Jump to content

alanea

Members
  • Posts

    195
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

alanea's Achievements

Tracker

Tracker (5/15)

43

Reputation

  1. well stealth should have its role .. but you probably shouldnt be able sneak kill boss rooms 1 by 1 as long as you 1 shot zombies like it works now its quite overpowered feature .. and you dont even need any sneak perks to do that auto triggered rooms are weird ... but boss rooms should all wake up once someone die err last time i seen grace she was passive like normal boar until attacked so its bit hard to tell if she detect you or not sneak attack isnt problem they can always have high enought health to counter it keeping both advantage of health .. and boss that survive sneak bow shot and have to be finished off honestly some zombies with 2-5k HP immune to exploding head would be lovely .. even if they just jogged or walked (to prevent .. "omg immortal runner killed me") .. as long as they offer some reward for effort currently we have bears with 2k and demolishers with 800(60%reduction)= realistically 2000 since armor pen doesnt work and bear can still be shot down even with bad ish weapon before he reach player (15 block distance warrior difficulty(halved player damage) .. smg , ak ,sniper rifle,desert vulture) so nope there isnt any tough boss that can take more than few shots= the only boss like experience is room full of irradiated zombies wait what ?:D of course you can kill any poi even at 150 days on warrior or higher difficulty easily with no stealth at all stealth is too slow use it constantly .. but atleast light armor users can sneak on most zombies easily ... atleast if you want shot them with bow or gun ... melee range is usually problematic so sneak perk isnt .. that great considering real impact for sneak attack modifier perk 0 or 1 point is enought to 1 shot most zombies base sneak modifier + 200% from bow * 2-3 is usually enought to deal with any feral /walker/cop even on higher difficulties meaning unperked person with bow is almost as effective as stealth focused sure you wont 1 shot green mom or soldier but those dont appear until +- GS 100 and after that .. you can still quietly kill squishy targets and then deal with few tanky leftovers tldr unperked = perked in early/mid game and only little bit weaker in late + most people use stealth just to land sneak shot on sleeper when they get chancefor free bonus damage .. instead sneaking through poi and you wont wake most sleepers even with guns ... especially silenced so yeah.. almost everyone use stealth in some way but as small addition to gameplay .. rather than sole focus well if i understand it correctly it its immunity to headshot damage by seting modifier to 1x and that practically prevent " boss" from taking significant damage from first shot because its not sneak damage itself thats OP its sneak damage multiplied by x2 or x3 from headshot leading to insane first hit i cant say i tested specific numbers but with good bow perked sneak damage and agility it can surely go over 1000 damage on first hit 333 damage with negated headshot bonus isnt strong enought to need some "armor mechanic" if boss have 1-2k hp counting in armor
  2. sounds like you could have indestructible steel castle throw 13x electric fence into that corridor and you will manage demolishers even with unperked pistol :D
  3. it was reply to durability ... since it means almost nothing at this moment even if i delat 100 damage and repaired every few hits it means safes would cost me 5/10/20 repair kits (2,5k/5k/10k) 20 ductape for auto shotgun or steel tool in stone age ? yes please primitive stuff in safes exist to keep something in them its far better than empty safe because guns early completely annihilate progression . negating whole A19 effort thats why they are gone and wont return it basically means A) guns wont drop early in favor of primitive stuff appropiate to gamestage = people comnplain how immersion breaking is stone shovel in safe B) safes contain guns ... but with mechanic that prevents opening them in first weeks (lockpick perk behind 10 stat/hardlocked behind level) = people will complain about level lock .. as in A17 C) safes will drop something else like mods or gun parts(broken guns) and ammo but no guns early = people will cry about useless safes since they cannot craft their auto shotguns withou gamestage locked recipe anyway and they wont bother with q2 q3 double barrel even if they have parts that kinda covers all options they have .. pick your poison TFP made clear 1) early guns are negative for progression and wont happen apart from primitive ones(A20) and q1 pistol + some trader stuff (seems more like leftover than choice .. since day 1 trader can sell even q3 magnum) 2) progression will stay no matter what and was planned some time already ... so better get used on using stone / iron tools .. 7 days is no longer steel only game and wont be ever again 3) top tier Q6 stuff stays locked at very high gamestage and uncraftable .. same as legendary weapons
