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MechanicalLens

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Posts posted by MechanicalLens

  1. Just now, Roland said:

    Are these really that OP? The steep slope meta worked because zombies could not climb up nor could they attack those blocks so they were an impeneterable defense. The fix for that was to simply allow zombies to interact with those blocks the same as they do all blocks. In other words-- fix a bug in the interaction between zombies and those specific blocks in that specific rotation. Zombies do attack the open hatch doors correct? The player has to maintain and repair them along with battling zombies. I'm not sure what bug would need to be fixed in this case.

     

    If all you're asking for is a bonus attack multiplier when zombies are attacking a door or hatch, that might be a good solution IF they determine that there is a balance issue here. If vault hatches could be crafted and triple upgraded during the early or mid game I would agree that there would be an imbalance but you can't. The hatches that you can craft are susceptible to the zombies you get.

     

     

    An attack multiplier would probably be the ticket, yes. One of the cheapest horde bases to date involves a short stairway, a suspended single block wide corridor with a roof over its head, and lining the corridor are iron hatches which are very easy to maintain. You can add as many as you care to as long as the zombies continue to see it as a valid path to the player.

     

    The real eyebrow raiser though lies in triple upgraded vault hatches. When fully upgraded, they have a combined total of 21,000 HP. A steel block that downgrades to r concrete has a total health pool of 12,000. Not sure if this is a wanted feature or not. Unless TFP make it so that zombies will actively try to climb through hatch walls where there is 1 block of space above them, people will continue to produce these essentially retractable super walls. There is no bug here, nor that much of a complain, just something I thought I'd point out. Since zombies don't seem to attack hatches when placed in a conventional manner (at least to my observations), I see no harm in adding a damage multiplier to hatches from zombie attacks. It's already been done with regular poles when placed horizontally, after all. This is essentially pole walls 2.0 *Shrug*

     

    (Pole walls 3.0 is the use of a single row of blocks along the ground and on top of them a layer of plates placed upside down. You can support an entire base in this manner, with the blocks at head height being waver thin; basically a "floating base". Another little fyi.)

    Edit: In summary, either a damage multiplier could be considered, or reducing the total health of vault hatches (maybe iron hatches as well), or TFP can just leave it be, but with the knowledge that people will abuse this new meta.

  2. Just now, Roland said:

    There is a robotic flying drone companion planned for A20. It is the replacement for the previously planned dog companion. The drone will be able to path easier through terrain so while less emotionally fulfilling than a dog it should still fill the role of a companion that takes simple commands nicely. Plus with the teddy bear attachment you can feel cuddly too. The drone companion is still on target for A20

     

    Any idea on how it will adapt to obstacles, such as being trapped in a separate room from the player? Teleportation or wall clipping for example?

  3. 7 hours ago, Promethean Winchester said:

    <snip>

     

    It seems we are playing sister worlds with sister bases. Fascinating, quite fascinating.

    3 hours ago, Roland said:

    That is temporary. It is already improved in A20 and will continue to be improved as time goes on. However, there is likely to always be primitive weaponry to be found in containers during the first week if you are looting in an area that does not have a modified gamestage.

     

    While I am open to the idea of at least some variety, it would be unfortunate if the gamestage increase of some biomes was great enough that it discouraged the player from looting in the forest biome almost entirely. (Ex. Why loot in the forest biome to find quality level 1 AK's and the like where as if you loot in the wasteland you can get quality level 4 or 5 equivalent weapons.) Hopefully the new dangers of the wasteland can really create an in-depth risk and reward system.

  4. 1 hour ago, Promethean Winchester said:

    I'm on day 7 right now, still haven't died, Insane Nightmare. I'm using the Sledge instead of the wooden club and I'm having a LOT of fun with it

     

    Weak. I'm currently on day 23 on Insane/Nightmare (permadeath). ;)

    Almost died on day 22 though to two rad soldiers and a rad biker at the end of a T4 POI.

    Just taking a jab, nothing harsh meant by it. I wish you luck on your Insane/Nightmare adventure!

  5. 5 hours ago, Promethean Winchester said:

    <snipped>

     

    I'm currently engaged in a playthrough where I am initiating zero contact with traders. It's quite liberating. If you're still playing the game, I suggest you give it a try at some point.

