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theFlu

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Everything posted by theFlu

  1. Oh right, didn't even remember these existed... on to the list they go..
  2. Eh, there's a pretty active recent thread on the everlasting nomenclature argument.. and I haven't posted there. I don't care what they call it, alpha, meta, gold, finished, apple, bran-flake ... as long as they keep working on it...
  3. We all have our pet peeves... to be clear, I wouldn't mind the change; heck, I might prefer having one click of the reload just add one to the tube, with a slightly faster animation than the current one. Sort of reloading on the go while fighting. Now, add the ability to have "max minus two" slugs in the tube and reload some bird shot as needed, and you have a clear upgrade.
  4. Ah, the infamous 8-chambered shotgun. Sure, it's wrong, but.. to make it "right" you'd have to allow for different types of shells in the tube, at least. Also, go look up "pull rack" on youtube and tell me you wouldn't want that implemented as well while they're at it...
  5. There's plenty I basically never take; - Treasure hunter, saving a few shovel strikes in the early game..? - Tracker past 1 - there's no deer; and the other things will track me just fine... - Pack mule - there might be a plenty of drop caches on my map for the first few weeks though - Cooking past 1 - Pain tolerance - 5/5 Might be a tolerable investment, but I don't like the fisticuffs so I tend not to go high in Fort. - Iron gut - Healing factor (I prioritize not getting hit) - Charismatic whatnot, (mostly solo) EDIT: right, these too - The infiltrator - The Huntsman - Well Insulated - Lockpicking
  6. If you were to make the tracking feature a mod, you could also make it into several; - a "Day one" version would be a flag on a string. With a limited range for the icon, or maybe make the flag part behave "against physics", trying to point out of the ground - no icon, just a little unnatural flag in the wild. - a "forged iron" version... a sound maker? An old-school alarm clock, light version.. With an icon, with a limited duration and range. Maybe as a utility to alert zeds as well. - an electronics age version with the current behaviour (maybe some means for the opponent to detect it would be required) Of course, this would have very little utility outside PvP
  7. Heh, neat find, that's one blue spruce... .. As the talk was about if it is found in vanilla, at least your UI is slightly modded; any chance you've used a 3rd party map gen for the game? Also, you already have the looted-counter there, you went and put it back for the screenie? (I know I would have.. )
  8. No crucible in a tree's nest..? Darn. Those seem to happen, very rarely, it's a tree and a bird's nest that somehow spawned into the same spot. The tooltip shows what you're aiming at, the loot table is from the nest. Or something to that effect
  9. Hah, at least it speaks, welcome to the forum. Let's call that first response a captcha. A turing test to follow... I still don't know if you're looking for someone to unban you (look for the support-section if so), or if this was just an introduction of sorts. Anyhoo, welcome! EDIT: Ok, you added some more while I replied.. I dunno if there's a separate Discord-support somewhere, but I hope the forum staff can guide you to the correct section. Check the top bar unless @Roland can guide you somewhere better..
  10. Is this: - a non-standard customer service request - a sub-standard thirst trap (missing at least a cute pic), or - a really awkward bait-and-link?
  11. Different folks.. for me it turned into an arms race of sorts. They were too smart to deal with "just make walls".. they would break a spot and enter from there. Figuring out which spot they'd break was as simple as looking at the damage at first.. plugging that spot just repeats the problem elsewhere. So after a few horde nights, with a little luck, you've accidentally built something that leads them to a "controllable" location. Why Not take that information to your next base? You know the basic one won't work when you're building it, why would you build something that fails predictably? I could make a few guesses, but you didn't want to know..?
  12. Sure; I can probably come up with a counter argument for everything I said, without sounding too schizophrenic. My point was to highlight that there is no proper "why", it's all just bloody complicated.
  13. The robotics are basically a part of the player; they're meant to me a main weapon for the Int build, so they Have to give XP. Otherwise anyone who wants XP would never spec into one. The traps are a lot less significant with regards to XP, at least in the basic design. And since they're "passive", it's both technically difficult and logically unclear to state even how they "should" work. The builder "spec" is made to be a little weaker in combat, and the trap XP is basically there to compensate for the trap-heavy playstyle. With that, it becomes a little more difficult to balance between single- and multi-player. For multi, it could be somewhat assumed that the builder "stays at home" more than the other, missing some shared XP in the process; getting some extra from a horde night shouldn't be a big deal then. And even if TFP agrees that it should be shared the practical reason of why it isn't may well be "because we can't implement it without rewriting everything." Blocks don't have an actual owner, trap kills aren't granted to the player in general (the kill count or the XP, afaik) so they're significantly different from the weapons - and no other type of XP is shared, be it harvesting or selling or completing quests.
