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meilodasreh

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Everything posted by meilodasreh

  1. yes the npc soldiers in war of the walkers do a buttstock attack with their guns when in close quarters, which I always thought as a cool idea. Not sure the player can also do these there, I only know that mod from watching youtube vids. A kick would maybe fit even better, because it is more "independent" from the weapons (bows would look strange if they'd have a swing attack animation I guess) Anyway I think it is a cool idea to have an additional option for "oh sh&t situations", especially now in A21 where many pois are designed to suddenly surround the player with zombies. (Though I would like it even better if they removed all these "zombies one-hit break though artificial walls" things, those feel so cheesy)
  2. Really I don't see why. The quest reward from the trader is the only difference between doing a poi with or without a quest. (and no zombie indicators for some types) Why would there be no incentive for you to do the poi as a "non-quest", from the "exploring perspective"? The poi is all the same in either case, including its loot.
  3. Yes this is the main reason for me saying this is a bad concept. When you're at tier 3 for one trader, you're basically geared up well enough to make it rather unattractive to spend time in doing tier ones for another trader. Even if they're close by and short duration, they're still somewhat a waste cause you don't get anything worth the time.
  4. suggestion to rule out repetitive quest pois: traders couldn't give you individual quests and send you to a specific poi, but instead kind of a bundled quest like "clear 5 tier1 pois". Then all questable pois are highlighted on the map, and you choose the 5 different ones you like. ...or there's no such option when receiving the quest, but you just travel around, and when approach a poi you get a little "choice icon" if you want to take this poi as part of your questline or not.
  5. Well requiring more questing to go up in tier, to slow down progression, was the whole point of that suggestion, so...yes. Repetition, especially for lower tier quests, more depends on where exactly the traders are located (lots of low tier questable pois in the vicinity or not), so maybe yes, maybe not. But why would the number of pois to choose from decrease? I don't get what you mean there. When you have to move around between all traders, you should get more variety in pois overall, even if one trader is placed badly with very few options. But you're right, just raising the number of necessary quest successes to tier up would do just fine I guess.
  6. Maybe it could work like this: The first trader offers you tier1 quests (obviously). When you have completed enough, you get to tier 2 and have the first open trade routes, both traders will give you tier 2 quests. Then you have to complete enough tier2 quests for both traders, to get the third trader...then everybody gives you tier 3s, and you have to complete enough for all of them to get to tier 4...and so on. This would slow down tier progression, and therefore also you will get the good stuff later. It also would somewhat add to immersion (like the traders all have to "agree" that you're ready for the next step) And it would end the "I have to start over at tier1 for every new trader" thing, which I think is a bad concept anyway.
  7. Here's the concept art of that poi, as shown during the 2nd A21 dev stream, in case you missed it...which obviously did happen 🙃
  8. I guess animal fat will do just fine as an apocalypse butter substitute. Or maybe just honey and salt? ...man now I'm really tempted to get myself into that .xml modding thingy, just to implement this popcorn recipe
  9. yes, poilet tistols are totally a thing again in a21
  10. @Annihilatorza This might occur because there isn't a big variety of "questable" tier1 pois in the area around that trader? Tier1 quests are - as far as I know - limited to a certain distance around the trader compound. You will never see a tier1 quest which is several kilometers away, like the tier5 ones tend to be. Tier1 will be around only a few hundred meters (I don't know the exact maximum distance though) But it might be the case in your world, that this repetitive option is just decided by the low number of available pois. You should get more variety when you get to the next tier...although also that depends on how many pois there are. Just take a look at the map (maybe take a "roundabout" to make all the area around the trader visible), and then you can check if my assumption could be true. If it is, then just do enough quests to get the first "open trade route" quest, and move over to the next trader, who then hopefully will be in a more "populated" area.
  11. I would suggest you try some mods like darkness falls. These are a bit more playable long term, because there are more things to achieve. I also think vanilla lacks at least one tier of stuff (materials, equipment, weapons), which DF has added. I guess vanilla will one day reach a similar state, but right now the devs have other priorities. I like to play vanilla, but mostly call it a playthrough after maybe day 50. The first experimental and/or first stable version I do not even aim for a long term play, because it it so likely that stuff is patched in a way that makes your savegame stop working.
  12. Yes I know exactly what you mean. They really like to to that glitchy "haha I totally dodged your first hammer swing" move in close quarters, don't they?
