Jump to content

meilodasreh

Members
  • Posts

    800
  • Joined

  • Last visited

  • Days Won

    17

Posts posted by meilodasreh

  1. I was even lucky enough to find the mineral water book relatively early in all my A21 games til now.

    With that you're done considering beverage and can spend everything you find for glue.

    Atm running a 7filter farm and sitting on a very good amount of water for everything.

    So if you ask me, yes, I also don't see any considerable difference with the new system. If I want plenty of water, I can still get it rather easy.

    And I would be very happy if they reverted back to the glass jar system, just because it felt so much more like it should naturally be.

     

    Significantly raising crafting time for empty jars, and/or add a "special tool" like crucible to unlock crafting them, would have had the same effect to cut down availability of big amounts of water early game.

     

    I really can't get my head around why they considered the system so bad that they put effort into this totally different system, instead of just making easy and fast adjustments to the existing one. What was so bad about it?

  2. yes I also see deer more regularly in A21, they even "sneak" into towns at nights, which is very convenient when you have your base there of course.

     

    I guess the amount is now more tuned towards multiplayer a bit?

    Don't know cause I'm almost exclusively playing my own single player games,

    but I would think in A20 and before, meat must have been very scarce when you played as a group, judged by the few deers that crossed my path then.

     

    So I guess it's ok now.

    Just let them poor little fellas live on happy when your storage box already has rows of full stacks of meat.

  3. I'd hope a weight based system will not be implemented.

    I fear this would end up being even more tedious because when you're on a looting run, you would get cluttered up in two ways, not only because of limited inventory slots, but also because of weight.

    My idea was about somewhat mitigating a "filled too fast" inventory. A weight system seems to even add to the already existing "problems".

     

    The limited stack sizes now already do more or less the same thing as "weight" in priciple, and these sizes are already sometimes weirdly chosen, just for keeping the game playable...what could it do better when you call it "weight"?

     

  4. If mods are involved, these can potentially do all kinds of weird stuff if they're not properly coded, you can't blame TFP if a mod messes with the original file index and creates data here and there, and these remains then tangle up even a seemingly fresh install.

     

    But this is not the case here, as i edited in my previous post (see zztongs latest edit)

     

    It just seems the game doesn't want to do this: 🙂

    image.png.a691cf3cb3cc56023150ad2d15e3b22f.png

  5. yes, full and clean uninstall would be the way to go, no reinstall, no repair install or "verify game files" and all that stuff.

    Then manually check the "usual suspects" like "app data/roaming" on your c:drive and of course the steam game library folder(s) for any remains.

    For the fresh install I would even recommend to chose a new folder name, just to "kill" any existing path references that might have been overlooked.

     

    edit:

    ah I just saw zztong edited in his post that he was able to reproduce the hangup with the "no towns" setting on his side too.

     

    So it IS a bug in the end?

    Funny somewhat, like the game tries to "draw" at least one road, but it can't because with no towns there's no points to connect the ends with.

    Well you could say the game is smarter than some construction authorities 😄

     

  6. 46 minutes ago, BFT2020 said:

    As a player that typically uses knives as my primary weapon, I can state that they are viable in-game.

    Yes here too, although I have to say that in A21 there are many more of those situations where you are suddenly swarmed by a whole bunch of Zs, and in these "oh sh!$ situations" even a fully perked/modded/specced into machete is rather underwhelming compared to e.g. a MP-5.

    But yes that's how it should naturally be, isn't it?

    I mean the one thing is a blade, the other a full-auto gun, guess what spits more doom.

    So I don't really complain. You can't rely just on melee, maybe that works in early gamestages, and also later for your "common combat situations",

    but someday you will need some real firepower, cause the sh!$ WILL hit the fan 😄

  7. 10 minutes ago, Ailin said:

    i wiped the mods folder out of there now and tried again it still does it.

    ok so you initially had problems that were clearly assoicated to mods, and you "wiped" the mods folder but no change.

    It of course depends on how modded the game was, but in this case I would strongly suggest a complete uninstall of the game,

    double check there are no remnant folders/libraries and whatsoever, and then a fresh and new install of the game.

    Sometimes stuff is buried so deep inside the installation of a game, that simply "wiping a folder" isn't enough...in fact that is very often the case.

    Despite it being the "mod" folder doesn't mean if you delete it, that automatically makes every bit of modded code being gone. 

