value="#@modfolder:Resources/HD Pump Jack.unity3d?HD Pump Jack Full.Prefab"/> <!-- Purchased From Unity With Donation Money & Licensed To War3zuk --> <property name="Collide" value="movement,rockets,sight,melee" /> <property name="DisplayType" value="blockMulti" /> <property name="MultiBlockDim" value="1,3,3"/> <property name="Collide" value="movement,rockets,sight,melee" /> <property name="LootList" value="HDPumpJackF" /> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="DowngradeBlock" value="HDPumpJackE"/> </block> This is the code for the autominer in the Apocalypse Now mod <block name="AutoMinerEmpty"> <property name="Material" value="Mmetal"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/Industrial/controlPanelBase_01Prefab"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="Path" value="solid"/> <property name="CustomIcon" value="controlPanelBase01"/> <property name="DescriptionKey" value="AutoMinerDesc"/> <property name="ImposterExchange" value="imposterBlock" param1="2"/> <property name="CanMobsSpawnOn" value="false"/> <property name="Class" value="PlantGrowing"/> <property name="StabilitySupport" value="false"/> <property name="MaxDamage" value="5000"/> <property name="PlantGrowing.Next" value="AutoMinerFull"/> <property name="PlantGrowing.GrowthRate" value="60"/> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelGrow" value="0"/> <property name="PlantGrowing.LightLevelStay" value="0"/> <property name="PlantGrowing.GrowIfAnythinOnTop" value="false"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="false"/> <drop event="Fall" name="AutoMinerEmpty" count="1" prob="1"/> <property class="RepairItems"> <property name="resourceScrapIron" value="10"/> </property> <drop event="Destroy" name="AutoMinerEmpty" count="1" /> <property name="FilterTags" value="MC_building,SC_electrical"/> <property name="SortOrder1" value="70e3"/> </block> <block name="AutoMinerFull"> <property name="CreativeMode" value="Dev"/> <property name="DisplayType" value="blockMulti" /> <property name="Material" value="Mmetal"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/Industrial/controlPanelBase_02Prefab"/> <property name="CustomIconTint" value="141414"/> <property name="TintColor" value="20,20,20"/> <property name="UMA.Overlay0Tint" value="20,20,20"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="Path" value="solid"/> <property name="Class" value="Loot" /> <property name="LootList" value="AutoMinerFull" /> <property name="ImposterExchange" value="imposterBlock" param1="2"/> <drop event="Destroy" name="AutoMinerEmpty" count="1" /> <property class="RepairItems"> <property name="resourceScrapIron" value="10"/> </property> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="FilterTags" value="MC_building,SC_electrical"/> <property name="SortOrder1" value="70e3"/> <property name="DowngradeBlock" value="AutoMinerEmpty"/> </block>
  16. That's different from what Roland told us 2 bottles from 5 kitchens don't sound like "plenty".
  17. Would also be useful for nomadic players. Instead of packing 20 dew collectors every time a player moves, maybe it would be only 2 or 3.
  18. That's what I thought. So the best strategy is still to have Better Barter at level 3 and visit all traders every three days. The boost you get via the perks was described as very subtle and more of a safety net. Therefore, I would be reluctant to rely on it. With all schematics removed, not a lot is left of Advanced Engineering anyway.
  19. That's why it's best to always have an escape route. That's where "Run and Gun" then shows its strength. You can also do horde nights with the crossbow if you have the right ammo and the right base. Electric fences and explosive bolts are an effective combination. This also works in principle with pistols. You can also use bars instead of electric fences or a combination of both. This is an obstacle for the zombies, but you can shoot through it.
  20. There is one thing that I would be very interested in. Where in the progression path is the Crucible located? Currently it is on level 5 of Advanced Engineering. Most of the time you can find the recipe before you unlock level 5 and you can also buy it from the trader when you are at level 3 of Better Barter.
  21. This is just my current strategy because I'm doing a run with agility instead of strength for a change. I also do a lot of melee but my favorite is building bases with electric traps. But I also generally have a higher consumption of duct tape than most because I also spend a lot of time in the mine and have to repair my tools accordingly more often. And I repair everything I sell to the trader. So a reliable source of glue is always important to me.
  22. Tons is apparently a term we define differently. Currently, I consume about 100 duct tape per week just for exploding bolts. That's more than I get from looting. Therefore, it is important for me to have a reliable source for glue. Not in the early game, but by day 21 it wouldn't be bad to have at least a limited self-sufficiency. As I understand it, this should not be a problem if you can build enough dew collectors.
  23. Really ? My guy complains all the time that he is dehydrated and his stamina goes down. That's why I always have to carry a stack of tea around with me so that my character doesn't run out of steam.
  24. Even 20 would not be a problem for me. I usually have a large garden with over 100 planters. I am therefore used to such repetitive tasks. I was thinking more of the people who don't plant gardens because they find repetitive tasks annoying and would rather go scavenging all day.
  25. I assume the character eats the jar. 😁 Honestly, I have my doubts that this change will be well received by the players. It does increase the survival factor in the game at the beginning, but people are already annoyed when it comes to having to harvest and replant their garden on a regular basis. Now they also have to set up a field of dew collectors and harvest them on a daily basis in order to have enough water to produce glue in larger quantities. Currently, in Horde Night, my primary weapon is a crossbow with exploding bolts. I use about 100 bolts per horde. That's 100 duct tape and therefore 100 glue every week.
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