  13. @Riamus ah ok my reference still was that scene where they were obviously after that guy presenting himself right on the other side of the fence. So your example would be more like a weird spawning thing? I mean, if you are far away there are no zombies, they start to spawn in the area you move into. And in your case they then seem to spawn in places they get stuck and get into "destroy area" mode or something. I have experienced it myself that the zombies seem to be a bit more likely to get stuck somewhere, preferably in rooms, even in open doors, and just keep hitting the surrounding blocks instead of moving the obvious way. Seems that pathing needs a little polish in A21.
  14. if you would make a video about this, I will happily feel summoned to single-step through it and tell you exactly why you missed when it occurs. Even if you explicitly told me before that there is no need to do so. 😜 ...man you guys are killing me. 😆
  15. If you all don't like them do that, then I would suggest you get your tasty lil survivor a&%es out of their sight, instead of standing right on the other side of the fence and wonder why they try so hard to climb over. Jen would appreciate it too, because she also doesn't like that some dips"§$ts keep luring the undead into her compound.
  16. Well anticipating hip movement is actually quite easy...or at least used to be...in the good old times 🙃 ...damn that one never gets old
  17. Why yes! I know all that...as I said before. No need to explain or convince me of that "realistic truth" behind it. 🙂 If you take the explanation to this "scientific" level, then I could do the same and say that a lower tier handgun that was literally macgyvered out of duct tape and some uncalibrated random plumbing pipe should be much more inaccurate than a handcrafted bow and arrow. Man the only thing I was saying all the time is that I wish bows would be slightly more accurate in this game. And now I find myself in the middle of a weapon specialist discussion. Next topic: the ballistic coefficient 😄
  18. @4sheetzngeegles & @Riamus Thx for your kind replies. I will try your ideas, but in general I just suggest that it might be taken into consideration that bow aiming should be slightly more accurate in the future. I am talking about situations like this: https://youtube.com/clip/Ugkxm55_c6t85SimsmasL9gcKLtq1IJAO-Xq No need to tell me that his aim is a bit off, especially for the second shot. But this actually is what I'm talking about. These "just a little bit off" shots with a bow seem be to much more likely to result in an actual miss then with guns. And with guns (especially the lower tier ones), the aim should be just as "wobbly" (at least by assuming that the laser pointer "shaking" always is the actual spot where the bullet would hit) I
  19. I only see a crosshair, there is no additional circle shown to me. Anyway, I know what you mean, and yes I know that, but I still think it happens a bit too regularly that I miss a zombie that is only a few blocks away, because of the "anywhere within the crosshair" thingy. And that's distances where the zombie head more or less fills up the entire "circle", and arrow drop hasn't really started to take effect. Handguns feel much more accurate, but no noticeable difference considering the crosshair. Yes maybe I'm just a bad aim, but I think it would be no harm if bow aiming would be slightly adjusted towards better accuracy...well except for the zombies I guess 😀
  20. Being prepared for the situations you might get into, or else you might die, is more or less the main principle of this game...or any survival game if you like it. Running naked into an elaborate tier 5 poi to get your stuff back is...well, this game tends to give you what you deserve, either by "immersive story telling situations" or by glitches. This is why I also always carry a number of "nerd poling blocks", or at least the necessary wood to make them. But yes he's right, it is somehow a cool story that/how this happened.
  21. I don't like how arrows tend to slip by left and right of them, missing so closely that you think it bugged out. We all had these moments where you just can't get a hit despite your crosshair is spot on, and afterwards you find your two to three arrows in the wall behind, didn't we?
  22. I was a bit concerned by the announcement that the traders will be more specialized, because then it would have a big impact early game what you would get from them (fitting your preferred playstyle or not). But I have to say this wasn't the case at all, they all seem to have the same amount of the "common necessary stuff", I couldn't feel any significant specialization at all...which is fine I guess. So my preferred trader is just decided by - let's say secondary attributes. Jen. I even put a note on my workbench to remind myself why I prefer to visit her.
  23. Holy Jesus, I have been excessively using this - as I assumed - qol feature, just to hear now that I was totally exploiting a bug in the game mechanics all the time. Man I'm so sorry! Well, count me in for a few hours of grass punching community service on the test server. I really hope you will accept this as a just punishment for my misconduct. edit: done btw free plant fiber inside of storage chest, feel free to grab it
  24. some people are just not able to get into somebody elses heads, and see things from a different point of view. They don't even try to understand another opinion, but just decide that it's a matter of others didn't read correct, are not able to understand or whatever. Because there can only be one opinion that is correct (the own), and everybody else cannot understand the truth when they disagree. Ah, if it was that simple, the world would be a better place. Peace.
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