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AtomicUs5000

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Everything posted by AtomicUs5000

  1. How many magazines do I need to find to make the TP mod?
  2. For something so crucial, I feel bad giving zero craps. Of course I would appreciate these things getting attention, but I just see this as miniscule in comparison to the big picture.
  3. I thought they remedied that by making it so that zombies won't attack you anymore on a bloodmoon unless you engage. Was that removed at some point? I have no idea.
  4. Me as well, but also into the suiciders in Dead Island (the original that you can get for $3 on sale, not the overpriced sequel that got sucked into a year long Epic store exclusivity contract)
  5. If there was another zombie similar to the mutated zombie, except that it explodes acid everywhere upon impact or getting too close, I would be truly scared in tight POIs as opposed to these jump-scare tactics. Just the possibility of turning a corner and seeing one of these in my face would elevate the senses.
  6. @Kuosimodo Currently averaging 16 rep per post!
  7. I can tolerate gimmicks in games if it makes sense within the context. If they returned the feature of zombies being stronger in the dark and weaker in the light as seen in the very early alphas, there would at least be a logical explanation for zombies finding their way into closets and such.
  8. With 700 water in a box, you should be harvesting zero dew collectors. The fixes are that we don't have thousands of empty jars to deal with in inventory and that it matches every other consumable in a container where we don't get the container. My problem with the change is that it doesn't make sense that I can no longer carry a unit of water from a water source for boiling and that the dew collector is silly, lazy design, and detrimental to the survival feels. It is silly in several ways: - it magically attracts screamers - it would be the absolute last resort in a survival situation, would barely work in the desert and probably not at all in the cold - dew would not need to be filtered - its existence in the game further raises the question why rain cannot be collected in the first place I'd rather have a distiller that I fill with buckets and requires fuel to justify the screamer attraction. That still could also be used as a more creative way to obtain better drinks (coffee, alcoholic beverages, teas)
  9. I don't like that crafting has taken a back seat, but really simply because repair exists, it will always end up taking the back seat in the long run anyway. There really is no point in putting so much thought into trying to make the crafting of weapons and tools better. You can put so much effort in coming up with the perfectly balanced way to make sure the crafting matches with looting, buying, and/or receiving with quest rewards, but to what end? Just to feel that fleeting moment of awe a few times per game? I just think that if crafting in general is getting dull, either focus should be placed on improving crafting for things other than tools and weapons, or perhaps crafting provides some features that looting, buying, and/or reward receiving cannot provide... such as enhanced stats on those weapons and tools. Really, between repair and the other ways of obtaining what you need, why bother even being able to craft weapons and tools at all? It would be more interesting to learn how craft tons of different mods that cannot be obtained any other way... mods that relate to the type of character you want to build and to the type of combat you enjoy... mods that can alter how you use those weapons and tools. Make those mods craftable using a combination of rare items that you must find in the wild and in specific biomes, rare items you find in specific POIs, rare items you can buy, and rare items you can receive as rewards. This not only keeps crafting alive and relevant, it keeps exploration, trade, questing relevant long into late game.
  10. I'm not saying you are wrong, but I think you need a little more than a story about how you killed one deer quickly with a bike to prove that there is a serious problem.
  11. A21.1 b16 Changelog Changed Increased the amount of cloth needed for various recipes Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs
  12. It’s probably a good idea to have settings, if not for solo players, then for servers. Quests in general are still kinda new, relative to the age of the game itself. They like to be absolutely certain that a feature will benefit from settings. I imagine that they would want the feature to be at least close to its intended final design before complicating it. I think there’s a really good chance settings will come eventually. Otherwise, I would keep an eye on the mods. If there isn’t one already to slow things down, I suspect there will be very soon.
  13. If you don’t like to hear it, don’t read it. This is a forum hosted by TFP for the purpose of discussion. If they didn’t want feedback, it wouldn’t be here. We’re in Alpha 21 and a lot of us have been professionally complaining and arguing for a long time. Censorship cannot stop us now. Btw… if bandits are too easy, I will complain. Just a heads up so you can avoid that topic ahead of time. You are welcome to join in if you happen to agree, have related comments, or have ideas that would make it better… ‘cause that’s how we roll here.
  14. Solar banks and solar cells, I think. Other than that, you might fall victim to early game antibiotics shortage.
  15. I like the coins only reward as the best idea so far. If the loot within a quest's POI was influenced by some variable that a quest is active, that could be used to increase the chance of providing better loot rewards (but within the quest) while also reducing the benefits of double-dipping.
  16. A nomadic no main base playthrough I like to do sometimes. Dead is Dead at your most comfortable difficulty is a good way to play for a challenge and keeps you on your toes. Hordes nightly with maximum night time and very short days and then see how many days you can last is entertaining. No Trader was always fun for me, but it is starting to remove a little too much content these days.
  17. Yeah, I think this is something really important and probably overlooked as a side effect of the quests and the rewards you get from them. Their goal was to provide more to do and the opposite is happening instead.
  18. TFP could easily simplify this. Why bother with any of this when you could just eat glue?
  19. I chose the last one because that just how it has gone for me, for the most part. I would love to craft more though if it had some kind of significance. Not finding things would be significant, but hasn't really happened to where I'm concerned enough to craft. I just store parts for after quality 5 as my last resort.
  20. I guess the zombies screaming in the distance was fine, but the accompanying instrumental effects I actually never liked.
  21. Ehh, what the hell do you know, anyways, Kuosimodo? 😆

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