IrishManJMo
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A veteran players view on current vanilla
IrishManJMo replied to IrishManJMo's topic in General Discussion
I agree. That's why in my original post I tried to not include things such as my difficulty level or personal play styles outside of what I felt were true criticisms of the balance of the fundamentals of the current vanilla. I really do think for many years TFP have had a lot of good or at least interesting ideas but poor solutions to how to balance them. -
A veteran players view on current vanilla
IrishManJMo replied to IrishManJMo's topic in General Discussion
Oh I don't know if I wasn't clear enough in my original post. I wasn't suggesting that "learn by doing" was better. I was suggesting it should be a combination of ways we develop skills not just all in on one way. Which in this case going all in on magazines turned the game into spending all day opening mailboxes and bookshelves if you're trying to progress certain stats quickly. -
A veteran players view on current vanilla
IrishManJMo replied to IrishManJMo's topic in General Discussion
I agree. Undead Legacy is by far the best mod imo because it's essentially just a much more fleshed out vanilla. -
I have over 4500 hours put into this game and while I've tried and loved many mods I have always still thoroughly enjoyed playing vanilla servers on this game. However ever since they changed to the magazine system the vanilla experience gets so boring so quickly for players who know the ins and outs of how the game functions. It is now very easy to get to tier 5/6 of crafting whatever you want especially the new clothing items which can make you overpowered pretty easily. Besides the ease of this it also just makes the gameplay very boring now. I'll never go into a POI now if I know it doesn't have bookshelves since that's all that really matters as loot now. There's no point in clearing a tier 5 skyscraper when I can keep resetting crack a books with a trader quest. I hope they find a better balance for the magazine system instead of throwing every skill under it. I know they hated learn by doing but honestly some skills like mining should fall into that category. The idea is good but the execution needs adjusting imo. Same goes for the new clothing items. They visually all look great but functionally only a few pieces are actually worth using and none of the full sets are worth using over a mixture. Those set bonuses should feel legendary to have. Just my two cents on these newer vanilla features.
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Traders and quests need to be nerfed
IrishManJMo replied to aamatniekss's topic in General Discussion
I was going to suggest this exact same thing especially since in this alpha resources are much more scarce than before or slower to start obtaining if not specced into something in particular i.e. forged steel in t2 rewards are nice imo. -
Is ignoring game content the only option?
IrishManJMo replied to Slingblade2040's topic in General Discussion
I have 4200 hours in this game and have never seen tier 5 of trader quests personally. I've never enjoyed the quest grinding system of this game personally. The changes this alpha have made the rewards way too OP imo. I think I would be happier if the only reward from quests were dukes and then the traders themselves just had better inventory. -
A21 is... definately better... but...
IrishManJMo replied to Viktoriusiii's topic in General Discussion
This is just another gross exaggeration and simply not true. As I mentioned I play on Insane Difficulty and was in no way forced one way or the other on my progression. I chose to look for a city early to be in a better spot for trader quest variety and this caused me to progress much quicker both in my skills but also gamestage and I can assure you even with that boosted gamestage there was certainly not radiated zombies on day 8 let alone only a couple of ferals. Reading through this thread let me know that a lot of people are bad at the game, bad at reading or both. As a few scholars pointed out the game does in fact let you know what perks increase the chances for Forge Ahead magazines. Could this have been easier to find in the text? Sure, but it does exist. I'm also not here to flat out defend the new magazine progression system. It is a massive step in the right direction and could be improved with some balancing but overall it functions correctly. With that being said I can't think of a single reason why LBD isn't a better way of doing the exact same thing especially since this form does exactly what people were worried about which is it completely screws over the players who just wanna sit around mining and building. Also Roland's response was *chef's kiss* My personal experience with this system so far was taking a slower approach to the progression admittedly because I didn't bother reading the perks/magazine pages prior to just jumping into the skills I felt like playing due to being on Insane difficulty. To me my combat and survival perks felt more necessary than workstations and vehicles. With that being sad I still managed to get them relatively quick once I decided I needed them without putting points into Advanced Engineering or Lockpicking. I did enough trader quests to get a bicycle and rode around town to town looting every mailbox, newspaper stand and broken workstation I could find. I never felt gatekept on getting what I wanted throughout my playthrough as you can repeat tier 1 quests for book bundles also or tier 2 quests for more than enough forged steel to get through the early game. -
@Robeloto I got your quest music mod and was wanting to add music of my own but it appears you had to do some custom scripting in Unity to add brand new sound triggers to the game. Is that the case or is there a way that we can change the sound clips to sounds that we have bundled?
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Thanks a lot for saving me the trouble of doing a side by side comparison of the overhaul and vanilla trying to find all of the changes
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What do I need to add to my files from this if all I want from this is where debuffs and infections don't get removed on death? I don't wanna overhaul my entire xml file just for a couple lines of code.
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I did try that and what it would do when I would use Action1 is it would do the correct sound effect and would then bring up the little up arrow you see when repairing items with a nailgun and it would just stay on the screen until swapping weapons. I'm working on other weapons atm but when I make more attempts at that one later tonight I will be sure to snag some screenshots and code to upload for reference.
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Haha in my version I removed the exp gain from healing for that very reason. I want this to only be used to heal allies not to be abused for exp lol.
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I have been messing around making my own legendary weapons as well through inspiration of your mod and one that I just haven't been able to figure out how to do is how to code a club to be normal melee in its normal attack but act as a first aid with the power attack. Is this possible?