Jump to content

ARRANOX

Members
  • Posts

    54
  • Joined

  • Last visited

Posts posted by ARRANOX

  1. On 12/10/2021 at 7:16 PM, saoron666 said:

    and i play on warrior setting.

    If you think its too easy, you should play on insane, try the feral sense options or tweak the zombie day speed.

    you can also adjust loot abundance and other things to your liking.

    I play the game on Insane difficulty and tweak nightmare running at night. i sometimes adjust the loot abundance down to create my perfect post apocalyptic scenario. and that makes the game hard enough for me.

    I also have my own permadeath rule, so if i die i start a new game. 

    you can`t play on "easy mode" and complain about the game not being challenging enough. 

     

    TFP have made a difficulty system that keeps on being challenging even in late game stages, unlike games like fallout where it`s challenging in the beginning and you become invisible late game. so i like how they tackle difficulty in this game.

  2. On 4/7/2021 at 1:36 AM, Scyris said:

    There is a bug with healing factor which causes it to massivly increase food use, hopefully tfp fixes it, as the skill now is worthless with how fast it drains your food reserves.

    I have been testing and getting a high food use still, even bought a new SSD to install the game on, didn`t help on the food use, but waay faster load time than my 10 yr old hdd :D 

    but thanks for the info, i will keep a lookout for anything about it in future patch notes.

  3. 3 minutes ago, Liesel Weppen said:

    That's what i suggested: Make inventory bigger. Even bigger than you can unlock with perfect equipment and skillpoints.

     

    If you are encumbered, your are slower, even if you are healthy. Sound absolutely reasonable to me.

    A broken leg gives an ADDITIONAL movement debuff. If you are encumbered AND have a broken leg, you are even slower (afaik?).

    If you have unlocked your whole inventory you can't be encumbered anymore, a broken leg however makes you still slower. Both have nothing to do with each other.

     

    The only potential thing i see there is, that encumberance AND broken leg could even potentiate each other. But that would make it even worse in a matter of balancing.

    I just think the encumbrance like it is now does not really add that much challenge and its too easy to overcome. and it brings down the value of a skill like packmule or the pocketmods. i get what you are saying i just feel that inventory managment has more potential than the game offers atm and its a very important part of this game.

    My ideas and suggestions are not by any means perfect but thats why i would like to discuss this.

    From what i can understand for your perspective is that you like how it works now, but you would also like to see it go further in the future.

    so even if we don`t see "eye to eye" on some parts i can respect your opinion. 

    1 hour ago, Roland said:

    I like it and wish it went further-- as in smaller backpacks with less slots to larger backpacks with more slots than we currently have. The whole point of it is to feel that sense of accomplishment once you have a vehicle and/or all slots cleared. I have played with mods that increase backpack size and/or clear all slots by spending one skill point in pack mule and those mods make the game feel much closer to creative mode to me.  Same with the early game struggle to manage stamina. It might be annoying and we might wish to be able to do everything we want wearing whatever we want for as long as we want-- but the early game restriction that slowly eases up as your character progresses gives that sense of growth and when you can finally swing that sledgehammer without pooping out after only three swings, it feels good. IMO, better than just being able to always use a sledgehammer all day long uninterrupted from Day 1. 

     

    I like your thinking, i have looked at the mods, but im not after just bigger inventory, just the feeling of progressing my character.

    if i hated the encumbrance i would have just modded it away, but i think my problem is that it bothers me that it does not bother me that much to be encumbered.. if that made sense? :)

     

  4. 1 minute ago, Liesel Weppen said:

    So further dumbing down the game, to prevent people that are unable to manage their inventory from being living dangerous?

    No thanks.

    I was not a fan of that version either, but i liked the idea of being able to uppgrade your inventory.

    3 minutes ago, Liesel Weppen said:

    That's how it currently works...

    yeah, but you get the encumbrance debuff even when your healthy now, and if you unlock packmule or get full on pocketmods it does not matter if you have broken your leg or not so carry all you want.  

  5. 36 minutes ago, Liesel Weppen said:

    Um, no? You don't need high-end pocket mods, you can also skill pack mule.

