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ryoendymon

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  1. Just my own thoughts, but I really hope that moving forward, the pimps add to the game more things to do with the game for a social aspect. I love base building, I really do, and they have plenty of decoration options and such, but there isn't much reason to decorate to be honest. You can't sit in a chair, you can't lay in a bed. You can't turn on a TV. I'm hoping they will bring out a spoilage mechanic, and with it a canning mechanic to preserve food. Long ago they toyed with the idea of zombies being able to "smell" you, if you were carrying something like fresh meat, i'd like to s ee that come back, along with the old "wellness" system, to suggest that we eat better
  2. That's why I called it OP. Once you top out all its perks, it's just insanely powerful, and as I said, even on horde night, if you pop its candy.....there is no stopping it.
  3. Int should have a ranged weapon like a stun gun or something. But the baton, way too OP. It's a survival game. These things ARE OP. The game is supposed to be a survival game, right now, these things pump you as a player up to a point of far too much power, it takes away the danger aspect of a survival game. Let's look at the stun baton. Firstly it's a club, even if it doesn't get the club stats. But it does have its own set of things to give it all the club abilities. So it has the increased chance for dismemberment, heavy head damage, reduce its stam cost, another talent for buffing its attack speed. But the baton also has the built in stun ability....start whacking and the enemy gets stunned while you keep whacking, which recharges it and restuns them. The stun is an AOE, albeit small (unless you add the candy that makes it span like 2 blocks) Then you add in the medicine tree, you probably didn't read the last 2 talents in the medicine tree which adds even more to the stun baton giving it bonus chances to instakill So here we have the equivalant of a club with all its boosts, plus the stun ability....on an AOE...plus its instakill abilities.....and we haven't even gone into any of the other addons. Candy spreads that AOE stun to about 2 blocks, on a horde night it's kinda funny watching half the blood moon horde just standing there doing nothing.....if you have the repulser mod it sends them flying about 10-15 blocks away to just lay there twitching. If you're reading their other books you get additional crap like a 25% on normal, 50% on heavy attack chance to INSTANT charge it, so add a coffee, and you're just constantly power attacking, Hit hit zap hit zap hit hit zap hit zap.... Doesn't matter how much HP the enemy has, or how many there are, they will all just be AOE stunned. Look if you want to play this game on easy mode, that's fine, but a survival game needs balance to ensure that you aren't just god wandering the hordes.
  4. Damn.... Yeah I never did turrets because that felt just cheesy, but seriously, on our bigger game, sometimes i'll let screamers just continue to scream, calling the ferals and radiated all they want, and my stun baton just keeps me good. I tried it with the candy as well, it was like "I AM MIGHTY THOR"
  5. So, having been playing 7 days for a while now in the release, I notice 2 severe nerfs that are needed. 1, The stun baton is far too OP. seriously, my family have all tried it, and the stun baton is just rediculously overpowered, not even counting when you get the books to further its absurdity, or the candy to boost its shock radius. I started a fresh world, and found a "bear den" POI on like day 4, I had a level 2 stun baton (Yes I got it legit, will explain in point 2) I destroyed the place, including taking the zombie bear on face to face in melee. I believe this OPness is a result of the fact t hat there's only 2 tier of weapon in the int category, pipe baton and stun. I basically was able to keep the zombie bear stunned the entire time, so was just able to keep on pounding. 2, Daring Adventurer, (I think is the perk) The perk improves what the trader has in his inventory, and even just the ONE point you can put in without investing in int is enough for you to start seeing some seriouly powerful stuff, such as a level 2 stun baton on day 4 (the first trader restock day) mentioned above. The traders themselves are already a fairly powerful resource as it is, but with even just one point in Daring adventurer, it gets kinda nuts. Before the end of week 1, thanks soley to this perk, when my family of 3 plays together, we are outfitted pretty heavily. Among our group we will have 1 set of steel tools, each of us having a third tier weapon (tiers being like, pipe rifle, hunting rifle, lever rifle, sniper rifle) We have tested this out in 3 separate worlds, to ensure it wasn't just a lucky break. But it was no fluke, in all 3 worlds the taking of daring adventurer would catapult our progress. Typical stats i use on a 3 person co-op world, 100% exp, 50% loot abundance.
  6. The replacement of armor and clothes takes this game away from survival and into RPG. I've adored this game since, god I think I first got it during alpha 7 or 8. Armor being your physical protection Clothing being your environmental protection These are how a survival game is supposed to be Magical set of gear that gives you bonuses, that's RPG crap. At best, do what you did with the complete suit set, where some book gave you something special if you wore a proper suit, , but this feels like a tremendous step back, all it's going to do is create a meta where people will feel obligated to carry 3-4 sets of gear, taking up 9-12 slots in their inventory at all times, rather than letting their skills function for their skills, and actually dressing for the biome they are going to
  7. How is it worse? Because it leads to a minmaxing situation, and takes away from the survival aspect of the game. Previously, you went for armor (light vs heavy) to focus on your defenses, balance ability to sneak, tank, etc. Clothing was separate and as part of your survival, it was focused for you dealing with differing climates, times of day, and even weather. Now, they've just rolled it all into 4 simple slots and insisted "this bonus goes with this level of armor" They have taken away that part of survival management. You are looking at the wardrobe on an asthetic level, but that wasn't the purpose of the clothing before. If you wanted to head to the desert, you needed clothing to shed heat, like tank tops, shorts, etc. Going to the snow, you break out your puffer coat, and sweatshirt. What this is going to lead to is a basic minmax meta, something that most games suffer from. Your bags are going to feel required to have Set 1 of clothing for fighting, set 2 for bartering, and probably sets 3-4-5 for various resources, instead of your actual skills accounting for that. I feel like this is going to be a dramatic shift that is going to make the game suffer, because it's taking the game out of the survival aspect and into the RPG aspect. Again, the problem is it's taking the game from the survival aspect to an RPG aspect, I realize that there is @%$# all i can do about it, except maybe hope someone makes a mod to get rid of this crap.
  8. I am seeing so much about the coming changes to armor and clothing, and god it looks horrible. The sets would have been a nice addition to the existing setup, like build the sets into the clothing part of gearing your character so that clothes were more than just asthetics. But to replace all armor with it....it just takes away from the game, the customizability. It feels like now you're going to have to dedicate at least 8-12 of your inventory slots to carrying around sets of gear for different things you might want to do. Wish you would have just made the clothes into these sets, and left the armor separate
  9. I know this might sound silly to a lot of people. But how about adding some quality of life role playing options to the game (maybe toggleable) Being able to sit in chairs, lay in beds, pose emotes, things like that? Like, we can decorate our bases with chairs and stuff, but it doesn't really serve much purpose.
  10. Just gonna say it, why does this POI not exist? Dukes tokens have been our currecy in this game as long as we have had traders, why are there no POI's for the casino itself? Also as a former dealer/pit boss..... casino chips are clay, not brass.
  11. ryoendymon