  8. I can't exactly recall it, but I think I remember a case of the same topic, and the solution was that there has to be a part of pine forest, because the game always wants to spawn the player in that "moderate climate zone" to keep difficulty low for a new start, especially now with the biome multipliers.

  9. My theory why TFP implemented the skull system:

    -it was always their point that they don't like "learning by doing" and never want to have their game work like this.

    -somebody said "hey you know what, if a player just enters a poi and clears it, he finds out how hard it is by doing it...that's literally learning by doing!"

    -everybody was like "NOOOO!"

    -all resources were immediately redirected into the development of a system to tell the player the difficulty of a poi before he can learn by doing it.

    -this is why all the good stuff like bandits, new armor system and so on got pushed forward to A22+

     

     

    Where I live they have these little chili symbols on the boxes of frozen pizza, to give the customer a general impression on how spicy it is.

    So if you buy a pizza with three out of three chili symbols, you know it will be hotter than the one with only two or one chili.

     

    Yes what a great idea in theory...but really, you end up buying all three and test out for yourself what's your taste.

    So you know it from experience which one you like most, and which one you can't really handle.

     

    In the end the damn chilis didn't help you a single bit...if you were one the few people who bothered to chili-care in the first place.

    All the others just buy the pizza that looks the most tasty on the picure on the box, and don't even recognize the lil chili system.

    And they find out whether they like it or not just by having a bite.

     

    And that's me in 7D2d.

    I don't skull-care, I enter the building that looks nice to me, and just have a bite...or get bitten...learning by doing...Hah!

     

  10. 13 hours ago, vergilsparda said:

    DYING to know where the 5th person sits, because there's the two front seats and the two in the back... unless someone sits in the empty space in the bed, perhaps? 👀

    On the contrary my friend, the moment I saw that vehicle I immediately wondered why it only supports 5 people.

    At least there is not a single movie with a postapocalyptic theme, where everybody is neatly and properly seated inside their vehicles,

    fasten your seatbelts please.

    There's always at least one or two of them just clinging to the sides or on top of their jury-rigged whatever monstrosities they drive around.

    So really, thinking MadMax style, this thing should be able to support 8 people or more.

  11. The inventory feels a little small, especially because more or less the first row is "dedicated" to stuff like food, drink, ammo, meds,...that I guess noone leaves home without.

    Just making it have more slots (like many mods do) can make it somewhat tedious to organize it, because it gets cluttered up fast.

     

    Following idea might work to have a bigger inventory whilst being able to keep things organized:

     

    Keep standard size of the backpack as is, but add "mod slots" to it, that add specialized compartments that can only contain stuff that fit into a certain "category" like meds, ammo,...

    These compartments could maybe hold up to 2...4 items only, and would be arranged around the main inventory (more or less same as with real backpack addition pockets)

     

    So if you find such a compartment mod, you get the additional slots, but can only put in stuff that fit into the corresponding "special category".

    Therefore you gain some "common space" in the main compartment time after time when you find more of them.

     

    "special compartment mods" could be for example:

     

    -tool compartment (up to 3 mining/harvesting tools, like pickaxe, ratchet,...)

    -ammo compartment (up to 4 full stacks of ammo)

    -med compartment (up to 3 medical supplies like splints, 1st aid kits,...)

    -fluid container compartment (up to 3 stacks of different beverage)

     

    Each additional compartment could make you a lil bit slower, or chew into your stamina usage, just to add some downsides.

     

    There could even be a book series about the backpack, e.g. for unlocking the crafting of the compartments (e.g. fluid container could use cooling mesh and insulation mods),

    compartments don't slow you down so much, add one more slot to them, and so on...

     

     

    Thank you for your thoughts on this.

     

  12. 44 minutes ago, Catdaddy said:

    Stumps produce honey by default. The book unlocks honey from TREES. 

    Wow ok, on the one hand I'm quite happy cause that means I'm not imagining things (...although there's still the voices of course 😁...)

     

    But on the other hand...really? Has this stump/tree thing with the books always been the case?

    Then I must have been really unlucky all this time before 😕...damn

  13. I'm not exactly sure, but I could swear I recently got some honey out of a tree stump, despite I didn't read the book that unlocks this.

     

    Can anybody confirm that?

     

    I don't want to make a bug report before I'm sure, but I just don't want to spend time to further investigate this now.