    It's a decision you have to take.

    What i meant here is that the first experimental the encumbrance slots was locked, but due to feedback they changed it so you would be able to use the slots and added the debuff instead.  i think we only had 18 backpack slots and the rest had to be unlocked before we could use them.

    40 minutes ago, Liesel Weppen said:

    So what would be the difference then?

    to that i will say that the difference would be that you can carry as much as your backpack would allow at anytime, but if in your loot run you get damaged like a sprained leg or a infection you will get sluggish and slower and you will get an encumbrance debuff, so if you want to get home alive maybe dump some of you junk to get home faster?

     

  6. i had a similar issue at 5 blocks height, the sledge turret was standing perfect positioned, it had zombies in front of it but it didnt hit anything.

     

    so i had my base with block 5 height as the floor, i had a walkway leading up to som iron bars where i would fight of the zeds, i out the sledge on one of the sides( standing on floor level before the bars. i had a ramp block at 5 height leading up to the bars so i think that was the main issue.

  7. 28 minutes ago, Darthjake said:

    I don't particularly enjoy it, no, but it's part of the game, and unlike the blood moon or gps Zombies, I can deal with it, with little to no issues.  Like many things in the game it forces us to make choices, keep that brass trophy, candelabra, and radiator or scrap then to 1 pile of brass and lose 25% of the whole?  I try to avoid putting points in pack mule, just because they are not needed as long as you are making choices.

    A drop box here, a drop box there, and once I get vehicles or heavens bless me and a I find a pocket mod, or the way to make them, I'm keeping my enc low.

    I agree it's not the best system, but imo, it's better then Conan or Valheim.

     

    i get your meaning. for me when i get a vehicle im done thinking about encumbrance, the biggest issue with encumbrance is solved. you still want the pocket mods but its never the thing you are looking for/hoping for when you get to the main loot rom. however if it was so that the pocket mods gave you additional slots it would be the best armor mod in the entire game for me, haha

  8. So what i want to discuss is the "gameplay value" of the current encumbrance system.

    personally i don`t like it, to me its just anoying. but i do love a challenging game, and its important to av punishing game mechanics like encumburance in a survival game.

    Before anyone gives me suggestions on how to overcome this issue let me say that i have no problem dealing with it.

    I just find that in my case it does not really add any value to my game, and is only anoying at times.

    And the fact that when im getting packmule up or getting enough pocket mods it does not really feel like im achiving something.

    becouse 1 to 3 more or less encumbrance is so little change in speed.

     

    IF however you found a pocket mod that allowed you to carry 3 more items it would be a YEASS! :D moment.

    So more or less how TFP intended to have pocket mods work in the first place would have been more enjoyable. (in my opinion)

     

    So to add encumbrance on top of that i would have added it as a side affect to other Negative status effects like hunger, infection e.t.c

     

    Im not saying its a big issue, im just curious if anyone likes how the encumbrance system works?

     

  9. 25 minutes ago, Urban Blackbear said:

    As far as feeding yourself goes you can't rely on canned goods. They just don't give enough food. One point in Master Chef for the basic recipes is a must for me.

     

    2 hours ago, Darklegend222 said:

    Not the original commenter but the knuckles are insanely OP. Especially when you get a book that "melee power attacks greatly increase your knockdown chance" and the "every melee fist punch (leather, iron, steel knuckles) heal you one health per punch" stuff gets insanely op. Just charge into a horde and focus one enemy at a time. Pair it with sexual rex, heavy armor, and the perk book "your armor does not weigh you down while In combat" you essentially become a tank. Infinite stamina, infinite knockdown, infinite attacks. It's deadly, which it has to be for melee.

     

    so the point of me going one tree at the time is to add the challenge of having to get by without the must have perks in the other trees.

    i have played my own perfect build so many times. so i do it like this now for the challenge and to force myself to play another style aswell.

    I put Fortitude for last as i thought it would be the most OP build.

    Since i think the food issue might have been some bug/glitch i might still be the most OP. 

