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Hollowprime

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About Hollowprime

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  1. Problem1: High end tools and weapons were abundant in A18. Problem2: There should be at least a minimum of items available in each house. Solution: Make zombies level be respective to the loot around them, not the other way around. Have house loot containers have a minimum set of certain items but still bound them to zombie level difficulty. Balancing game loot can be really hard on the developers, but it needs to be both realistic and fun to play with. Currently the loot table is balanced but it lacks realism.
  2. I'm more in favor of traps having a corpse state where they can no longer be damaged, have haybale physics but can be fully repaired into their original state. I got the idea from having ground breaking traps being not repairable which is very annoying.
  3. The new looting system is balanced, however it requires many levels to start functioning properly. I get it the devs want a less gamebreaking game, however the game requires even more levels to be enjoyable than before. That is all.
  4. The game is stable, but borderline boring now. Sure I can farm a lot of animals and I can even set a base between a forest and a wasteland biome and exploit the early benefits of both. Most importantly no new weapons were added in the game capable of making me enjoy reseting the game. The hammer turret is definitely abusable, once you have it you can just set it outside a rotated door and it'll perma stun any zombie trying to break it. I'd like to be able to get more items irregardless of the levels, or at least have a much lower level gate than before. I think making the skill perks' cost 1 skill point instead of exponential could aleviate that problem. Edit: Also to add, I really like tower defense in this game. I wish we had an option to adjust the drop rate of zombies and just perma camp in our base having to go outside only for hunting and ocassional book looting.
  5. How does this work exactly? Asking the xml expert readers.
  6. Iron tools and steel tools simply need to do a lot more block damage or swing a lot faster.
  7. The repair trader workbenches idea is neat! The fetch quests should repair the workbenches on the traders and other stuff as well!
  8. Ah damn. I was playing with a nice drop rate (about 25% ) and I was really hoping for it to be permanent. I have so much fun with that drop rate , as in I can actually tower defense A16 style. Guess I'll remove it now and check A19 again. Edit: I was about to test the latest A19 starting on wasteland because of the high drop rate I could play high risk high reward gameplay (I got a constant stream of zombie bears just by being next to a hospital) . I'm half dissapointed now.
  9. The default sneak damage is 3.5
  10. I'm getting a lot of loot bags and despite the fact the loot is balanced, I thought I had the bonus drop rate mod on. But I verified the game files and I had no mod on. I'm really bad at reading the xml files (I think they are chaotic) , but I'd like to ask how much is the drop rate now ? I did read that the drop rate increases every bloodmoon though, what does that mean exactly?
  11. I actually never really managed to use wedges in my base. I find them very boring because I'm a melee type character, so I need plate blocks instead of wedge blocks. This changed might have ruined the gameplay for some people but I'm pretty sure it wasn't that horrible. I mean, you still can place plates with water and slow down zombies on corridors right? Or did they change that as well ?
  12. Stealth kill it imo. Stealth now deals 3.5 times the normal damage. Bow users rejoice!
  13. I'm not fond of hospitals, they are just one of the T5 quests you can repeat indefinitely until you get what you want. If we were preA18 we'd be able to construct any items without needing to repeat a quest indefinitely.
  14. Welcome to worst broadband country in Europe. I have 12 mbps (that's why I said 1.2 mb/sec == megabytes per second) . The client doesn't download the map fast enough. Actually I have ADSL but the connection speed is halved.
  15. how do you make turrets target their back ? The zombies are coming for you facing your direction. You place the turrets facing your direction. I don't remember being able to rotate turrets so that you can drop them midair from the back of the zombies. Also blade traps set them off. Edit: What about turrets? Do you hide them underneath facing you upwards so they can shoot zombies on their backs?
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