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About uselessjunkaccount

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  1. One thing I sometimes like to do is to start a smaller POI at like 21:00 hours and go clear the zombies while ignoring 100% of the looting and scrapping, then when you're at the end it's usually just hit nightfall so I then go back through and loot/scrap literally everything inside. If you get a trader quest for the POI then all the better. I also like to save up my points during the day then decide on where to spend them during the night instead of wasting a couple of hours doing it during daytime.
  2. Probably a wrench. Lucky goggles are even more exciting to find early on although I don't specifically set out to find them like I do with wrenches. Book shelves are probably the most fun containers to loot early game beyond the big chests. The cathedral is my favorite early game looting POI with all the book shelves, coffins and then good end loot.
  3. You have a curious definition of 'cheese' by hating junk turrets and pathing exploits but then finding it acceptable to have zombies walking 24/7
  4. So you want bunkers that are un-discoverable to both players and zombies then? Again it sounds like you want bunker simulator while in the bunker and zombie/PVP game when outside the bunker. I'm not saying this is a bad thing but it seems like it's the type of game you want to play. That type of game is already possible, you could mod the zombies to change their noise detection radius, there are many mods like this out there already. Why not start a bunker-lovers server? Sounds like an interesting idea. But even with such a mod wouldn't you have to have an entrance somewhere on the surface anyway? Just be choosey with where you build your bunker and make that singular entrance one that zombies can go into as well. If you allow zombies a way down they will take it instead of digging. You don't need a wealth of creativity to be able to design such an entrance.
  5. Speaking as someone who has had food poisoning IRL it's kind of the opposite lol. The very thought of food makes you want to vomit and in this game the first instinct you have is to go stuff yourself like a turkey at thanksgiving as if you are completely famished. IMO a better option would be to make your hunger go down to like 65 or something for 30 minutes and in that time you cannot go over that cap, any extra food consumed is wasted in that time period unless you drink the tea. That way it better simulates reality and also doesn't totally screw you over if you're on the 15th floor of Dishong tower or 2km away from home with no transportation.
  6. Zombies don't do enough damage to threaten your base at night unless your ceiling is only 10-15 blocks deep. You can just ignore them and easily craft soil/gravel to patch the holes they make a couple times a week. Or just use some healthy blocks on top and repair them once in awhile. A land claim block and fence combo will make it so that 99% of nights nothing will even get in range to hear you. Or you can just get some turrets at ground level and kill everything before it even has a change to hear you. Another effective system I found is to dig a nice long staircase for the zombies and an alternate hatch/ladder system for yourself. Have the stairs lead all the way down to your base but leave a one block opening at the end and they'll just always come to attack it. Then you can just come out and kill the zombie really quick when you hear it or even set up a junk/regular turret right in front of the hole and it'll do it automatically for you. I have found this method to make for even easier maintenance than an above ground base because there's only 4-5 blocks that they will ever damage and 90% of the time it's that same singular block with the hole above it. If the only thing holding you back is the existence of zombies who will try to get at you at night and all you want is a bunker simulator at night and a zombie game during the day then just use the killall command in the console whenever you hear zombies. Using it 4-5 times a night will take a total of about 30 seconds of your time which seems like a good tradeoff if that's all you're interested in.
  7. Shovels seem to drop too much as loot in this mod. Last horde night I got 17 steel shovels and at least a dozen in the previous one (nights 21 and 28). I also got 5-6 iron shovels each night too although the steel ones were what really stood out. Overall shovels were about 1/3 of all the loot those two horde nights.