     

    Im running the game from a 10 yr old 3TB HDD thats over 70% full, 

    the load times have been horrible for me lately, so it might be that its messing stuff up when creating the game.

    I can`t say that i understand enough about how computers/hard drives work to say anything about it though.

    does anyone think my hard drive could be creating issues? :)

     

  10.  

    12 minutes ago, ParadiseLostUK said:

    I'm not sure that passive healing uses food.  I was always under the impression that it was stamina restoration that was linked to food consumption and if you've focussed entirely on Fortitude then you probably haven't got any points in Sex Rex. 

     

    Also, if you're going in jabbing and power hitting occasionally you will be using a fair amount of stamina, could this be the reason you're using a lot of food rather than the healing?

    i have been playing all perk trees one by one and i only had this food problem when playing Fortitude.

    when playing strenght i noticed some heavy food draw if i was mining all night. but if i stopped mining the food draw was normal so no crisis.

    i had no problem looting and swinging a sledgehammer all day.

     

    In Fortitude i was using the leather straps and fighting with my fist. i ate so i had a full stomach went to the house next door to my starter camp to start looting ( maybe a Tier 2 or a large tier 1 POI) and a little over half way through the POI i started getting hungry again. yeah im power hitting a fair amount but i do that whit all weapons.

     

    I aslo monitored the food draw while having full stamina when i counted to 12 between each draw in food.

     

     

  11. 1 hour ago, Liesel Weppen said:

    Interesting. I always put 1-2 points in Healing Factor, but never noticed raised food drain.

     

    However i noticed food drain, even when standing still, also with full health, so no HF "active".

     

    Because i wondered, i looked up the xml, and HF is pretty simple.

     

    
    <perk name="perkHealingFactor" parent="skillFortitudeRecovery" name_key="perkHealingFactorName" desc_key="perkHealingFactorDesc" icon="ui_game_symbol_healing_factor">
    		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
    		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
    		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
    		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
    		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>
    		<effect_group>
    			<!-- crit hit effects heal rate is assigned in  buffStatusCheck02 -->
    
    			<!-- You cannot regen without food or water -->
    			<requirement name="NotHasBuff" buff="buffStatusHungry03"/>
    			<requirement name="NotHasBuff" buff="buffStatusThirsty03"/>
    				<passive_effect name="HealthChangeOT" operation="base_add" level="1,2,3,4,5" value=".011,.022,.05,.1,.16"/>
    
    			<!--<requirement name="NotHasBuff" buff="buffStatusHungry02"/>
    			<requirement name="NotHasBuff" buff="buffStatusThirsty02"/>
    			<requirement name="StatComparePercCurrentToModMax" stat="Health" operation="GTE" value="0.97"/>
    			<passive_effect name="HealthMaxModifierOT" operation="base_set" level="3,4,5" value=".025,.0333,.05"/>-->
    
    			<effect_description level="1" desc_key="perkHealingFactorRank1Desc" long_desc_key="perkHealingFactorRank1LongDesc"/>
    			<effect_description level="2" desc_key="perkHealingFactorRank2Desc" long_desc_key="perkHealingFactorRank2LongDesc"/>
    			<effect_description level="3" desc_key="perkHealingFactorRank3Desc" long_desc_key="perkHealingFactorRank3LongDesc"/>
    			<effect_description level="4" desc_key="perkHealingFactorRank4Desc" long_desc_key="perkHealingFactorRank4LongDesc"/>
    			<effect_description level="5" desc_key="perkHealingFactorRank5Desc" long_desc_key="perkHealingFactorRank5LongDesc"/>
    		</effect_group>
    	</perk>

     

    As you can see, it only increases health and NOTHING else.

    From the xml i also can't see that it reduces healing time of injuries.

    And it does not deplete food or stamina (which then would cause food usage).

     

    If i got it right, healing stops if buffStatusHungry03 (also with water) becomes active. And if i got those stati right, that is already almost starving to death (food at <=4%). That means healing stops under this condition, but it still does not use up food if it is active.

