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Ralathar44

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About Ralathar44

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  1. Why would the good stuff still be there? Look at the world in game, significant time has passed...prolly years. Wouldn't those places be the first places looted? Realistically those should be the LAST places with great loot. Those guns would be looted faster than toilet paper :D. I think there is a core problem with your argument here. Because there are many ways to solve your actual core complaint "I feel the early game is not engaging enough" OR "I don't feel there is enough progression in the early game". But folks typically marry themselves to one solution for some reaso
  2. Welcome to game development, where falling through the world still occasionally happened even in big AAA titles. If you think you have a proper solution for then go teach the industry how to do it :D.
  3. I partially agree and partially disagree. If everything is fun and viable then I think it's acceptable. However if you have one attribute that's way better or worse than the others I do think it drains away some of the fun once you've played other things and realize how far behind something is or how far ahead something else is. That being said in current state of the game I don't have a problem with the balance of any overall attribute. Some are stronger/weaker but not by enough to matter much unless you crank up the difficulty alot. That being said "feel" does matter too, which is why
  4. I love everything about that game except playing it :(. If it had all the same systems and etc but controlled and played more smoothly in the gameplay and UI I'd be all over that game. Well, I WOULD mod the infection to have some hard to make cure. That 1 scratch from a corpse on the ground around a blind corner ending your entire run if you get infected is uncool.
  5. One of the reasons I decided double the values of the lockpicking perk was fine. It's a niche benefit and it gives people that don't want to deal with the RNG lockpick mechanic the ability to essentially "opt out" for a cost. As an aside, the longer the lockpick mechanic has been in game the less I've liked it. I was originally ok with it but it's now starting to get really REALLY annoying. There's no interactivity, it's pure rng, and you could succeed first try or break 20 lockpicks on something and it's just a frustrating experience. Basically anything that lowers the amount of rng br
  6. You'd have to carry it around in your inventory at all times and purchase it though. Then remember to eat it :P. That being said, you can see by my suggested buff to the lockpicking perk how much ground I believe it needs to cover to be ok. I suggesting literally doubling it's values as well as adding a small loot bonus to the opened safe/chest. The loot buff would be something jailbreakers cannot provide and at a doubled value it's way better than jailbreakers. Though TBH I'd expect jailbreakers to be cut in half along that with change. It'd still be a significant lockpicking buff worth
  7. I didn't actually make the argument you are saying in my comment. What I DID say is that I achieve significant value and progression from the current state of things still AND I advocated for primitive weapons so that all of us, especially those upset at current loot, have better and more exciting loot to look forwards to. The problem isn't that people are not getting guns, it's that they feel the current loot lacks the excitement. The solution to that is not necessarily guns/iron tools as has repeatedly been argued either directly or indirectly by many. There are some who've advocated for
  8. Agreed. I liked Junk turrets alot, but in their original release they were great for everyone BUT Int spec and that was not ok. They couldn't pull their own weight as a weapon. So I tested and commented on threads and made videos. And after giving a bit of pushback initially TFP went back and drastically improved the functionality of junk turrets both in terms of usability/QOL but in terms of balance too. I need to do an int run to see where the most bit of help put them. I'll call for nerfs if I think they are needed just as quickly as I would call for buffs. I'll enjoy them regardless
  9. If there was ever a skill that let you build one time traps like spikes, mines, and maybe add a few new ones like deadfalls, log traps, etc then I hope it'd just give you a set amount of exp for every zombie nearby that died to one of those traps within your claimed land area. It was a bit of a rant but the way you presented it felt warranted and pretty on target. My flavor text in the quote was more for the sake of levity than anything :P. The loot in them being stone or low tier isn't much of a problem, but them being locked and having that loot is an issue because locks take signifi
  10. Yeah, making sure spears never fell through the world (or if they do they end up somewhere you can still get) is important too. Though I personally have never had it happen since they put a UI element on it. TBH I think when they have POI specific gamestage code in the next update they should make all low gamestage loot unlocked and have a looted appearance if possible. Solves people's perceptions about what they "should" contain and also prevents you from needing to invest so much effort into a durable locked safe that no longer has the same returns that used to justify defea
  11. I think spears are close to where they need to be. They are fantastic as a stealth melee weapon and if your aim is good they are ok in a fight too with throws. Jabby jabby is pretty weak so normally only after a throw to finish a zombie off. Once the toolbelt is fixed so you can throw multiple spears and picking them up puts them back on your toolbelt (right now only 1 goes back to the toolbelt) spears should be in alright shape. They'd still need some help to compete with the best melee weapons but they're viable enough. Rifles really only have penetration over everything else.
  12. Pretty much, and a blunderbuss I don't want is going to be turned into iron or dukes. The only thing I really wish I had was primitive versions of pistols, snipers, and machine guns. Plus i'm getting resources and recipes and schematics and perk books and etc. IMO finding recipes/schematics/resources is way more important than finding iron tools/T2 weapons early game. Stone tier and blundie carries you through day 14 no problem.
  13. If they implement ranged bandits with actual guns in this game people will lose their minds unless the bandits do like zero damage.
  14. You can buy cobblestone and cement from trader for cheap and you'll continue to get stone, cobblestone, and cement from POIs. And yes, like you said scrapping is an option to get more stone since you'll end up with way more cobblestone and cement than you need. I'm someone who builds bases before iron tools and stone tools can get the job done just fine. TBH not having a claw hammer is a way bigger deal for me than not having iron tools. Once I have a claw hammer i'm set.
  15. So you too feel my pain :P. I had 36 separate City of Heroes characters at one time, many of them engaging in the Incarnate system. Speaking of, City of Heroes has had private servers for some time now. "City of Heroes Homecoming" :D. Both City of Heroes and Warhammer Online just absolutely refuse to stay dead haha.
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