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Aldranon

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Posts posted by Aldranon

  1. 23 minutes ago, Jost Amman said:

    Not in my case. Because I normally have BM base and normal base one and the same... now I won't be able to build a "cool" mixed base anymore.

     

    Also: I'll still be able to build a mixed base, but it'll just be "minecrafty", it doesn't change a thing for me. I'll just use ugly big blocks instead of nice ones.

     

    You make a lot of assumptions on what you can and can't do, in a game.   Unless this is how you feel you have to play for some inexplicable reason.

     

    A good hybrid would be to have the first 3 or 4 blocks high be full blocks and above that, you could go wild with creative genius!  :)

     

     

  2. 1 hour ago, Jost Amman said:

     

    I disagree with this approach. That's like saying if you don't like changes to farming, just don't use it.

     

    That's an inaccurate comparison.  Khalagar gave an alternative option, you however compare that to a one way or nothing option.

  3. 36 minutes ago, MuffinMan said:

    The point is you can make something PRETTY with the new shapes, but when has PRETTY meant best stability? Never.

     

    If you want some strong ugly cube base, which I always build then it is ugly. IF you want to make it pretty at the cost of stability then it is up to you. No way should some tiny piece of metal be as strong as a full block of it.

     

    *BUT* if you do want some unrealistic, creative, pretty thing that is somehow as strong as the gates of heaven then maybe just mod the game. It is pretty easy.

     

    I prefer the looks of something pretty so I will probably amber my way to that eventually. Which is why I left this lamp in my cube scene since it is so pretty.

     

     

    Image1.jpg

     

    You have quality 6 Auger, Wrench and a Chem station on Day 19?

    What mod are you using?  That or you should buy a lotto ticket!  Heck buy one for me too because we are best buds!  :)

  4. 14 minutes ago, icehot said:

    I don't even get why this change was done, 75% nerf to certain blocks seems too much, it seems like another one of those "oh players have figured out a tactic that works let's get rid of it so they have nothing that really works" moves.  I just don't get why, people still had to defend, use traps, use guns, had the horde coming up to them mostly in a tower style in a tower defence game.  Next, it'll be "oh traps work, let's get rid of traps, perhaps guns need to just give them a tickle instead of actually shooting them"

     

    75% nerf to 5000 is still a lot of strength (1250).

     

    Edit: Also we ARE talking about just 10 concrete mix, right?  How easy and fast can a mid level player make that?  aaaand If you are being honest?  Thats right, its a nothing!

     

     

  5. With forts:

     

    I'm not sure why they cant group blocks into 2 or 3 categories with different damage and costs. (EDIT: wait... they would have to change the entire system, so 3 generic block types (full, half and quarter))

     

    I mean right now, only counting blocks up to 4 high, just the outside layer of my BM base would take about 1.5 million damage to destroy.  Lets not talk about my 17x16 inner core that is solid up to 5 meters high! 

    I lost only 7 blocks for the entire BM day 28 horde!  

     

    I can welcome some changes.  It would be nice if they made sense too.  (Edit: That's not a requirement to make sense!  My theory is the player is in a Coma and what is happening is their fight to regain conscious is causing what is seen (the "mindless" zombie vs the mindful player!)  7D2D Part 2 will be when the player regains consciousness!  Maybe the player will have 7 days to prepare for a "real" apocalypse!

     

  6. That rifle has some lethality to it!  Very cost effective on 7.62's.

     

    I slapped the "long barrel" and scope mods on mine (I guess that's pretty normal if you got them).

    In a flat open area, nothing gets close to you unless you want them to.

  7. 9 minutes ago, meganoth said:

     

    Exactly, that is why I can't play with music on. Music might still be acceptable if it were some eerie but continuous sound, but percussion and abruptly changing pieces are an absolutely no-go, as they always trigger my alarm senses or even cover the real danger sounds.

     

    Now lots of players play more rambo-style and for them it probably works well. And I don't have problems passing on the music, so not at all a priority for me, just want to mention it.

     

    Thank you, I have implemented your suggestion. 😁

     

    Yeah, the music could kill the player's character.  That and I hear the dynamic sound can cause the game to stutter.

  8. 43 minutes ago, OLlIiee said:

    I Played alpha 20 and this game has the same optimalization! Its crashing all the time and the loading screen is too long and crashing too.  

     

    I had one crash, but that is one out of around 20 times playing and I got a so-so computer, nothing amazing.