  8. I was not seriously inquiring about your age and am in no way trying to be an ageist. I was merely making the point that the argument of 'things were harder in the past and thus better' has been made since time immemorial and is always proven to be wrong over the long run. Seriously, you will find even examples of this argument in ancient literature. It's all about what you experienced in your heyday, which most people think is the 'best' version of everything. I actually have read this thread and have replied multiple times to it before today. As I stated earlier in this thread, A17 was my first alpha I played and that it was plenty convoluted enough for a player back then. I started at the very beginning of A17 and watched Youtuber since A15/16 off and on. But A17 was my first experience. To mirror your own comment back to you, if you'd read this thread you'd have seen this. But neither you or I are the Rainman so neither of us should be blamed for not remembering everything in a fifteen page thread that's over a week old and I certainly do not think that you or I should have to go back and re-read a 15 page thread to find previous replies from one another. But that whole argument in itself just proves my point and you make it time and time again in your latest post. By pointing out my forum time you're still making the argument that I'm too new to understand the 'best version' of the game and thus have a less valid opinion. I play the game now on the hardest possible settings, as I've already stated once in this thread, and make rules within the game to make it even harder. I doubt 99% of people playing are playing it in a harder fashion. Why? Because I got bored. It got too easy. Not because the game itself is too easy but because I've mastered it. It was hard for me in A17. There were plenty of systems to learn and plenty of mysteries in A17, many systems that did not even exist in previous alphas as I've now learned. Personally I don't feel that Minecraft-style grid crafting made things better or 'sharp rock' style prerequisites actually added difficulty. Those things may have added hours to the completion of my mastery of the game but I don't think it would make the game a better experience, or actually harder, than it currently is. In my opinion such things are not worthwhile time sinks in a game that already includes so many. Then there's the reality that they are not updating this game to please us but to make the best experience for new players and reverting to previous alphas is not going to win them awards. You listed some good games there, but how many of those do you still play to this day? And how much time have you sunk into this game relative to those? I think most people who fall in love with anything like the earliest version of it. I'm 34 and have been playing since the days of the original Nintendo. I played the original Mist and loved it despite never even finishing it. The game I've sunk the most time into in my life is the original Everquest MMORPG which was convoluted to the extreme. I've come to learn that original veterans of a game are not always the best source of information when moving forward. And that includes my own experience of games over the years. From what I've seen it's not even as if the original version of this game was actually more complicated but that trivial recipe ingredients phases were taken out, that crafting inflicts less repetitive-stress injuries on your hands/wrists and that zombie AI has been become more complicated. I've learned a lot about previous alphas despite never playing them. There were so many easy, cheesey bases you could make back in the day. You could make a base one block below ground and no zombies would get to you because they couldn't dig down. You could make a base in a tree and zombies couldn't hit trees so it was invulnerable. You could make a base by placing minibike frames on the ground and zombies could only pass through 1 in 100 times by sheer luck. You could dig a trench around a base and zombies wouldn't tunnel so it was invulnerable. Things that I have never played through myself but do for a fact know that they existed in the previous alphas because I have seen the videos. None of that equates to harder horde nights despite all the cheesey bases that currently exploit zombie AI. It was merely easier to cheese the AI back then. 'Sharp rocks' and crafting grids are only time sinks that veterans like you and I will not find to be a hindrance in the slightest and that will not actually add difficulty to the game for us. They're just time sinks. Zombie AI was dumber in the past despite still being dumb in many ways now. It's not prefect but I personally see it as progress and I surely do not see going back to previous alphas as being something most current or future players will enjoy the most. People point to things like zombie-loop horde bases as if zombie AI has regressed but it was even dumber in the past and required less effort to invalidate the zombies.
  9. This has been the case since at least A17 but it's pretty cheaty. Even then, this isn't a great way to get all the books. You'd have to spend hours and hours and hours and hours doing this same house over and over to get all the books this way. If you're that dedicated to cheesing the game this hard you might as well just spawn in the books because this would get extremely boring pretty quickly I imagine.
  10. One of the worst arguments you will ever see time and time again across a variety of topics. 'Things were harder in the past and thus better.' You wont to make this argument? At least make it against games that deserve it, not this one. How old are you? Unless you're immortal I can find older people who would make the same argument about things you enjoy, it doesn't mean it's true. You would argue against why the things older people than you consider to be 'harder' are actually 'worse' but the things you consider to be 'harder' are actually better than what those younger than you experience. What other games do you play? I doubt you're even experiencing the hardest challenges that video games have to offer.