    (still recovering from my recent grass punching duty on the network test server 😄)

     

  14. I once had the button not working problem with the shotgun messiah factory in .0 stable. And I couldn't get it finished too (was a clear quest).

    I thought I had found all the new volumes (e.g. the cop at the little car entrance security checkpoint), but I didn't even get the yellow indicator, so I was supposedly missing another at least 2.

    But I booked both incidents to bugged questing because the quest was moved over from experimental to .0 stable.

    After double checking that thing inside out, I just got the main loot and call it a failed quest.

  15. 21 minutes ago, Vaeliorin said:

    would get annoying pretty quickly

    ...just as eventually having to put new wood into the forge, or having to craft new ham and eggs, coffee and stuff to keep yourself in shape.

     

    Of course it should be well balanced between not having to constantly pay attention to it, but still not totally automated...this would be a step back to the "water available too easy in big amounts" that TFP's intent was to avoid by making the filters a "buy only" thing.

  16. 47 minutes ago, fyiiamaheavy said:

    a scrap armor should never be better then an iron armor

    Oh did they really fix that "overlap" that made higher tier but lower quality stuff worse than the previous tier?

    That's great news.

    Didn't check the patch notes yet, but right now I am very excited to start a new game!

  17. 59 minutes ago, Lamblaska said:

    Maybe we would be able to build dew collectors without water filters, but in this case those would gather water slower, and gathered water is murky water instead of clean.

    yes why not.

    Maybe give the dew collector three slots for additional tools, just like bellows, anvil, crucible for the forge.

     

    without any tools it would just collect murky water at a slow rate. ( mix of condensed moisture, rain and bird poop 🙂 )

     

    As a "1st tier" tool you could have craftable filters, made of plant fiber, coal and sand (which would be somewhat realistic "ingrediences" in fact).

    Then it would produce clean water, but very slow (filtering takes time).

    But you could fill all three slots with additional filters to speed things up.

    The filters you can only buy right now, they could serve as "high tier" filters which work pretty fast.

     

    ...hmmm, or you could make it that coal, sand and plant fiber work as kind of a "fuel" for the dew collector,

    that is consumed over time (well, filters would wear down/clog up and stop working eventually, right?)

     

    Yes, this I like even better! Make the water filter craftable with a rather high amount of coal, sand, fiber, polymer,

    and make it a "comsumable" that "burns out" over time, so you have to regularly craft new ones.

     

  18. 19 minutes ago, pApA^LeGBa said:

    i am beeing

    now I wonder if bees are humaning sometimes too🤔

    ...sorry, couldn't help it 😄

     

    19 minutes ago, pApA^LeGBa said:

    It would need a huge nerf and most people don´t like that. I mean just look around at some servers, 200% XP and loot aren´t as uncommon as you would think. Even seen a few with more than that up to 500%.

    If this rate could be compared to A20 servers, it would say a lot about how people (dis-)like the progress speed in A21, and more or less also about the magazine system.

    From what I experienced in A21, progression isn't much slower than in A20, despite getting to the "motorbike era".

    But I didn't invest points into the corresponding perk so it's probably just that.

    Everything I perked into I pretty much maxed out at about day 30.

     

    And I didn't boost loot and/or XP, to be clear, everything on default (as I use to do on every alpha to get a good feeling for the changes)

  19. 7 hours ago, Riamus said:

    The rewards may not matter much to me but I still want them.

    Ok now you completely lost me. 🙂

    Anyway, it's your way of thinking, I just tried to get your perspective...and failed, but that's fine.

     

    My way of thinking:

    Questing (which I generally like too) does- at least at the moment - mean for me, just a lot of tedious running/driving around and pass interesting stuff left and right on the way to a place with probably the same stuff "lootwise" which I would also get if I would just stop where I am and enter the next best building.

    So the only incentive to quest, for me would be the better stuff as a quest reward that you get on top.

     

    I also like to explore, especially now in A21 with the many many new pois.

    In A21 until now I "used" early game (since travelling far is a pain in the a$$ at first) to just move into an area with a good number of promising pois around (which I don't know yet), and from there I explored those, occasionally putting away stuff into "central drop-off chest(s)".

    Then I moved stuff over later when I decided where to settle down.

     

    ...ah it feels so good everytime you reach that point where you've moved in somewhere and make yourself comfy,

    instead of having to call a campfire on a rooftop home, doesn't it? 🙂

     

×
×
  • Create New...