    Zoo POI

    So, currently we have plenty of animals Living Rabbit Chicken Snake Deer Bear Wolf Mountain lion Coyote Boar Undead Bear Dog Vulture You could increase the diversity by adding like, white and black bears, different colors of wolves and the like, and maybe throw in a few more animals, then we could have a full blown zoo POI It would be an extremely high tier POI, massive and sprawling, basically a place to put multiple biomes into one little area, give a good place to get lots of meat, but also be high danger. Maybe make it have a unique horde night mechanic where undead animals pour out of it separate from the normal horde?
  12. The dew collector is a good start, but I would like to see a proper water collector. 1, when it rains the dew collector should fill up MUCH faster, making it a harvesting rush. 2, one you can place on/near a water source to gather water that would need to be boiled.
  13. The batons are missing a tier, all the other melee weapons have a primitive, iron, and steel tier, but the batons is just pipe or stun..... I think the third tier should be like the stun, but without needing to wind up a charge, maybe a cattle prod? Or alternatively, give it an option to fire out a bit? Either way it is just missing something since it doesn't have its third tier.
  14. So, once upon a time, we didn't have level 1-6 gear, we had 1-600. Guns were made from about 4 parts you had to assemble, each part being an item level between 1 and 600, and the final weapon being based on the parts you put in. I want to see this back. That old system suffered because the workbench used to have a "combine" feature, and people were quickly getting 600 parts by just combining everything they found. Now that it's gone, let's get the 600 level things, and parts assembled to make a gun back! Right now, its just finding an item, 1-6, and some rng on stats within its item level.....progression kinda ends fairly quick in my opinion.... But if we had back that long range, and could constantly find and swap out parts, the longevity of improving ones gear would be improved. Additionally, back then, every time you repaired it, the pieces lost a couple points of level, this gave an air of realism to it, that eventually your gear would get worn out and need replaced, we aren't all expert gunsmiths after all.
  15. There are stealth mechanics in the game, but they are....well....largely castrated.....and for a number of reasons. The first being, zombie AI is too smart, yes I know that sounds strange, but hear me out. Imagine you are on a roof, crouched, you see a mini horde walking east to west, and you are south of them, you light a pipe bomb and throw it over them to have it land and blow to the north. They are alerted by the sound.....but they don't go toward the sound, instead they zero in on exactly where you, the player are, despite not revealing yourself. In short, we don't have a distraction mechanic, and the game kinda needs one. The second, being stealthy won't level you up very well, as even if you can pull off a full stealth run in a POI, there will be enemies you have to miss, and noise you have to make. Example being, let's take a fetch and clear. Often the satchel is behind a painting or something, so you have to noisily break it, and there are enemies in those slatted cabinets, with no way to get them but to smash it open, or let them notice you and smash themselves out. Maybe add in some manner of removing those things as items you can pick up, instead of being forced to smash. This is just naming 2 issues. Additionally we could use more stealth functional items in the game, or modifications to the items that exist, some suggestions.... Make the torch not placable, and make the place button a throw mechanic for the torch. Then add a placable sconce item to craft if you want to put said torch on the wall. Add in flares, and craftable glowsticks, both low light and high, that are primable and throwable. These would be items that could illuminate a dark area, but also allow the adding of a mechanic for said light sources to draw the zeds. (with the low light ones drawing from a shorter area) Make flaming arrows and bolts thunk into walls and remain as a light sorce for a short time, again with a zombie draw mechanic to it. New explosive, remote charges and detonator. Make one of the mats to craft it be the timed charge itself, so we can set up a charge, and potentially draw enemies in, then blow it when the time is right, this could extend to other types of similar traps that would use the same mechanic as the stun baton and it's shocking effect, imagine leading a half dozen zeds onto a plate, hit a button, and stunshock them all, mats could include a fully charged battery. Add in full versions of the military stealth gear, right now we only have the boots. Bring in the ability to conceal your scent to hide your presence from the zeds, this type of play could be amazingly fun for extreme high difficulty playthroughs with long nights.
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