    Thats very intereresting... 

    so if it does not deplete food or stamina, im back to considering that i might have encountered some sort of bug in my game.

    in my game i did end up consuming around 300 food per day. i don`t know what i usually consume though. 

    but it kinda felt like the food was draining at the same rate as when you are freezing in the game.

     

    come to think of it there was an instance on one of the frist days where i had bleeding but the health did not decrease while bleeding, i was stressing with the bandage so i did not really catch on at the moment. but when i think about it now... it could maybe mean i had a corrupted save file or something?

     

    I will try a new Fortitude build and see it works or if there was something else draining my food.

     

    Thanks for the input, and yeah you changed my mind :)

  12. 4 minutes ago, Pichii said:

    I definately think it comes down to both playstyle and RNG of items in the first 4 days.
    Ill go fort if I get good seeds at the start 100%.
    Otherwise, I typically dont bother.
    I use Nitrogen for randomization of biomes so, my games can be a little more random and uhh, well hard because you can still start in the desert where there is still little to no food and you essentially live on 100 yucca a day xD
    Getting wounded in such perilous biomes usually equates to me eating glass or just running home without healing factor.

    But yeah, Ill argue its a good perk but its still situational like all else to playstyle.

    I guess it might be better at HF 5 since the healing time is then much shorter can`t imagne it drawing 80 food in 4 minutes to heal 50 hp.

    Also since i was unaware of the massive food draw at first i was at a disadvantage, if i had eaten my canned food before i was fully healed i would av benefited from the healing effect from eating the food aswell. 

     

  13. 1 minute ago, Pichii said:

    Healing factor not only gives you healing passively which is extremely helpful early but it also gives you faster healing on injuries AND, it stacks with using medical supplies.
    Example: Broken arm 10m duration
    Apply Splint-> -50%= 5min
    Healing factor 5, -25% = 2min (It calculates from the base debuff timer)

    Ima assume by your hours played you at least know some basics about the game so im not going to do more than mention 25 damage per hit means get armor equiped.

    Structural brace also lets you passively regenerate when below 50% hp and that combined with healing factor is truely, not meaningless or negligable.

    Healing factor also gives you %crit resistance (Making it so zeds crit you for status ailments less)

    Healing factor is actually one of the most OP skills in the game, in my opinion.

    I guess it comes down to playstyle, usually im very good at avoiding scrapes from zombies but with leather knuckels i found myself getting cuts and bruises more often, leading to a much greater food draw, and i might have thought that when having full health i could take a hit since have Healing factor. (not thinking about food consumtion)

     

    that early in game its not easy to get good armor, a stable food supply. 

    when i played agility i stabbed 3 zombies avoiding hits with high mobility jumpen on a shed roof with parkour and watchen them bleed out.

    everyone says Healing factor is OP but im just not feeling it, first aid supplies do well enough on their own.

  14. So after 1600 hours playing this game, i have forced myself to focus on one skill tree at a time to get out of my comfort zone.

    I like to play on Insane difficulty with perma death becouse i love the challenge.

     

    however i thought Fortitude might be the most OP skill tree so after playing all the other builds i had to try a game.

     

    on day 6 when i got to 5 Fortitude and 3 points in healing factor, my food started to drop rapidly i had to eat around 300 food a day so my canned food supply ran dry pretty quick.

    i thought i had some bug at first so i checked the forums. tried to restart my game etc, i started suspecting healing factor so i put all my next points in iron gut, but it did not help much in my opinion.

    so roughly Healing factor at level 3 heals 1 HP every 20 seconds

    while HF was active it drew 1 food every 12-13 seconds ( with iron gut )

     

    so when i get hit by a zombie lets say i loose 25 HP

    that means HF will draw 41,7 food to heal that damage

    thats almost 3 cans of sham per hit by a zombie!

     

    i had not found any food recipies in my game yet so i must say so far its been really challenging. :D

    however i must say that since the good food in the game heals quite a bit. and healing factor makes sure you have full health and a emty stomach all the time it feels unbalanced. and in my opinion healing factor is by far the worst skill points i have spent so far in this game :)

     

    Change my mind.

     

×
×
  • Create New...