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warmer

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Everything posted by warmer

  1. I think all your points are valid, but in no way game breaking for your play style. We all need to modify how we play a game when rules change. I find magazines all the time that aren't related to what I want. I decide to read it or sell it. What I am hearing is I want to level up and magically learn things by putting a skill point into something vs. a much more realistic finding a magazine that has technical info. Much like watching a youtube tutorial now. This is context and realism appropriate vs. spending a skill point and magically gaining knowledge. Also, you can easily buy skill mags as well. If you just run through town 1x and loot every mailbox you see, you'll find dozens. If your group is to selfish to save you a few inventory slots for mags that make sense for you, I think you need a better group to play with. Maybe make a loot drop at the half way point from your base and the quest area. There are many ways to make it work. The old system made you choose things and ignore others. This new system slows down the pace of end game and allows a much more open ended build in my opinion. I find it much better balanced and far less boring and predictable. After 1000hrs you want some random thrown into progression to keep things interesting vs. routine.
  2. I sell software for takeoff and estimating and this is giving me sales demo flashbacks
  3. all of that can easily be skilled into, and if your player group is cool, they'll save those magazines for you. Having fun in MP/Co Op has as much to do with the people you play with as the game itself.
  4. I was just watching a youtube video on all the blocks and they mention that light passes through solar panels to what is below. That implied we could have a hand in their placement. In A20 we didn't have them for player use. Is that still the case in A21?
  5. Does it increase the speed or just the XP?
  6. I just noticed I don't receive XP from making ammo if I am not "in" the workbench menu. If I am out of the workbench menu, the XP gain stops. Then I go back in, and it starts again. Is this a bug or feature? If it is a feature, then am I gaining speed by being in the workbench menu, or just XP? Out of the menu, the items are still getting crafted, so I am not sure what is going on.
  7. they have mods that do this that are super simple to install. I would just download a modlet. While I love the immersion factor looting bodies gives vs a bag appearing that the dead zed could fit into, I completely agree it affects performancs in a negative way especially on a MP server
  8. I feel the current systems learn by lootimg is a compound of all three. RNG is influenced by skills point distribution, and skill point distribution is influenced by players intended play style. I have always been a fan of learn by doing in any rpg as that is the closest to real world skill building, but magazines are essentially taking the place of youtube tutorials in the apocalypse. The current system has the best balance/setting appropriate execution IMO additionally, i feel that learn by looting brings MP balance into focus. Everyone essentially starts on the same playing field and no one can quickly outpace someone to end crafting stage by skilling into 1 thing.
  9. POI have LOTS of theme magazines. Restaurants have lots of cooking, electronics stores have Lots of electronic/robotics. Ride around and search every newspaper box/mailbox. magazines RNG is weighted toward your skill choices. I feel its pretty good IMO. If it was any easier, it wouldn't be fun for me. what I like about this is you are rewarded for scavenging and moving to new locations (newspaper box/mailbox) in the old system I never had to leave my chunk aside from questing and I'd top out my crafting by day 7
  10. I'll keep this short. I made a custom 8k world and started a new game. Got wrecked by a boar in a corn field in 5min after start. Acknowledged the A21 @%$# slap and approached the game with a fair bit of caution there after. I have been having more fun than I have in years. The challenge is good, but not too hard. The progression is slower, but unlocking crafting is oh so satisfying. I think TFP gamified the dopamine hits in a really great way. All in all, the pace of vanilla feels great. Previously I was bored in a few hours. How does everyone feel about Vanilla settings compared to previous builds?
  11. The h20 scarcity actually made the first couple of days challenging until I got a water filter and could craft the dew collector. I haven't been worried about water for years. I welcome this change. Feels much more survival than A20
  12. What else can you craft at a high level? So far it seems fairly balanced based on player choice. If you put a lot of points into spear, well then thats your reason why. I put 1 point in and I can craft a level 2 on day. I also did a couple quests and didnt just look for magazines. I'd say you were rewarded for your choice and play style accordingly.
  13. After going back and forth over the same area for a while I noticed it's actually redrawing my FOV and stuttering the lighting/shadows for each redraw. That is why it feels like it's zooming in. Almost like that effect you get in some games when you sprint and it sort of tightens and zooms in the FOV. Only this Does it after I stop. It's very disorienting. Watch the trees on the right side when I stop. This is making me motion sick it's really disorienting https://youtu.be/Ln-z5eIL0WE
  14. Not sure how to describe this exactly I have a weird zooming of the FOV and shadow flickers after running. It's like there are highlights on shadows being drawn only when I stop moving. When I move walking/running it gets slightly darker, and then when I stops it looks like a lot of highlights are drawn in. I am using an RX 6800XT, this wasn't something I noticed in the 100 or so hours I put into A20 Anyone else? The longer the run the more it stutters and redraws it once I stop. WEIRD?!
