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FranticDan

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Everything posted by FranticDan

  1. I submitted my prefab (The Spencer Mansion from Resident Evil 1) in A19. To my knowledge, they made a few "balancing" changes that I was semi ok with. My secrets that I dotted around the mansion were intact and players who found my secrets were rewarded for it! In A20, they completely butchered my passion project, most of my secrets are either nerfed or removed. For example, one secret you were rewarded with 2 secret stashes, now you are rewarded with concrete blocks. The loot room is another issue, for some reason, they decided to have the loot room in my super secret location where less than 1% of players will ever find it. This super secret originally lead the player to find signs to tell the player the location of a treasure chest, which was also nerfed to a large weapons bag....... So, here's my ToS! You're welcome to use my mansion on the condition that any changes that are wished to be made are run by me first, and if we can't come to an agreement to the desired changes, then I don't permit use of baby. Translation: The current butchered version of my mansion in CP48 breaks my ToS Any overhaul modders out there that would like the Spencer Mansion in their overhaul mods are welcome to contact me. If you want to see the completed envisioned version of the Spencer Mansion, it has its own standalone mod on the launcher called The Spencer Mansion Incident.
  2. 7 seconds to Manage Your Inventory: THE GAME! :D
  3. in A21, will there be more weapon specific mods? - The clubs have 3 specific to them - The bows have 2, crossbows 1 - The stun baton has 1 - Knives and machete has none - Sledgehammers have none - Spears have none I can think of a mod for the spear, allows auto pickup within 2m (takes 1 second after throwing to activate to prevent instant pickup)
  4. The despawn timer will apply to EVERYTHING, not just arrows/bolts. Everything despawns very quickly (60 seconds) and if your inventory is full (after harvesting an animal for example, or harvesting a car) you gotta act quick. And I've seen people not even notice the dropped items and then the bag is gone in a few seconds after they do notice. As for the colour, its not as important when compared to a longer despawn timer, but the amount of times I've seen a bag wondering what it is, because I've forgotten about it
  5. Small request. Could the 'dropped loot' bag for arrows and bolts be a different colour than brown, so when zombies despawn we can tell they are our ammo. And, could the despawn timer for the dropped loot bags be longer than 60 secs, 180 would be nice so there's less panic when trying to quickly organise inventory before they despawn (I mean the sack and not the loot container bag)
  6. I could say the same with my opinion that Nomad should be "default" difficulty since it is 100%/100%dmg after all. I personally find 'Insane' difficulty too easy and would love for an even harder difficulty, call it 'Masochist' with the dmg formula being deal 40%/take 350% dmg
  7. Do any Dev's or QA testers playtest on Insane/Nightmare/FeralSense? If so, how does it feel in A21 with the water changes? Is permadeath possible?
  8. in A21, are zombies and animals still able to hit the player through closed doors and thin walls?
  9. Questions about the filter helmet mod: Does the mod remove or lower the HP cost of dirty water? Also, how much HP does it cost to drink dirty water each time? Also, is it the same hydration and HP cost from drinking from a water source?
  10. Realism: turning poop into murky water Also realism: inability to melt snow for murky water
  11. That's what the Loot% settings is for. However, unfortunately, that doesn't affect the Harvest% from wrenching, mining, woodchopping and animal harvests. Having a Harvest% setting would go hand-in-hand with the current Loot% setting
  12. If it's not too much work, and hasn't been added already, I'd like to see a toggle option in the map generator for "No Traders", "One Central Trader", "Default" Personally I can remove traders from the map manually be editing the prefabs xml for the generated map, but this will help those who don't know how to mod,
  13. I think trader quest rewards should be gun parts (related to the tier, (Example: T2=3 parts, T3=4 parts, T4=5 parts, T5=6 parts) instead of a complete gun, so you have to craft your own at the current level of your character progression This will likely help the pipe guns be used for a few days longer
  14. I think ALL animals should give half (rounded up) the meat they do in A20. And Grace should give rotting meat and not fresh! (She's radiated!) This will make 'The Huntsman' a more tempting perk to take. My argument: - The POI that contains Grace is the most ridiculously OP location. Every 7 days (default settings) you can accumulate ~3 full stacks of fresh meat (That never spoils) - Plus on top of all of the farms added in A20, there are animals galore!