     

    Did you do a complete wipe of A19 and all saves?

  9. 1 hour ago, Roland said:

     

    Stealth has been changed for A20 and will require some adaptation. There are no longer any auto trigger zombie wakeup areas. When you enter a volume there is going to be a check vs your stealth for each zombie to see if it wakes up. If you fail the check one or more zombie will wake up. If those zombies are in a position to see you then they will attack but if they don't see you then you can still enjoy stealth gameplay that you spent your points on. A zombie that wakes up doesn't automatically negate your stealth. It all depends on how you react.

     

    We do need feedback on the system but you should know that the system is not automatic guaranteed aggro as soon as you pass an invisible line like some areas were in A19. Maybe you could give us a seed and the location of the POI where it seemed the zombies aggroed automatically.

     

    Stealth in POI's isn't very good, very few zombies are visible and bad fail at a critical moment will probably be the end.  However stealth in your base picking off the wolves/zombies just before morning is a good thing, but doesn't require much stealth to succeed. 

     

    I lucked out with a quality 5 compound x-bow and I slapped all the spare mods I had or could build on it.  With stone bolts, I can one-shot most things!  Too OP IMO.

  10. 2 hours ago, Syrex said:

    ``

    I'm on the fence with the farming.. its good for what it is, but I cant see this as being "the" answer to whatever TFP is after. Something about it just feels off.. LotL 3 was a must to a "sustaining" farm - and thats expensive considering where points should go early on. This Alpha, I find myself hunting more (dont always go as planned hence the deaths lol). Still alot I havent seen yet sooooo, I'm looking forward to the next x-amount of hours. <<end update>>

     

    I think farming is now a mid game thing for SP and can be early game for MP.  (MP is the new easy mod IMO).

     

    On SP playing A20: You better be a real Lone Wolf: "Swift, Silent, Deadly".  Force Recon must have played A20 ;) 

    SP, a focus on every little sound is potential life and death:  Do you hear the sound wolves make?  Do you hear when there are vultures spawning in?  Do you know what to do when 3+ vultures are attacking you in a vehicle?   Do you know when to stop using a melee weapon and immediately bring out the big guns (High rate of fire, good damage) and do you have a backup "big gun" when the first one wasn't enough?

     

    Edit: and you always need to be looking around.  A 6 pack of dogs or a bear you didnt see are killers.  3+ vultures might not kill you, but you will have an infection at the very least if you don't move/act quickly. 

  11. My overall feelings on the game is that A20 is a fantastic improvement over A19!

     

    Vehicles:

    -With the extra seats mod, the 4x4 is a good MP vehicle IMO.  You can save gas over 4 motorcycles.

    -Getting the bicycle after the first set of quests was a wonderful thing, a big plus in fun!

     

    Experience:

    -Setting 300% exp is not really an advantage if you think about it, but its great for testing things out.

    You're gaining exp faster but but have less time to collect the things you might need for a faster Game Stage increase.

    The zombies keep up with your levels and so might use more mats to stay alive.

    As A20 is more dangerous (in cities and POI's), this is a big deal.

     

    POI's

    -The new POI's are wonderful and exciting!

    -However, there are predicable ambush areas that 80% of the time are in fact active ambush sites.  Maybe reduce the percent a bit as "Jump Scares" only work when your not ready for them.

    -Maybe have at least 20% of the zombies out in the open, so finesse player builds can partially increase their chances.

    -"Big Mama" POI is weak for a tier 4 POI.  The two groups that are dangerous are out in the open and are killed off quickly.

    -The same quests are offered repeatedly, hopefully this can be changed.

  12. 4 hours ago, fragtzack said:

    Why are radiators so important?

    Edit: (You have to use a wrench to get the radiator then melt it in the forge)

     

    I can make as much ammo as I have brass.   I now carry 3 full stacks of 7.62 and 1 full stack of 9mm when I do the tier 4's or go random exploring.  Feeds my 2 MG's, hunting rife and 9mm pistol.

    I also have a compound x-bow that shoots stone bolts that can one shot some stronger zombies!  Free ammo!

     

    My build is made for me to not die, as I think we all know many ambush moments in some POI's :)

     

  13.  

    I scrap almost everything from POI's (Not Radiators guns, mods, food or ammo), at my base I can remake anything I need.  Radiators are the main reason I clear POIs now!