  14. Are you sure it's not giving points to anyone in range with the appropriate skill? That's how I think it works, but it's not exactly something I run into often...
  15. I dunno, maybe scroll up and look at the image on top the forum?
  16. I think you're missing a "hidden" damage modifier for iron type blocks, I think it was 50% one way or the other (reduction in stone axe vs iron). But tbh, I'm not entirely sure if it's in the game anymore. Other than that, you're probably quite close with those numbers. The balance is off enough that I tend to skip tier two tools (iron -) in most specs; sometimes with a str build they're an option for a while - once you can make a Q5 and have no stamina issues using them due to S.Rex. Dunno if they've done anything for the balance for A20 (and I'd rather find out while playing... )
  17. Nah, one of their employees invited me back into it for some useless reason...
  18. Yeh, the tourist AI is a little bonkers at the current A19.. aggro one in a building and observe him digging a hole into a nearby wall and just walk around in the newly-made doorway... in some T5 buildings at least.
  19. Is there a "hide this thread"-button somewhere...? You guys do you, but I'd rather not witness the pointlessness...
  20. 1 is pretty rare, but annoying for sure, I wouldn't mind a fix. I guess it is kinda hard, done poorly you could end up duplicating a quest over and over (one person never completes it and just re-shares). They'd have to keep track of who is on what stage of a quest "instance"; not impossible, but maybe a lot of re-work if the system doesn't support it. 2 Yeah, "having to" is kinda fine, but when you forget for half a session... it sucks.. 3 Two variably "hacky" solutions; you can teleport a player to you in debug mode (dm), I can't remember the exacts though. Or alternatively, you can edit the generated world to remove most spawn points in spawnpoints.xml. Just remove the ones you don't want to end up at. The coords are 0,0 at center, positives grow top-right like any graph, so, negatives are south and west. 4 Learning to share is probably the easiest solution, not to mention the most useful... 5 I don't think there's a way for shared ownership, a little annoying, but it's not like you need to move things a whole lot. 6 Would be great, but I find a fix unlikely, but if they end there, they could also fix the normal containers at the same time ...
  21. I think half the issue is that the generators are just way too low maintenance.. you drop by once a month to pour some fuel in. There isn't really a reason to use anything else. If they were a lot less reliable (somehow, maybe just turning off randomly once a day), there would be a reason to chain a battery bank and eventually upgrade to solar.
  22. Hmm. There's two things that seem odd to me in that story: 1) why did they stop at the halfway through the ladder? 2) why didn't they dig down once above you? For 2 I can guess it was maybe a matter of timing; they were going to dig, but you had the morning interrupt their feral senses and either proceeded to clear them fast enough, or they just gave up soon after - after losing "legitimate" aggro on you. For 1) though.. the zeds are really reluctant to attack terrain. (My info may be from a18, I'm not sure when I've last tested this) They'll attempt pretty much any path before they touch dirt (or stone). Are you sure you didn't force them to dig by breaking the path to you some other way; even as simple as standing on a two-block high terrain "ledge" will make the path to you Require hitting dirt, at that point, they'll behave pretty randomly. For an easy example, if you dig a two-deep hole in your tunnel floor, they won't see that as a path anymore and will try something else instead.
  23. That depends highly on the weights, even at 5x as meganoth suggests, it's still only something like 5:50 to get your second point aimed at the perk your first point was spent on. When there's two different perks allocated, we're at 5:55 to land on either. So it's pretty random still. And nothing is saying that the first two were actually useful... Some random thoughts; - have the player choose every 3rd point, might make it less annoying. Or have it random two perks of which you pick one. - start with a random preset 20 points (and maybe one of those DMT Potions to allow for a single random reroll at start) - the above, but pre-built instead or entirely random (start with a random selection specialising 2 points to a gun or a melee) - increase the gamestage at start (skip the stone age since everything is identical there, and get some ferals to compete with fast)
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