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Everything posted by iamnuff

  1. Do plants grow underground? I tried to set some up in my basement and it wouldn't let me put the seeds in the plots. How much headroom do they need? We've got like 9 blocks, so it should be fine. Ended up having to put the crops on the roof of the building next door (our building is a target for vultures every 7 days)
  2. Bit slow to reply to this one, but I find Melee turrets completely inadequate for any purpose. If you build your base to have one entry through a narrow corridor, it could push people back, but it attacks so slowly that you'd probably be better off with multiple layers of ablative iron bars. The melee turret feels really cool to use (and can send other players flying, even with friendly fire off) bu it attacks too slowly, only hits one target at a time and doesn't do meaningful damage. It can't hold off a whole horde, and it can't kill individual zombies. It can
  3. "If you put points in into your weapon skill, the weapon will do more damage and swing/reload faster. So also let you make better versions of the weapons you want. These are your most important stats. Stuff like Cardio can come after, as a quality of life perk." Then let them live or die by their own choices. If you're four waves in and nobody has invested into using any kind of weapon yet, then they probably deserve to all wipe. Especially if you've been explicitly telling when that they need to.
  4. If you're investing in Fortitude, then there's no reason to settle for an SMG, the poor-man's automatic. Go Whole Hog and put that drum-mag on an M60. My gun can hold basically a whole stack of 7.62 and rips dudes apart in two bullets. If you want to conserve ammo, the Tactical Assault Rifle accepts the single-fire receiver. Or put the drum-mag on an auto-shotgun, since you said you were going strength. Yeah, sometimes I wish I could invest points in weapon-skills without having to invest in that attribute too. I like hunting rifles, but a hunting rifle isn
  5. I already run around the house enough just trying to find what i'm after, or grabbing stuff from this chest and that chest so i'm ready to go out, or come back in. The 'stack items from inventory into chest' option is nice, but I wish there was a way to lock some items to not do that, or lock specific slots to not do it. Twice now, I've accidentally packed away all of my food and ammo and then gone outside with nothing. Though now I've got an ammo box created, that's not so much of an issue. It's a really nice way to get all the car-parts out of my invento
  6. That's awful. I can't imagine storing my food items in ten different containers. How do you keep anything organised?
  7. You 100% can gather iron with nothing but a stone axe. You could probably do it with your bare hands, if the game didn't require you to smash something to pieces before you're allowed to pick it up. I'd prefer to remove the stone tools entirely in favour of scrap, so... either start the player with a scrap-axe (like how you start with a torch and some chilli) or add a way to gather metal without any tools at all. Even that is only a problem because you have to 'break' metal items to get the metal out, instead of just picking up some junk off the ground. Signposts, car-f
  8. The Yeet is fun, but the sound-effect is way too loud, and the visual effect is near blinding. Also, you can't even get a stun-baton until steel-tier loot starts dropping or being sold at the trader, because it requires parts to build. Personally, i'm looking forwards to seeing the other tiers of stun-batons when they finally come out. Originally I was thinking of 'stone age' as like... actual stone-age. Cavemen and stuff, but if the blunderbuss (and probably pipe guns) are going to need pipes to craft, then it's pretty much expected that you have to get a wrench befor
  9. Yeah, like i said. This being the basic plan was obvious from a19, but I like the blunderbuss. Both for it's looks and it's ammo. It makes it a lot easier to scrounge up some ammo to use your t0 weapon when you don't need a forge to melt down brass and lead, or a workbench to assemble it into bullets. But conversely, the weapon itself is so slow and hard to use that making yourself huge piles of this primitve ammo isn't a good use of resources, because eventually you'll graduate to t1 and all that ammo will be wasted. If we kept primitive ammo for pistols, shotg
  10. I didn't see the announcement, but I sorta assumed. You can tell by how the game treats the blunderbuss that it's being used as a T0 gun, and it wouldn't make sense for it to be the only gun that has a t0 version. Honestly, the blunderbuss makes a fine pipe-shotgun. I don't see any reason to change it. Sure, you could make it look less 'pirate' and more 'scrap-pipes assembled into something resembling a modern shotgun' but... I find it charming. Plus, muzzle-loading pebbles and gunpowder is probably the most primitive you could possibly make a shotgun. And again,
  11. The fact that the Blunderbuss is useful again makes me happy, but it does kinda shoehorn early players into having to use shotguns, which is a problem. I hope A20 adds a pipe pistol and maybe a rifle, along with fixing the primitive bow so it doesn't suck so much. That way in the early-game we'd have ranged weapons for almost every build available in the 'stone age' Getting ammo for them would be a pain. Maybe if they all use something like blunderbuss ammo, which can be made without needing lead or brass? Oh, and blunderbuss ammo scrapping to paper instead of gu
  12. Don't the cabinets have a lot less storage space than the crates? Or do you mean that you make crates and paint them to look like cabinets ?