     

    One small benefit of not going all out with mostly weapons perks is that flexibility.  I can only make level 3 weapons so far however.

  14. SP is much harder than MP in A20 but it doesn't really matter if you don't play dead-is-dead.

     

    For me, I finally got to my second BM without dying as SP!  There are some killer POI's (literally!) where MP could lock up a door when you get the "Super zombie rush".

    I thought of blocking the door with an instant wooden block, but that would start breaking any believability I have.

    I also am ignoring farming as hunting was something I never did and is turning into a fun sub-game!  (Cornbread forever is boring) 

     

    Zombie Cops are tough when in close combat (you GOT to kill it or die!)

    I love bear!  Bear meat that is, delivered fresh!  If I fail to see them I could have a problem!

     

    Edit: So I forgot the point... :)

    TFP don't change anything drastically.  You have a real winner here!

  15. 2 hours ago, Rizno said:

     

    The only Honey I've found so far has been from Zombie Loot Bags, I believe. One of my Quest Rewards earlier today was 2 x Antibiotics. But I also haven't been infected yet either.

     

    I'm sure I saw some bee hives in farm POIs earlier. Maybe if you break them open you'll get Honey hopefully.

     

    I finally found a honey at Game Stage 33.  I chopped up 6 Bee Hives and didn't find anything.  Maybe wrench them?

     

    On a positive note, its Day 9 and I haven't gotten infected.  Of course I rarely get hit now as I shoot and scoot!  :D

  16. 14 hours ago, meganoth said:

    For me infections biggest danger are the stamina debuffs and max health loss. In the early game you can die fast if stamina goes out in inappropriate moments. And sometimes you waste a lot of time hunting for honey to just delay the infection instead of really curing it.

     

    In my current SP game antibiotics became available in week 3, before that I had to do with honey and one single herbal. As I was using knife for melee I was hit more often than I liked and additionally vultures proved hard to hit.

     

     

    I used a quest reward for 4 herbal and before that I spent a lot of ducks on 1 antibiotic.

    Strangely I haven't needed anything yet, maybe the infection chance has been dropped?

     

    In this world, I haven't found a single Honey yet, I cant tell how many stumps I hacked at.  (approaching 100)

     

  17. 1 minute ago, theFlu said:

    But I said "you will". Of course I was wrong with that, to some probability :)

     

    If you can rely on the club for 95% and get the heck outta dodge for the remaining 5%, there's zero randomness with the club approach. But yeh, if that's what you've been doing, just testing things out is a perfectly valid reason to change from it .. :)

     

    I really like A20, its hard with many ways to die!  I've never died this much in any other alpha! 

     

    When I use the club, I just do <W key> swing <S key> (It makes the normal zombies no threat) while keeping an eye on zombie flow/positioning and my stamina.

    I go out of my way to kill to zombie cops first if possible, as I can't deflect their damage in the open.  The ferals add complexity to that and so some battles are all over or around a POI!

     

    So far, 3 level 3 Pistols and 1 level 3 MG is more than enough for emergencies.

  18. That set up was my A19 standard.

     

    For A20 I wanted a forge quickly to get pipe guns with a 2 quality on day 1 without hoping for good luck.  Saying you should get enough, doesn't mean you will get enough materials.

    My way guarantees I can have a pipe MG and a pipe pistol by the end of day 1.

     

    A club is good for 95% of the time, but I focus on what can kill me.   So I work on ways to prevent death.

     

    Yes, I did mean tree trunks and that shows if you have bad luck, you can be in trouble.

    My way reduces luck to a minimum (I need some ammo in loot and/or the trader of course).

  19. Also I find that the trader is one of the best places for ammo!

     

    So getting INT up to 3 and putting a second point into Daring Adventurer is not a waste after all your key weapons are at tier 3 (The most cost/effect point wise)

     

    If your luck is not good, you might want to spend more points to get a chem station so you can make antibiotics.

    I have searched about 100 nests and have not found a honey yet.  So A chem station is a must for me.

  20. 2 hours ago, theFlu said:

     

    A lot of tactics could be employed on higher difficulties, spikes, tiny towers of about two blocks, blocking doorways and such, but you sound like you're fighting head first? :)

     

    I do like a mobile fight yes.  I figure once I run into more ferals than normal zombies I will need to employ spikes or other structures using the POI's walls.   Falling into dead fall traps where almost a dozen zombies are waiting is the only thing I need to avoid.

    So far.

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