Jump to content

jdifran

Members
  • Content Count

    125
  • Joined

  • Last visited

Community Reputation

6 Neutral

About jdifran

  • Rank
    Hunter

Personal Information

  • Biography
    aka Johnny Toothpix

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I think it would be more realistic to have vehicles perform better on roads and gravel than off-road (run a little faster, use less gas, take less wear-and-tear). The bicycle (since it's clearly not a mountain bike) should certainly go faster and use less stamina if you're on a road. It would introduce some interesting choices between cutting across the landscape and taking more damage, or sticking to the roads and taking less. Maybe the reward for getting the 4x4 would be that it suffers no penalty for going off-road?
  2. So how is a sneak attack with a knife ever supposed to be effective if they always wake up before you can get within 1m? Is the knife reach actually longer than 1m?
  3. Is it expensive to check if all of the voxels directly above the target voxel are empty? Seems like that would be a reasonable "am I outside" check.
  4. I mean, if you're trying to get new players to ragequit and uninstall, that'll do it. (But since I have 2600+ hours, I'll cut you a little slack.)
  5. At low levels I think part of the problem is that there's too great an overlap between, for example, primitive tools and iron tools. I found a Q6 stone shovel that (without mods) is better than the Q3 iron shovel I can craft with a couple ranks in Miner. And I've actually found 3 or 4 of them. The entire point of crafting is to be able to make better stuff than you're finding. I think a Q5 primitive tool should roughly equal a Q1 iron tool, and a Q6 primitive a Q2 iron. Similar for iron to steel.
  6. In my most recent playthrough, I found a cement mixer schematic on day one and promptly scrapped it, because having cement that early would just ruin the early survival aspect of the game for me. I would personally like to see the workbench, cement mixer, and chem station schematics removed from low level loot and have the chance to find one in a destroyed workstation more like 5% instead of whatever it is now (30%?).
  7. Fair enough, reduce the number of items by 1 and make it 10 cornmeal. And as I and others have suggested, the airdrops should either spawn a swarm of zombies when it lands, or (like buried treasure quests) when you open them. Personally I think that the swarm should be gamestaged, too.
  8. Sort of an opposite problem: Maybe have airdrops have more than a single unit of cornmeal? 99% of the time it gets dropped because who's going to tie up an inventory slot for one cornmeal early game? One can of rations or pasta or chili is worth eating immediately or carrying home. One cornmeal is just silly.
  9. Any chance we can get helmet lights or flashlights with low/medium/high intensities? Hit "F" to cycle through them?
  10. And if A18.x, will they require a restart or will survivors get their perk points refunded when the change comes?
  11. "Blood moon spawner ignores bedrolls" Does this mean I have to worry about zombies spawning inside my base during the blood moon? (I fight from a raised platform maybe 30m away from my main base, but it's close enough that they could probably spawn inside it.)
  12. And while we're at it, make murky water with boiled water and clay soil? It's stupid that I can't make glue because I boiled all my murky water.
  13. This is, I'm sure, why they're looking at rebalancing this. They swung the pendulum a little too far, and now crafting is a clearly sub-optimal choice. There needs to be an incentive to craft that is different but similarly attractive to looting. It should be a trade-off. I think looted items should have benefits you can't get from crafting, and crafted items should have benefits you can't get from looting. If looted items can get up to tier 6, maybe crafted items get a bonus mod slot? Or higher durability? Or stats that are always at least 70% of max? As I think someone else suggested, another tweak might be to have crafted items start at tier 2 instead of tier 1 (but still cap out at tier 5), and dial back the loot tables so that tier 6 gear really never spawns before a mid-late gamestage.
  14. *cough* I think I'm coming down with something. Probably going to have to leave work early and find some antibiotics...
  15. Been watching streamers all weekend and I don't see anything remotely resembling a showstopper. My wife knows I'll be emotionally unavailable all week, so I'm really counting on playing when I get home from work tomorrow.
×
×
  • Create New...