Jump to content

RipClaw

Members
  • Posts

    3,049
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by RipClaw

  1. And if you don't mind a bit of cheese, Pseudo Posse is also a great channel for base designs.
  2. Maybe something like this ? It is not exactly step by step but provides enough information to replicate the base. This is a tips & tricks video but it should give you same vital information about how to create your own design. The core principal of most designs is the same after all.
  3. Theoretically, this should be possible for the trader inventory. The trader inventory in A21 is controlled via the trader stage and it should be technically possible to add a multiplier to the calculation. It's a different story with the quest rewards. As far as I know, quest rewards are controlled by loot groups. Each quest tier has a different loot group. So a multiplier would be useless in that case. Maybe they could make the chances of getting certain items variable, so that someone who wants to craft most of their gear has a higher chance to get parts instead of a weapon or a tool.
  4. The command was probably testDismemberment but I think this is only to set the dismemberment chance to 100% and don't work the other way around.
  5. A chainsaw is better than a stun baton. Try cutting down a tree with a stun baton.
  6. As long as no one enters the chunk. Otherwise, the timer is reset. These mods have the advantage that as long as the placeholder is present, the cars respawn. No matter whether someone enters the chunk or not.
  7. If all quest rewards are based on the lootstage, you have the problem that you don't get a better reward for a T5 quest than for a T1 quest. So why spend time and ammunition on a T5 quest?
  8. Sure you can do that but currently it is not done and I don't think the Fun Pimps want to do it. I based my statement on the current state of the game and there is no connection between the quest rewards and the crafting skills. The quest rewards are basically nothing more than a loot group per quest tier and the game picks 5 random items from that loot group. It would change some things. Players would not be able to find high quality items or get quest rewards that do not match their skills. Bye bye auger for those who don't have points in Miner69er. Players who have their points in shotguns will never get a good weapon for the vast amounts of 7.68mm ammo etc. Balance is something subjective and there are many different aspects to balance between. Not only between what is currently important for you. For example, there must also be a balance between your gear and the gamestage.
  9. The rewards are in no way linked to your crafting skills. The game does not know what you can craft and in what quality. I also don't see how they could balance that. After all, you can be unlucky or lucky with the magazines, so your progress can vary a lot. There is no "The player is level X and therefore has the following crafting skills". The developers can at most balance it based on assumptions and statistics but that's it. It won't work for every player, every playthrough, and every playstyle. This was the case until Alpha 16, but the game had 600 quality levels back then and you could upgrade items by combining them in the workbench.
  10. You can bet that some players will then complain that the quest rewards are just not worth doing higher tier quests. That is the dilemma. Some players want a slow steady progress, others would prefer running around with endgame gear as soon as possible.
  11. At least he can still run away if necessary, but there are rooms you jump into and there is no way out. You are surrounded by zombies and you have to fight your way out.
  12. That could be tested. Simply loot the same POI twice. Once without the quest activated and once with the quest activated. Throw the loot into a box after each run and compare them afterwards. I know for a fact that the gamestage is boosted during an Infestation quest but I never paid attention to whether the lootstage will be boosted as well.
  13. How many quests do you do per day, if I may ask? The way it looks to me, people push through the quest tiers and then wonder why the balancing fails.
  14. They have a linear progress but each for itself. The hard part is to keep traders / quests / crafting and loot in sync. For example, if you only level up but don't do any quests and don't have any points in Daring Adventurer, you will see a linear progression in the trader inventory. If you do quests or have points in Daring Adventurer then you accelerate this progression by increasing the Traderstage. Quest rewards are based on quest tier and get better with higher quest tiers. If you do a T5 quest you don't want to get the same reward as for a T3 or T2 quest. The lootstage depends on your level, the biome you are in and the POI tier. In addition, there is a bonus that you get via points in Lucky Looter. If you are in the pine forest then your lootstage is lower than if you are in the desert, in the snow biome or in the Wasteland. Biomes with a higher lootstage also have a higher risk and POIs with a higher level have more zombies and therefore a higher risk. Accordingly, the player expects better loot For example, I'm mostly in the pine forest, I've limited myself to only one quest a day and have no points in Daring Adventurer or Lucky Looter, and I've seen linear progress in quests, trader and loot. And I've often been able to craft even better stuff than I would have been able to find, buy, or get as quest rewards.
  15. Are you referring to items you can buy from the trader or quest rewards? These are two different tables that need to be balanced separately.
  16. This means that, in a manner of speaking, he has built his horde base from scratch. 😉
  17. In A21 you need to be at least trader stage 55 for solar items to appear and you should have a trader Bob as he has more electrical items. Temreki made a video about this and has a spreadsheet linked to calculate your traderstage: https://www.youtube.com/watch?v=3tPYrItQjIs
  18. I would argue that it doesn't even work in single player. Especially in the early game, there are items that you can find if you're lucky, but it's sometimes a long way to go before you can craft them yourself. These include the wrench, a toilet pistol and the toilet knife. All of them are usually of low quality and therefore have to be repaired often.
  19. I honestly doubt that they will ever really be able to balance it so that it works for every playthrough and every playstyle. Crafting, looting and the trader all have their own status values that needs to be balanced. You can think of it as trying to synchronise a bunch of different clocks. Over time the clocks will diverge and show different times. There are too many variables that affect progress in crafting for it to be reliably predictable. For looting, progress depends on the biome and the level of POIs, and for the trader, it all depends on how many quests you do and whether you invest points in Daring Adventurer. To balance all this, you would have to combine everything under one status value and remove all bonuses and modifiers. The best thing that the developers could do is to determine a kind of average gameplay from as many gameplays as possible.
  20. The reason for this is that the medicine magazines do not have to share their place in the loot table with other magazines. In every medicine pile you will find a medicine magazine. In contrast, the vehicle magazines have to share their place in the lot table with at least the magazines for salvage tools.
  21. The point is that those who complain about LBD always act as if the game forced them to do this. Nobody forced them to do anything. They did all this to themselves. That is just a mindset that some players have. They have to play in the most efficient way. If that means crafting stone axes, they'll do it whether it's fun or not. If that means farming screamers and spamming quests, then that's what they'll do.
  22. Since Alpha 19, we have had radioactive turbo vultures. Half of spawning zombies are replaced by turbo vultures if you use a vehicle during horde night. An alternative is to simply run away on foot. Megacrush can be bought from the vending machines in A21 or you can just use coffee.
  23. Yes. They have limited the lower tiers but expanded the upper ones. Steel, for example, has 3 slots up to Q3 and 4 slots above Q4.
  24. Yes, this was changed to make the upgrade to T1 tools worthwhile. @Euzio made a table to show how it was changed
×
×
  • Create New...