  13. Yes, but you have about the same chance of finding gun-parts as you do of finding a full (low-grade) gun, so that doesn't actually matter. Early on, the only weapons or items that will drop are stone tools and the occasional blunderbuss, and the only gun-based item you will ever find is gunpowder or blunderbuss ammo. By the time parts for other gun start dropping, those guns themselves will already have been added to the loot-table. Because living in a hole in the ground, looking for iron and lead and nitrate and then melting those all down in a furnace and t
  14. What do yall use for storing your crap back at base? Standard Secure Wooden Chests were the go-to for a long time... but they're kinda boring. They all look the same, the wood look is kinda out of place in a lot of bases, and they don't hold a huge amount. Storage crates are the next step up. Takes nails to build, listed in crafting as 'wooden furniture/containers' and can be reshaped like wood frames to give you many different shapes. Most of the shapes are more-or-less useless, because they have rubbish storage capacity, but the crates are nice, have tons
  15. Honestly, making everything yourself is more satisfying because it's the product of your own efforts, instead of just opening boxes and seeing of RNG shines down on you today, but for basic stuff like tools, you kinda should be behind. You're mining an iron vein deep underground and smithing your own pickaxe, and the other guys are walking down the street to the tool-shop and grabbing random tools off the shelves. Yeah, they shouldn't be able to find m60's so easily, but iron tools should be available at the toolshop, otherwise why does the toolshop exist?
  16. Blunderbuss drops with the rest of the 'stone age' loot, and can be crafted from nothing more than a couple of metal pipes and some duct-tape, which seems to imply that there will be other 'stone tier' guns at some point. Fallout-4 style pipe-pistols and rifles would be really nice. (especially if blunderbuss ammo and other scrap-weapon ammo is changed to scrap to gunpowder, instead of paper, so we can make ammunition for the one we use from the loot of the ones we don't) Yeah, it's kinda limiting that the only ranged weapons available at this point in the game are Bows and S
  17. The intent of this thread isn't to argue which skills or traits are stronger or weaker than others, but how to bring Intelligence in-line with other skill-trees and provide as much early-and-late game weapon viability. I don't care about how you use barter or pack mule. That's not important here. The point is that every single skill-tree in the game has atleast one option for melee weapons, and one option for ranged weapons. Except intelligence's melee weapons are not available until you're a fair way into your play-through, because they only have one type, and it see
  18. Scrap age makes a lot more sense. We're post-apocalyptic survivors, in-or-around a city that still stands. We're not cavemen. There's a whole world of worked iron and random metal junk out there. Why would anything be made out of rocks and sticks? This isn't Conan: Exiles, or Far Cry: Primal. The tone for even the most basic of items should always have been 'scavanged from a ruined city' Not 'I lashed a rock to a tree-branch and can now defend myself from sabertooth tigers' Honestly? The early game is slow as hell, but that wouldn't both
  19. Well, we basically already have a pipe-shotgun with the blunderbuss, so I expect primitive guns to not use standard ammo. Make all the non-shotgun ones fire metal spikes or something. For other weapons... Probably just one pipe pistol, not two. Either a revolver or a sem-automatic. The rifle sounds about right. For the machine-gun, I'd like it if it were a submachine gun, styled from an uzi or something. Yes I know the smg-5 somehow counts as a pistol, but the crappiest automatic weapon I can think of would definitely be one-handed and hard to aim.
  20. If you were willing to rework the skills completely, either removing the electric theme from melee and the robot theme from ranged, or just having each skill contain both ranged and melee weapons, you could have a gun-style taser for an entry-level ranged/electrocutioner weapon. (Fire nails or darts, low-damage but guaranteed shock-proc if you hit) and a lightning cannon for the final tier. Likewise, the melee tree could have the stun-baton, but it could also have a pneumatic sledgehammer or a pile-bunker. Something that you don't simply swing and hit enemies with, but that allows
  21. Of current, the intelligence stat-tree is an odd ducky. Every attribute has two weapon skills, minimum. A ranged one and a melee one. So no matter what stat you pick, you can have weapons of your own without having to branch into something else. Right? Strength has shotguns and clubs/hammers. Perception has rifles and spears (and explosives) Fortitude has machineguns and fists. Intelligence has stun-batons and robots. Unfortunately, there's only one type of stun-baton in the game, and it requires parts, which makes it function more like a gun in term
  22. Honestly, it's not good for dealing with more than one zombie at a time, and it's useless for hordes (I had to switch to a pistol for the first horde, because I needed the rate-of-fire) but it has it's place. If anything, the ak47 is too good. It's by far the best tier one weapon. Shotgun and rifle only hold one/two rounds and reload slowly. Pistol has low damage, but shoots fast and holds a bunch of rounds. AK has power, a big mag and lots of damage. Actually, there barely seems to be a difference between the first assault-rile and the second, beyond the increased
  23. "Professional iron", "Iron" and "Cheap iron" are all way too close. They'd need distinct models and stuff, and that's just not... No, that's lame. You could add a scrap-tier (tools made from metal junk like signposts, cinderblocks and broken pipes) between stone and iron pretty easily though. Distinct appearance and it'd be easy to explain why you can make these after you're done playing around with rocks and sticks, but before you've got your forge properly set up to start smithing your own professional-tier tools. Thematically, you aren't melting anything down
  24. IIRC 'pipe guns' are supposed to be coming as a 'tier zero' version of every gun. Like the stone tools and the blunderbuss for the shotgun. Hopefully that makes the 'stone age' of the game less tedious. There's no reason to make these intelligence weapons. They'd fit with the rest of the pistols or rifles or suchlike. As for a taser... I like the idea. Start out with something like the stun-baton at lvl 1 of the perk, then get a projectile-version that can stun at range, then the final version would be like... a tesla-cannon or something? Make it fol
  25. Yeah, punching them is just not doing it. Either 'activate to harvest' or a tool that harvests without breaking them, and also won't strike the ground next to them and destroy them. If 'players stealing your crops' is such a problem, then... make them not able to do that. Obviously. Land Claim blocks exist.
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