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Catdaddy

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Posts posted by Catdaddy

  1. 2 hours ago, meganoth said:

    The rationale is different: You always have lots of bottles with you or available, they are just not represented in the game, just like you have as many gas cans to fill up gasoline whenever you need to. So you find water in a toilet. You bottle it up and voila you have a water jar. You drink it and the water jar is somewhere not shown again.

     

    I loved this rationale. I used it. It made the water changes easy to wrap my head around.

     

    Then they went and @%$#ed it up by returning the ability to slurp pond water.

     

    Drinking from puddles adds nothing to the gameplay, but it creates a logical rub that doesn't need to exist.

     

    If the pond water is the same substance as the murky water in a looted jar, if it is worth sipping from our hand, then the invisible jars in our rationale would be used to collect it and take it home for purification. 

     

    Easy fix. Just make groundwater toxic and useless. This gives a valid reason for not taking it home without disrupting the new system in any real way. 

     

     

    EDIT:

     

    I am editing to be clear that this is a minor thing for me. I am not endorsing the title of the thread. A21 is beautiful.

     

     

     

  2. I spend my nights looting, pretending that I am stealthy.

     

    I set zombie speed to Run/Day and Jog/Night, with Feral Sense set to Day only.

     

    I get chased all day, but at night it makes stealth tactics feel more natural and effective. 

     

    It really feels like they can see me during the day but at night can only hear me. 

     

  3. I think what OP is asking for is the ability to have multiple trigger mods and then toggle through them with a hotkey, like a select-fire switch. Semi, full and burst on one weapon. That would be cool, but it won't happen in this game. Could be modded in though. 

  4. 2 minutes ago, theFlu said:

    I'm quoting you just because I think you're people ... as in, I think we're witnessing my first encounter with a wild ChatGPT in the acc you're quoting. Just from the writing style, tbh.

     

    Try this. Just tell them that everything they said is wrong. If they don't respond with some form of emo butthurt, then you have a bot.

  5. It had been a very long session. I had cleared, looted and stripped Higashi Tower, at night, in the snow. I was ready to go home. Old habits kicked in. I hopped in my car and hit the gas. I remembered the Vehicle Damage mod about a half-second before I exploded. The vanilla penalty is nothing. 

     

    True confession, this was the one and only time I've used the Backup Mod to revert a game that wasn't bugged. I am a cheater.

     

    I am very excited to play A21.

     

  6. https://youtu.be/fzLtF_PxbYw

     

    EDIT:

     

    My post is from a comedy show, but I did not post it in jest. 

     

    I am sorry if it was found offensive, but I will leave it so as not to rewrite history. The response should remain as well. I get it. I probably should have read the room better. 

     

    What it actually depicts is Ukraine kicking ass, taking no disrespect, and the enemy cowering in fear. That was my message. 

     

  7. 8 hours ago, Aldranon said:

     

    A major airport POI quest would be similar to clearing a small city, all at once!  It could be a tier 6+ quest.

     

    It could (should?) be on a separate map and be the final quest that possibly ends 7D2D part 1 and opens into Part 2 (the player flies a 747, loaded with supplies, to their "Final Destination"...  Part 2.

    Instead of a new tier, just have the Airport be the final quest CHAIN. We would clear the terminal, then the control tower, then hangar, and then runway. Finally, we fight the final boss and escape the game. 

  8. 1 hour ago, Vedui said:

    It might be nice to have nerdpoling blocked during active quests, AND have POI's only with normal loot until a quest starts at which point the "quest" loot is generated ... so while there might be some normal crates, there won't be any quest loot unless you're actually doing a quest.

     

    I like this idea. It would make the double-dip "exploit" less impactful. I have mostly broken myself from defensive nerdpoling by carrying ladder shapes instead of frames, but I do still shortcut to the loot regularly.

     

    In my perfect world, quests would be proximity-based, with the Beacon appearing when I enter the grounds. There would always be the normal cabinet stuff inside, but there would be no "Loot" unless I accept the quest. Quests would be "one-and-done" by default. I would advance by clearing the quest POIs in the area, which I would have to discover by actually exploring. Traders would just be the place to trade found items for goods and services. Our choice of trader could play into the Reputation system, with different traders working for the various bosses...but now I have fallen down the rabbit hole again, sorry. Join me, it is fun in here. Bunnies. 

  9. If the game would just make a copy of whatever save is being loaded, it would eliminate the issue of losing a complete playthrough due to crash/power outage, instead limiting the loss to the current session. 

     

    Folks only lose the save that is in-progress. There is no need to save copies of the whole library at all times.

     

    Just one extra slot for whichever save is being used at the moment. No mountain of save games. 

  10. On A20.6e, we now have a 2K option in RWG. I have gotten a very high percentage of No Trader maps at the 2k size. I am playing one now. It's wonderful not having anyone tell me what to do. It feels old and new at the same time. Highly recommended.

     

    I've actually been modding out traders on and off since A17, but it's cool being able to pull one in vanilla without editing.

  11. 4 hours ago, maxousara said:

    Biome percent sliders is available in alpha 20.6 or in alpha 21. I can't found it in alpha 20.6 and on the first page the description said its available.

     

    You have to go to the Advanced Generation button, still hidden on the New Game screen, even then only visible when New Random World is selected on the game world list...

     

    This is a sore point of mine for a while. I see no reason to have world generation spread out like it is. 

     

    Currently, you can gen from New Game, from Advanced Generation, or from Random Gen Previewer, which many people don't realize makes usable maps, not just Previews. IIRC, it's been a while, you can also gen from the World Editor.

     

    That's four different places, none of which are explained particularly well. This system needs consolidation. 

     

    There should be a button on the main menu, Map Generation. It should take you to what is currently the Advanced Generation screen, now called Map Generation. This would be only place to generate world, with editing tools branching from this screen.

     

    There should be more detailed descriptions of settings and a big announcement at the end of process explaining where to access your new world. Even put a tag on the World list denoting the freshly made world so folks don't get confused with the names.

     

    One stop shopping for world generation.

     

     

     

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