  4. thats bit strange because i predict loot behind painting with almost 100% accuracy in well known pois + they are there even if you dotn destroy painting(destroy block above it and you will see:D so it cannot be caused by breaking painting .. i would call even crates randomized ...since i definitely had two sham factories with different crates in loot room during A18
  5. stealth is safer option even now ... with massive drawback at clear speed even fully stealth perked (so weaker for blood moons) you take 2-3x more time to clear poi than someone with AK ..stealth isnt inferior just too slow to be worth it guys ... maybe you should check ap ammo and realize it doesnt work at all (same as penetrator) A19 broken all armor reducing effects and who knows if and when it gets fixed ( who dont believe take utility worker/demo/soldier and shot it with normal and ap bullet ..it doesnt matter ... as well as damage difference between 0 and fully perked penetrator is 0 damage maybe you could keep talk about AP ammo for version where it exist considering we already have zombies that reduce/ignore head shot bonuses .... its not as big issue as some may think <passive_effect name="DamageModifier" operation="perc_set" value="1" tags="head"/>
  6. yeah but same science also proves that zombies would get quickly inflated by own bacterias and and explode err thats pretty much zombie bear role zombie workers/sappers with augers on other side :D:D
  7. well you can be sure this wont change POI are clearly handmade .. with fixed spawns fixed loot and specific way to go through withou breaking stuff while triggering every spawn sure they added some rng (in A19? A18?) by simply randomizing loot containers (you can loot house ..and find trash behind painting ... but after reseting you can find lets say lab equipment on same spot also bookcases/vending machines /workbenches /cement..... have chance to be either lootable or broken making some slight variability but since way is hand made you cant meaningfully generate poi the only slution would be several different versions of same poi to choose randomly ... but that would eat insane amount of developers time just dont overhype it .. as far i know madmole confirmed only biome bonus ... POI modifier is mostly wish coming from community
  8. problem 3: any zombies can be cheesed by blocks/killed by spikes so result would be = cheese one loot room/sneak in grab steel tools/guns and run = perfectly mimicking A18 state not to mention any zombie in game is trivial with Q1 pistol and few wood frames especially with so abundant ammo since you can build up 3-4 blocks above ground and those irradiated bikers will just punch wall while you shot them you can bet bonus to gamestage from biome/ poi tier will be mild and you can bet it will contain harder zombies as well since it would make no sense to buff waterworks loot if it was guarded by walking cheerleaders on early days like now actually nice idea if it required steel tools - because iron tools can be easily made from day 1 all you need is forge .. some metal clay and 2 perks + it would make lockpicks more meaningfull as well - still even rng lockpick way to find auto shotgun on day 1 is problem nice idea but bit overcomplicated (whole new mechanic) with almost 0 impact repair kits are ridiculously easy to make once you have forge ... and thats what most people do on day 1 durability is pointless if you can pump out hundreds of repair kits .. the only thing limiting you is ductape not to mention gas pump boxes commonly drop 20-25 repair kits best idea so far is to make safes drop corroded/damaged useless guns or just parts to reflect it the system itself is correct you are not supposed to gets guns early apart from toilet pistol all TFP need to adress is immersion broken by primitive stuff in safes
  9. TFP itself rarely react in fiscussions ... dont judge them by moderator behavior lol roland have his own special way to treat people:D he can tell whatever he want about "auto aggro room delusions" but when you walk in melee range of sleeper withou waking him up or even shot in his room .... and then walk out of room by doors 15 blocks away and trigger him thats what i call auto aggro room
  10. best way is to use some kind of ramp with 1 wide hole on one side ... knocked down zombies + almost all bags will fall down ( rarely some stay on top but then get knocked out of ramp by zombies /new bags + you can use 1/4 block corridor next to this pit to loot them safely zombies wont punch through concrete/steel blocks if they have meaningfull path to you is there any iron left on your world?
  11. yeah thats why i agree with A19 progression system even considering its ... lets call it halfbaked state :D unlike many who want just bash it because they have to use stone tools for few days. well i think TFP know loot rooms arent ideal .. but realistically some key mechanic is far easier solution than reworking every single poi but there isnt much around for us yet ... guess we can only wait and hope to get something meaningfull rather than locked steel doors in wooden room with windows