  15. Arlene is the best source for getting a burning shaft! But yes, milk should be added from growing Almond's or something Then milk can be added to recipes like coffee and pies and cakes, etc
  16. TFP, please reconsider heavily nerfing the snow melting recipe instead of completely removing altogether (55 snowballs because that's equivalent to 5 snow blocks)
  17. I'm gonna be the nerdy guy here and point out that, actually, a "60 minute day" takes 68 real minutes to pass. (if you add a custom time of 150 minutes, it actually takes ~206 real minutes to pass) The way timescales work in this game are wonky, I know!
  18. Will filters for crafting the dew collector be in loot? I play without traders (Because they give you everything on a silver platter), so if they are trader only, I'll be screwed!
  19. There are two types of bottles, Jars, which you CANNOT craft and they get used up with molotovs. And plastic, which I think you can craft but are the ones needed for crafting glue, which uses up the bottle. You CANNOT fill jars from a water source, like a pool, because it is irradiated, therefore, the only way to get water is from filling them from shower heads, faucets, hydrants, toilets, etc. And these blocks mostly only hold up to 3 units of water, eventually you'll run out of POI's with water and will have to resort to melting snow, each block of snow gives 5 snowballs and it takes 5 snowballs to make 1 water
  20. Subsistence does spoilage well, each stackable item has its own spoil timer. For example: you could have a stack of 10 meat from an animal, then 30 real minutes later you get another 10 meat that stacks on top of the existing stack, the new 10 in the stack will have a fresh timer while the older 10 will still be partway through the timer. Secondly, new storage can be added, for example: early game we could craft an Iced Cooler, made from polymer and snow which when placed could last say 2 real hours, afterwards would downgrade to a normal cooler, during those 2 hours of 'iced' stage the spoil timer can be slowed by half speed. Using snow on a normal cooler will upgrade it to Iced. Mid-game, we could craft an operational fridge, which would require power to keep running, having food stored in the fridge could slow down the spoil timer by 90%
  21. Since we are getting a water rebalance, how about a food rebalance too? -No fresh food in loot, except canned food -Animals give half the meat, so that the animal harvesting perk is more tempting to invest in -Grace gives rotting flesh instead of fresh meat (Seriously! She's radiated!) In A20, I can survive just fine on charred meat One last thing, in A20, starving is a joke, you can literally "eat" medical items or have the fortifying grip (heal every 5 seconds) and you'll never have to eat food. Losing 1HP every 40 seconds is too slow. Maybe 20 seconds would be better? (every 10 seconds for dehydration as well) Sure, there's the max stamina penalty, but if you're well hydrated if offsets the penalty a fair bit Also, dare I say, food spoilage!
  22. My suggestion would be grindy and you would have to work for your water, it would take 8 swings with a Q1 stone shovel to get enough snow for 1 water. Or increase the snow block hp to 100 and then it'll be 12 swings for 1 drink That is precisely why I made the suggestion to nerf the amount of water you can get from snow by 98%
  23. Well, if the grindy snow collecting, melting and boiling is removed from the snow biome. Why not remove yucca juice from the desert as well? Keep it consistent (Disclaimer) I DON'T want that, but using logic!
  24. So they changed that for A21? Currently in A20, you start losing stamina regen at 75% hydration Also, this change means we can no longer use snow to melt and boil? Or we simply can melt and boil snow and doesn't need a jar? EDIT: Ok, so we can't melt/boil snow. I agree that currently snow is mega OP for water. But a strong nerf should happen instead of complete removal. Here's my suggestion: -Lower the snowballs per block from 11 to 5. -Increase the snowball cost to make water from 1 to 20. This is a ~98% nerf and would take 4 blocks of snow to make 1 water (without motherlode)
  25. Correct. I used two different values for most of the zombies. One of the values allows the player to make a zombie miss if the zombie is hit just before they connect an attack, while the other value allows the zombie to hit the player regardless if the zombie gets hit which I gave to the slower zombies so that the slow zombies are to be feared more than the fast zombies
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