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danielspoa

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  1. Hi devs, would you consider bringing back visual mods for armor? maybe old mods and clothing like the cap, hat, puffer, etc as cosmetic mods now. Have two ideas - A21 cosmetic mods without stats, to compete on the paint slot of armor pieces or a second slot, one for paint and one for the appearance model - A21 mods with heat and cold resistance, dedicated slot, could even open space to bring back a more impactful weather effect --------------------- About the mod Super Charger, memory may be failing me but I think it used to show its effect on the vehicle stats in A21? it doesn't now, and I'm unsure its just not reflecting on the stats or that mod is really not working at all
  2. what do you mean by blurriness, I'm absolutely loving it 😁 admittedly on FSR ultra, but on games with DLSS I don't see anything remotely close to this level of sharpness. It looks great!
  3. minor issue, customized fittings is giving 2% mobility instead of 3%
  4. would you increase the HP of dew collectors please? or make them drop their mods when destroyed, because they just poof. Lets just say, uh.. my cat hit it by accident. Thats a very old issue and I had to mod armor in previous versions ( I don't run a server anymore). While it didn't always make people immune, it did make heavy armor absurdly strong for the lack of diminishing returns. They would better reflect players expectations when a 5% reduction is 5% less damage taken instead of 20% because of the simplified scaling. On the opposite side having all bonuses stack on a single multiplier means increases are vastly less effective at higher amounts, where you increase damage by 50% and its actual effect is 10% or less (like it was with tool quality, mods, perks). Reminder that heavy and to some extent medium armor also have more compatible mods and perks to reduce their cons, on top of scaling better with the current stacking system. Meanwhile we have a cigar that makes you stronger because joel likes it. This is a great QoL, thanks! I'm a little afraid for this one but lets see how it plays out. I already get a decent amount of lockpicks without the perk, I'm afraid getting better at lockpicking and finding more lockpicks at the same time will make you overstack them too much. Would push efficiency per level instead. ------ Thanks for the work.
  5. Quick question, does multiple points on a perk further increase the chance of finding related books (compared to one level of that perk)? ps. cities never seem to reset, would be awesome if visiting didn't reset the timer. Better than that if the timer had a small range for more or less so no one could camp the respawn either (like its 10 days but may reset on 9, or may reset on 11). 😁
  6. doing my challenges, one of them requires a bone knife, I quickly switch to craft one, my legendary part poofs 😄 I didn't think there, but it defaulting to highest tier available means you consume legendary parts when crafting a stone tool or bone knife, or even making a hammer to use as component for the workbench. I'm absolutely in favor of defaulting to the best quality, so I wonder if it could just be changed so not all tools/weapons use the same component, or maybe the very low tier doesn't require a special part at all. EDIT: workbench doesn't take claw hammer as component in this version, so thats one less case. My bad.
  7. hi. Quick feedback on things that bugged me, despite enjoying the new version. - the reward for completing tier 1 quest line on a trader, it gives a bicycle (great) and some subpar options. It feels super bad when you invest towards vehicle crafting, and because I think the bicycle there is a massive QoL for players following other paths, I suggest improving the competing rewards so the to-be-mechanic gets something equally impactful to his gameplay, prolly something that other players would invest early and he didn't. - the armor sets are amazingly beautiful, but the specific usage bonuses promote some gameplay that feels bad. Basically changing set for every task gets boring fast, and thats ignoring mid-tasks like a set to drive - I would give so much for a multi-choice menu on pc when filtering server region thank you
  8. appreciate the answers! I understand things might change last moment but nice to hear it seems under control.
  9. Hello! Quick question, have the guys found any big bug or tomorrow's release of a public experimental is still on the cards? ps. On the topic of seeing in dark enviroments, I have been wanting to talk about eye adaption, or whatever is called in english, for years. Had its effect inverted for many alphas, I haven't seen the 1.0 version yet tho.
  10. ok, thank you! I'm gonna play with it a bit for having it disabled is already much better than the current implementation!
  11. I know the basics, made some adjustments to items and entities before. Had no idea this effect was exposed there, however. 😃 just made the changes using your example there and seems to be working wonderfully! This threshold means it will never apply right?
  12. title, its something that really bothers me as its causing the inverse of what happens in real life. I'm afraid only a DLL mod would be able to modify it? 🤔
  13. was about to ask the same, and also if they found any game breaking bugs that would have to delay it. Anything you could share wish us? 😃 edit: guess my answer came while I wrote this. Ty for the "afternoon", this 12pm/am confuse the hell out of me.
  14. the biome difficulty thing, is it moddable? can we switch it off or set all biomes to be equal? 😁
  15. talking about water, is there a possibility to show us a bit of it? for an example if there's an animation of it flowing to a neighbor block, or an interaction like dropping water / getting it into a bucket thanks 😁
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