     

    I have little issue with traders, both in Alpha 19, as it's been pointed out numerous times already by other individuals including Madmole himself, they are terribly unbalanced when it comes to loot progression, but in their stock and quest rewards. As it stands they are just overpowered vending machines that are one step away from the creative mode, essentially giving the player "free" handouts every few days. They are air drops or regular vending machines on steroids. Remove the human element, and that's all they are really. If you want to avoid traders, play with that mindset. ;)

     

    I'm curious what they'll be like in Alpha 20, although I suspect they'll be as "essential to gameplay" as they are now. Hopefully we won't be getting nail guns and T4 augers for T2 quests though.

     

    Edit reason: spelling error

  6. 9 hours ago, Jost Amman said:

    I can answer this... Madmole said (not the exact words) that the entire point of this electric system is to look and feel "ragtag", so if you expect them to make a modern and functional electric system like (e.g.) in EGS, forget it, it's out of theme.

     

    IIRC they did talk, however, about the possibility to only show wires while you're holding the wire tool in your hand. We'll see.

     

    One option to hide wiring however, if your base design allows it, is to run the wires through the floor and have arrow slits placed down that form the floor, allowing you to access relays, lights, etc. down through them with ease.

  7. 7 hours ago, meilodasreh said:

    Another thought on that:

    I could get along with "the players choices are limited/influenced by environment" (which is already the case considering biomes...wasteland harder than forest/green... no one would initially go there and make a base.

     

    So considering that, how about bandits would preferably have their outposts/encampments within towns/cities...so if you want to live in a city you would first have to get rid of them...and maybe then takeover/use their former base/structures.

     

    I could go with that...it even sounds somewhat "realistic"...although i hate to use that word in a game like 7D...

     

    Alright, at least we could meet at this juncture. I do find it a bit odd that settling in the middle of nowhere presents the same threat level to the player as settling in the middle of a city or a large town.

    5 hours ago, unholyjoe said:

    no respect for privacy. :)

     

    So you do admit you're hiding something. ;)

  8. 3 minutes ago, SarkMCPFan said:

    oh i meant the ones that dont give a loot cache at the end of exploring.. i like the others that gives the reward for taking that time to explore the building to completion. just feels nice. (also i was just curious to be honest really)

     

    If you're talking about POI's like the Ostrich Hotel and the no-name hotel, those have loot rooms now, although not as impress as even bog standard houses. I'd imagine both POI's will be reimagined sometime in the future.

     

    If you mean the broken down buildings, no, those are staying.

  9. 1 hour ago, Blake_ said:

    Kinyajuu said something about that in the 2nd A20 dev stream. He said that you will be able to directly control the size of each biome (Forest, Snow, Desert and Wasteland/burnt) in the World Generation Options. He also said that you will be able to control the terrain elevation options , specifically things like amount of mountains, plateaus and hills, so you can create a completely flat map if you so choose.

     

    Would be great if we could create a world with just one biome.

  10. 12 minutes ago, Weazelsun said:

    @madmole Artistically will the wasteland biome and burnt forest biome get a remodel to make them look more unique? Currently the only difference in terms of model separating them is the ground textures and debris.

     

     

     

     

     

    Don't quote me on this, but from what I've seen and been told the burnt biome is getting the axe in A20; either that, or it will be combined with the wasteland.

  11. 7 minutes ago, Treb said:

     

    I got all my current steel tool from rewards/looting too. I could have crafted them earlier if I had the crucible though (or went around and dismantled every single street lamp light on the map). 

     

    RNG gotta RNG though. One time I found the crucible schematic on day 1 or so.

     

    I would honestly stop using traders if I could, but the temptation of checking their inventories, and the thought of tossing away weapon after weapon, tool after tool, only because I didn't need them for anything other than coin... I could never stomach it.

    On the other hand though, after finishing my Fortitude world on day 76 I've restarted about a dozen times since, never making it past day 2 or 3 for whatever reason. Can't put a finger on it though...

  12. 1 minute ago, Treb said:

     

    I mean, you can technically have steel tools a few days in if you get all the right schematic (forge, workbench, crucible and steel tool). And sometime you're at GS100+ and haven't found the needed schematics.

     

    In my current game, I found my first crucible (the item, not even the schematic) on day 38 and since day 28 I was scouring aggressively for it, going to all the 7-8 traders I had located at every restock and looting every crack a book/working stiff related places I could find on the map.

     

    Felt great when I found it in a fire station next to the trader I was waiting for to open as I was traveling during the night. Now I just need to find the auger schematic so I can upgrade my level 1 auger😅

     

    Also, auto shotgun would be nice, but I have quite a few shotgun messiah place to raid that were left alone during my crucible quest.

     

     

    Or you can just quest from traders. 😛 For a T2 buried supplies I got to choose a T5 steel pickaxe as a reward. 😜

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