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Everything posted by Catdaddy
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Agree. So is stacking them. So keep jars in game, but never stackable, full or empty. This way they still exist but are extremely inefficient to abuse. You could still take a backpack full of single jars to the river and fill them one at a time for a few days of water, if you want. You enjoy that. I'll be over there setting up my fancy new dew collector farm. Win/win?
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You should do full wipe and clean install on whatever machine generated this map. This looks like the results of generating with an old or corrupted game. With several hundred hours in A20, dozens of maps made, I have never seen this or any significant terrain oddities in my game. RWG is better than ever, IMO. ...and then generated new map on those clean files? If so, I don't know what to tell you. I would bet money this is install-related. Your result is not at all typical for the current RWG.
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Learning Creative Mode isn't a fun curve.
Catdaddy replied to Nunhappy's topic in General Discussion
When using the spawner, choose Dynamic, not Static spawns. -
What happens to your old base when you move to a new one?
Catdaddy replied to ElCabong's topic in General Discussion
I mod for 2 or more LCBs so I can build early and still claim a second spot later without the hassle of "moving". Now I just need multiple respawn options. I don't know how to mod that. -
Leave block damage as is but have the zombies destroy themselves as they attack blocks. Oops, my rotten arms broke off, now I have to use my rotten face....
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I always mod out trader protection and my quest lists are working as normal. However, my traders are still in their default locations. So what exactly is this connection between trader protection and quests? Why is it not affecting my game? Is it possible that it is more related to the OP's non-standard positioning than to the actual protection zone?
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Are there any plans on making stealth actually stealth?
Catdaddy replied to No_Name_Idea's topic in General Discussion
On topic but still off in left field.... I use settings to make my stealth "feel" more effective. Daytime I have Feral Sense on, zombies run, feels like I am very visible and exposed. Nighttime I have FS off, zombies walk or jog, makes it feel like I'm good at creeping in the dark. -
Also, unless I missed it, there is no ping filter in the new search. Half of my NA-East server results are written in non-English script. I will assume that these are just the hiccups of a new system and not poor design.
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Without knowledge of the big picture, how well can one be expected to acclimate? Just share a more complete overview of how the system will work going forward. How do the devs anticipate that users will run multiple modded versions? Is the workaround posted by SylenThunder intended to be a permanent solution? It does not seem very user-friendly at first glance. It seems that you all should have expected this type of reaction when the change was announced with such a limited explanation. If Roland doesn't know enough to agree or disagree, how do you expect the rest of us to wrap our heads around it? This controversy can be blamed on low information. We have been told just enough to give concern, but not enough to form a well-reasoned complaint. Bad PR, IMO. My prediction is that once Steam Workshop is introduced, it will become the only way to mod without the extra steps explained in the "workaround" and, unless using that method, we will be limited to one modded version. This is the kind of speculation you will get when you leave folks wondering...
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I have a similar dream for traders which shares most of your concepts but goes a step sideways. When we complete all of the quests in a trader's area of influence, that would trigger NPCs to "repopulate" the area. They could reopen the businesses we cleared. We could then have a functioning gas station or diner or whatever in reclaimed areas, but this would make them a target for bandits as you describe. Bandit raids would be like a mini horde against armed enemies. If you fail to stop the raid, you have to do a Recapture mission.
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Our perception of how well the skill system fits into the gameplay loop will likely change once the end-game content is added. If there were more to do, we might feel inspired to extend our game, which would allow us to see more of the skill tree. I think it would be a mistake to spend more time tweaking skills at this point. Progression should be balanced around the finished product, otherwise we would be guessing as to how it would feel in the final game.
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This will be true eventually๐
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What is in the crates we bring back to the traders?
Catdaddy replied to Sjustus548's topic in General Discussion
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Animal Tracker? Why? Animals are everywhere. In my modded games, I turn down animal spawns by half and still have no issues finding them. You don't need a perk to be good at hunting, you just need to become good at hunting. You can do this by hunting.๐
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Is it possible to soft-lock yourself out of super corn?
Catdaddy replied to NekoPawtato's topic in General Discussion
Supercorn should only be found in toilets. It has survived the digestive tract and become immortal.๐งโโ๏ธ๐ฉ -
3D ParaDrop Oddity was Any way to recover a game before a death?
Catdaddy replied to Rotor's topic in General Discussion
Clearly you were crushed by the airdrop crate. You should have looked straight up๐ -
I would like a two-slot system, one for actual armor, the other purely cosmetic. This is something I remember fondly from my days in DDO. Then, using "Farmer" as an example, we would gain the Farmer perks by simply collecting the complete Farmer outfit. The reward would be added to our stats, much like what happens currently when completing a book set. Those collected pieces could then be applied to the cosmetic slots if we wanted to sport a certain look for MP or role-playing, but we wouldn't be required to wear them or switch sets to benefit from the associated perks. For those worried about masking armor strength in PvP, simply add an option in server settings for the cosmetic slots. That would be similar to the Persistent Profile thing we have now, where servers have some control over how a player's appearance changes. Best of both worlds? Just spit-balling here. I am sure there are things I have not considered, but I want to nip in the bud the "not worth dev's time" argument. The UI needs some love anyway, and any change to the armor system is already likely to involve some UI changes, so why not something like this?
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I think they should have the lever action use Magnum rounds. It would make that load more broadly useful in game. However, Henry Rifles does make a 7.62x39 lever action, so we can't really call it unrealistic, just weird.
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New Enemy: Snowdog It's like a dire wolf but white, for sneaking you in the snow biome. Difference is, instead of eating you, it just runs you down and humps you to death. If you do manage to survive, for the next nine weeks you get the "Pups on Board" effect. It cuts your stamina and move speed, ups your food requirement and debuffs any allies nearby, like an anti-Charismatic Nature. I am confident there will be a mod for this by the end of the day.
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Because I come here to read about the game, not forum politics and petty ego contests. I will downvote off-topic drivel when I'm in the mood, especially now that I know it bothers you. My response actually falls into that category too, but you asked. Don't worry though, it's just a joke.