  11. This is a good point and a serious problem that needs to be fixed. Vultures are just completely useless on horde nights. They created them and teh players 'created' roofs. You could make them see you through walls and puke at your head but all that do will make players have roofs that are multiple blocks thick. Vultures should be removed completely during horde night or not counted in the zombie limits.
  12. In the latest alpha this was changed to where the horde night does not simply restart if you log off between 2000-400 hours. If you log off on horde night and log on again later the horde night does not start unless you damage a zombie. So while repairing you must have come along a zombie and damaged it, thus starting horde night again. So in the future you should avoid running around at night if you log off on horde night and if you do decide to run around outside, be aware that damaging a zombie will start the horde once again. The same now also applies if you die during horde night. You must damage a zombie to continue the horde.
  13. I voted desert. I play on insane/nightmare/permadeath difficulty so that makes the snow biome absolutely awful with the lumberjacks that are fast, strong and hit for over half your health. Forest biome is a little boring honestly, zombies are just as easy as the desert but there's no birds to worry about. On random gen it can be annoying too with trees growing inside buildings and blocking your view. I cannot spend any time in the wasteland biome because the wind has this awful 3 second long audio sound that repeats over and over 24/7 and once noticed it cannot be unnoticed and is extremely irritating to listen to particularly at night back at the base when there is nothing else to hear. Not to mention the awful terrain and makes vehicle navigation the most irritating experience I have ever come across in a video game. . The wasteland biome is complete trash really, I wish they would give some sort of an upside or just eliminate it completely. Burnt forest is pretty awful too although less awful than the wasteland. Burnt zombies are very fast and can light you on fire but there are some of the only 'easy' zombies in insane besides crawlers so they don't annoy me unless they sneak up on me and light me on fire in the first hit. Biome is still completely ugly and also like the wasteland lacks any upside whatsoever. Burnt/wasteland used to have some upside in those corners of a building where you could find some decent loot especially with all the sinks where you could find a wrench fairly easily day one but they've nerfed the loot in those so I see no upside whatsoever. In Navesgane it's made a bit better by the updated town near the trader which hassome good updated beginner POIs but who plays Navesgane unless you're new to the game or you're playing it at the start of an alpha to see what's new? Even the dev's don't play Navesgane as evidenced by the let's plays on the TFP Youtube channel. I like the desert because it provides challenge without the totally OP early game lumberjack zombie. Vultures give just the right amount of terrifying encounters early game. Great sight lines. Good terrain for vehicles. Oil shale. With lakes and sand the clay soil is available but just enough of a PITA to make it scarce early game. Environment effect makes water a challenge but isn't as much of a PITA as food in the winter biome (although that may be because I only use food healing in the game and no meds).
  14. How much ammo do you use on horde night that you have to smelt all your dukes to finance it?
  15. It's a video game, not quantum physics. It's impossible to supply endless theory-crafting and discovery after you put 1k+ hours into it. I started playing in A17 and now have over 1k hours. I can report that there was still a steep initial learning curve in A17. I remember crafting my first forge and putting it in my horrible Working Stiff base and looking at the crafting menu inside it for probably 30 minutes before I understood how the heck to actually craft anything in it. Trust me, it was still plenty convoluted enough for a new player even in A17. So I learned. Now I have five of every work station before the first two weeks are up and play not only on the hardest difficulty settings but challenge myself in many ways that go beyond the given difficulty settings because the game got too easy which meant it got boring to me. The only genre out there that escapes this pattern are MMORPG's with content that is increasingly scaled up over years and years with theme-park style content curated for veteran players. But that old content still exists for new players. You can't do that in a sandbox crafting game because by definition the content is not a curated Disney World for veterans but needs to be accessible for all from day one. The only other popular 'constant new content' games have the most banal and contrived 'updates' of all like GTAV Online and Fortnite or even worse yet mobile games. I'm in the industry myself and this game has given me much to think about which is quite rare for me and on this point specifically I say bravo to the developers.
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