  12. well yeah but there could be 7k metal doors ... or visually less fitting 21k instead wooden ones with key in chest especially in high tier poi like waterworks where you have concrete walls and cant easily bypass those doors on day 1 .. they have some plans on keys etc so lets wait and hope .. its significant flaw of game ....but we will need nerves of steel for future forum A19"omg loot sucks we are stuck in stone age you destroyed game" A20 "omg i cant skip poi and go straight for loot you destroyed game" A21 "omg those bandits shot on me instead limping to me get slaughtered by club you destroyed game" A22 "village and pillage"? but loot often have no barrier at all on roof ... or its in wooden room ideal case would be loot distributed across dungeon rather than single room its weird and abusable design day 3 is quite late in A18 i never used stone shovel until A19 and had atleast one steel tool and gun on day 1 basically loot few cars or raid working stiff tool shop with few walkersinside to skip both stone and iron age ... while crafting stuff to finish tutorial quests while current system is far from finished ... atleast we have some progression unlike previous alphas people are now disapointed by stone shovel ... in A8 they used to be disapointed when WS crate dropped trash q4 iron axe in first days instead steel one A17 crucible was locked behind lvl 80 A18 was pure rng A19 start appearing with iron tools i think ? but recipe is same in all three versions just get damn better barter - its one of best perks overall multiplying all your loot/quest rewards by increasing its price .. - traders sell almost everything need 30 ductapes ? bunch of steel ? advanced turrets or guns ? rare mods .. or books you missing ? day 1 concrete ? ammo ? food ? candies ? dukes are all you need - 5/5 is only way to get solar bank - rank 3-4 makes crucible very common in secret stash for +- 6k dukes in multiplayer its even better to have one person designed for selling/crafting stuff with int tree while the other one focus str for mining or perception for looting A19 made recipes very common making int less usefull as you can ignore all perks and get recipes from random bookstore anyway
  13. 1) because pre-A19 safes usuallyd ropped some tier 1 gun kicking you ot of stone age on day 1 2) a19 WS box drops nails repair kits and tools absurdly long ?:D 7 days +- but to be fair you can craft low quality iron tools on day 1-2 and you are right .. its just another madeup story from him again ...WS boxes barely changed .. we just get stone age tools instead day 1 nailguns/steel .... and 25 repair kits instead 2-3(for some reason) sure broken guns/tools in form of part would be best option on other side stone tools should stay easily accesible in loot q5 stone tool is still better than your q3 TFP made clear it wont .... they just add modifier .. either percentage or fixed to biomes .. and maybeeeee some pois most POI is abusable like this its just faulty design they need to fix somehow not sure why they decided to put all loot on one place where its easily accesibleby entering poi by exit/nerdpoling
  14. Just dont forget that heat still apply ... screamers still spawn during horde so shuting down forges or using silencer effectively make horde bit smaller
  15. they definitely need to stay through they are punishment for mistake ... but not severely crippling death is supposed to be punishment ... not reward or intentional behavior for lenght .. each of them have multiple ways to cure them by common consumables raid any popnpills and you have 5-10 items to cure each one on day 1 even withou pharmacies ... all of them are extremely common in loot (recipe for vitamins would be nice tho) 1-2 hours isnt that much ... especially considering there is perk that drastically reduce this duration ... yes that perk used by 0% people who whine about crits on forum sadly nothing can help people who refuse to use mechanics they have to counter crits .. and then go complain on forum about crits thats same as using wrench for combat and complaining how weak it is btw heavy armor counter them easily ... with maxed one i die 2-3 times on average before getting debuff iam sorry but if you get 300-450 damage so often it bothers you then you need to adress gameplay to start with ( not to mention many people abuse padded armor with bugged negative stealth penalty and 0 stamina penalty and thats literaly asking for all ailments in game ) problem with 7 days is extremely accesible healing passive heal .. food heal painkillers even single aloe heals 30hp in a18 you could go through thousands of hp per poi and just spam easily obtainable items to counter it ... A19 discourage people from getting too many hits by small chance of crit and thats definitely positive change not to mention lacerations have very small impact and concussion is more annoying than impactfull
×
×
  • Create New...