  15. that was my suggestion as well. most lightning bugs I have encountered have been related to reflections/occlusion settings
  16. nope its 8:06am currently. I work for a company out of Houston. Lol
  17. Not sure about you, but this math is pretty easy to understand 3 free water a day is > than paying for it out of a vending machine you can't have in your base
  18. While a lot of these suggestions seems to achieve a higher degree of realism accuracy, the cost in cpu cycles to track that vs. a single elapsed time measurement is everything you need to know why they aren't making this more "realistic" there anything TFP can do to minimize unnecessary cpu calls to tracking game events the better the fps result will be.
  19. First let me say pure quantity of hours dont mean much if you rack up 5k hours in the last alpha by running a server for a year. That being said, I have played solo and multi player with friends on every Alpha since 6 for at least 25-100 hrs each, and that is all it really takes to understand the difference between them. I miss a few things a great deal and I feel that the games environment/mood really suffer from a few key changes. These below I've added back with mods; Caves; falling through the roof of a cave ceiling running through the forest is one of the most intense moments I have had in 7D2D. They took out caves due to world gen time last I heard. Give us that want to wait a tick box Fire/burnable wooden structures; It just brings you into real world tactics/consequences/realism territory. I suppose this was removed because of frame drops and pvp abuse, but I go straight to cobble stone once I build a custom, so that is never an issue for me. Lootable/Persistent zombies that slowly decay to gore; This is another realism/grit/setting thing that is incredibly effective at making the game feel more immersive. I never liked the loot bag, and would rather zeds be looted. Not to mentiom how awesomely/horrific things look after horde night. When you compare that to vanilla Vanilla is really tame in comparison to how it makes you feel after a slaughterfest. Now changes I would love to see: Level system/skills I really miss learning by doing. Ala old Elder Scrolls style of leveling skills. I would love an rpg game where you dont even have "skills" just passive bonuses for getting better at repeated tasks. That is a true-ish "role" playing game. I think the new system if the loot table is balanced well against player behavior, this should influence it in a similar direction. Lockpicking/safe cracking; A simple mini game would be great, vs whatever magic RNG is going on behind the scenes. I have never been a fan of a skill being pure random chance influenced by skill level. Let me the player influence the outcome as well. Elder Scrolls games are some of the best example of simple and effective minigames. Now picking a "safe" needs to be addressed. That makes no sense. Give me a code I find in a desk, or a stethoscope from a nurse. This whole pick business is just silly. Make a note with a code (auto unlocks like the keyrack for doors) or an item that is required and a similar mini game to lock picking. Nothing overly complicated, but give the player a hand in the outcome. Storage Broadcasting; Storage broadcasting allows a crafting station's usage and access to materials from all unlocked/shareable storage chests in a given proximity without requiring to have the materials on you. This is a huge quality of life/more time having fun feature. Everytime I play with a big group someone is always overly anal about organization and makes the whole group wait for them to satisfy their OCD. Broadcast chests solve a lot of that micro managing time we spend doing things that have no gameplay value. The biggest reason I never finished Diable 3 was how exhausted I was when it came to inventory management.
  20. oh this actually makes a ton of sense. The ip could be the hidden piece of the puzzle you have to find. Once you do, it save your character/backpack log onto that ip server in order to play the final map, and you get a snapshot of your backpack. So the limit could be what you can store on you to the new map.I think that is super doable with a mod for a character save state.
  21. It would be interesting to have a quest once you get the gyrocopter, to fly off the map and then enter a new map that is just a major city and the finale is finding the lab where stuff was created and getting a cure formula or something. Then you fly over Navezgane and drop it from the sky and cure the population.
  22. I would love this game in VR. i have a Vive XR Elite and wireless VR zombie slaying sounds like a fantastic workout!
  23. now a change I would like to see is making repair kits cost more. duct tape and an iron ingot is way to cheap. Add super oil and then I am onboard. after I make a forge I usually have a stack of repair kits on me and an item breaking is never a worry.
  24. I definitely miss swapping out parts for higher tier guns. I think that aspect is really fun. Brings it closer to Fallout4 style weapon crafting. Would love to see more modd added over time like barrel length and grip/stock mods
  25. repair penalties can be incredibly annoying. A rule that we used at an old game company I worked for was, "does it make it more fun?" if the answer was no, we moved on. Repair penalties are anything but fun and does not add additional realism, but does add the cost of spending time to gather resources, but your gathering of resources, damages the item you are repairing! Real world objects can be repaired to 100% think an ax with a broken handle or head. There is NOTHING stopping you from repairing that to 100% The cycle is neverending and NOT fun. If there was no bloodmoon to prep for, this wouldnt be such an issue, but the penalty is just a penalty with no game play value in my opinion.
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