Jump to content

RipClaw

Members
  • Posts

    3,049
  • Joined

  • Last visited

  • Days Won

    16

Posts posted by RipClaw

  1. 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.

     

     

  2. 2 hours ago, FinkPloyd said:

    There are settings to adjust loot, loot respawn, etc

     

    Could settings be added to adjust trader inventory / quest rewards?

    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.

     

  3. 24 minutes ago, Riamus said:

    They did some command when showing off the decapitations in the dev stream that seemed to turn it off but I don't know if that affects other things and don't remember the command.

    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.

     

  4. 13 minutes ago, Laz Man said:

    Are you guys playing with the chunk reset feature off?  With it on, it should respawn cars as well.

    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.

     

  5. 11 minutes ago, meganoth said:

    Also quest rewards should not get better with tier but follow the same pattern as the loot, i.e. the normal loot stage should be used like when opening containers in the POI.

    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?

     

  6. 7 hours ago, pApA^LeGBa said:

    Wait. You are telling us it´s impossible for the game to know what my crafting skill is? How? It might be a challenge to code it right, but as the game does very well know what my crafting skills are (i mean how else would the game know what i am able to craft and what is still locked?), i am sure it is possible to make a link with the trader rewards/inventory and loot pool. Maybe too much work, but possible for sure.

    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.

     

    7 hours ago, pApA^LeGBa said:

    I also don´t see how this would make the game more complicated. The crafting skills beeing in relation with the rewards/loot/inventory wouldn´t change the gameplay at all. It would still work the same.

    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.

     

    7 hours ago, pApA^LeGBa said:

    And a good balance is something the game needs when going gold. Not months or years after that.

    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.

  7. 1 hour ago, Khalagar said:

    The game still has to be balanced at a fundamental level. Trader rewards are not balanced. The trader handed me a level 6 steel club when I had like 10 club magazines at most read. That means the entire club magazine line is pointless now

    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.

     

    1 hour ago, retrogamingdev said:

    True. It would need some nuance to not be completely annoying. Funny thing is I am pretty sure an older version of the game did this, lost quality levels on repair (or something like that). 

    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.
     

  8. 38 minutes ago, Roland said:

    My fix would be that the trader only ever gives quality one gear as rewards. That way you can take it and use it if it is better than what you can craft but eventually you’d be taking it to scrap it to get parts because you can craft better.

    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.

     

  9. 45 minutes ago, theFlu said:

    I had to pause a vid at the great wisdom of the sage Kage848 (at about 22:35),:

    "Oh, come on, game!"

    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.

     

  10. 15 minutes ago, meganoth said:

    My impression is: In single player clearing POIs with quest gives about 3 times as much value as clearing it without quest. When playing in a 4 player group that factor seems more like 5 times as much.

    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.

     

  11. 5 hours ago, Sephiroth87xz said:

    Trader/quests/loot lack of a linear progression.

    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.

     

  12. 1 hour ago, Mister Forgash said:

    The way I see it, it's just plain balance. The trader in this iteration is very strong. I think it's too strong. There may even be enough people agreeing to give credence to this claim. 

    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.

     

  13. 37 minutes ago, Roland said:

    That he actually created that POI and that particular gas station canopy and secretly increased the hp of the blocks supporting it to 100k…. ;)

    This means that, in a manner of speaking, he has built his horde base from scratch. 😉

  14. 9 minutes ago, zztong said:

    Raimus covered this a little. They are available from the Trader, but I don't yet know at what point in A21. In A20, they were available very late in the game and I think you had to use Perks to improve your relationship.

    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

     

  15. 1 hour ago, Riamus said:

    As far as only repairing what you can craft, that might work in single player but not in multiplayer. 

    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.

     

  16. 3 hours ago, Sephiroth87xz said:

    The problem isn't magazine and perks itself.

     

    Is the traders/quests/loot aren't in line with the progression of crafting.

     

    Traders/quests/loot make the game too easy too quickly, giving too soon, too high quality weapons.

     

    Traders/quests/loot need to be balanced to a progression "speed" more similar to actual crafting progression speed.

     

    Actually the situation is too much unbalanced.

    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.

  17. 1 hour ago, Philipp said:

    A question regarding to the magazines.

     

    I am on day 10 and skilled to motorcycles already in hope to find more car-magazines.

    After searching a lot I found 17 in total in 10 days. 

    I did not skill any point into Medic, but I already found 28!

     

    And it's not like that I am only looting pop n pills etc... But I wont stop finding these Medic magazines. 

    Is there a game-mechnaic that I just dont understand? 

    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.

     

  18. 16 minutes ago, theFlu said:

    There's no "abusing" spam crafting if spam crafting is designed to be both possible and productive. It's just a bad design when the only limiting factor is the annoyance you can tolerate. If that's the design, it shouldn't be a surprise to anyone that people get annoyed... :)

    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.

     

     

     

  19. 9 minutes ago, Cobretti_ said:

    Is that a thing is it? I always thought you couldn't cheese it that way, something I read a few alphas ago suggested you couldn't do it. In any case, TFP should take a look at Darkness Falls for that one, they nerf that perfectly in that mod.

    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.

     

×
×
  • Create New...