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  1. Came for the UI, stayed for the gameplay.

     

    So after playing the mod for 35 (two hour) days, I'm ready to give you my limited feedback. Mind though that I was playing v2.2.04 (stable) and some issues might be outdated.

     

    The main selling point is obviously the user interface, which is really stunning. I was expecting to see just another mod with a cool UI, but boy I was wrong. The gameplay changes kept pleasing me. Initially I was skeptical about the inventory 'weight' concept ("yeah, whatever"), but quickly felt it was the only true way to play. It is just better than vanilla in every way. Also I'm very glad 'learn by doing' came back without sacrificing the perk system and without adding 'spam crafting'. I was so missing the 'you gained a point in athletics' messages :) I wonder is it possible to adjust the message to tell us the current skill value. "You gained a point in athletics (now 23)".

     

    I'm glad to hear you intend to give some love to cooking and farming too. Food is extremely easy both here and in vanilla. Just don't give food any more buffs, with all the buffs/perks/skills/gear the player is already OP. Maybe make the opposite: if you don't eat meat regularly, your strength drops, if you don't eat fat your weather insulation suffers, if you don't eat sugar (honey) you get -1 intellect, if you don't drink alcohol from time to time you get depression (-10% experience gain), something like that. That would encourage the player to diversify his food. Some use for snowberry maybe. I don't know your plans for farming, but increasing growth cycle would be the obvious first step.

     

    I think you need some F.A.Q. either here on the first page, or better ingame (journal entries?). The new players ask all the same questions. Maybe make a quest line about research (the hardest question to figure out).

     

    I like the research system (reverse engineering). The problem is, it is much easier to loot or buy the needed item than to research and craft it. It is not exactly your mod's problem, the vanilla game has taken the direction from crafting to looting for quite some time now. Maybe it isn't necessarily bad, just I feel all those new researching and crafting mechanics you have added are kinda underutilized.

     

    All these new vehicles are nice, just not my cup of tea, I'm still driving my motorcycle. But I still haven't found the gas schematics. Day 35, constantly checking all five traders, looting-looting-looting, completed 16 of 19 book series and no gas schematics. You said the gas recipe is rare, but come on! Maybe just bad luck.

     

    I'm also saddened that this mod is not supposed to be played without traders (or so it seems). You said that some vehicles are 'buy only', and I suspect some other gear too. Is it true? I dislike the trader gameplay and usually generate no trader map with nitrogen. This time I played in Navezgane with traders, but I'd love an opportunity to play this mod without traders.

     

    Further are some minor questions/bugs/suggestions:

    - I found out that gun turrets accept any ammo, does it affect its damage (like .38 HP vs 7.92mm AP)?
    - Can we have a different icon for dart trap ammo?
    - Also can we have the encumbrance bar of a more different color than stamina bar? I have trouble telling them apart.
    - Maybe a center line on the compass?
    - I'm looting much more "light armor parts" than "steel armor parts". Currently in my storage 174 light parts vs 10 steel parts.
    - Bulk crafting ammo, is it removed? The books still mention it.
    - Can't report 'nail some chicks' quest to a trader.
    - I have the impression TFP made it so when comparing weapons/gear, mods don't affect numbers, but in your game I have to remove all the mods to compare two items.
    - Also is it possible to show the vehicle info when I'm about to buy or to craft one? Currently I just spawn it with creative menu to check the speed/cargo.
    - Carpenter axe (S tier) has only 3 slots and no dye slot. Also maybe repair it with a repair kit? I keep forgetting to take the two iron plating with me when going chopping trees.
    - Make snakes venomous, add anti-venom?
    - Make wetness matter again?
    - I found a 'small backpack', that is a really cool concept, but it was the only backpack I found, I can see there are many more in creative menu, are they so super rare? Much too rare it seems.
    - I found 'organic waste' with no use, is it a place holder for future farming improvement?

     

    I hope my feedback was helpful, all above is IMHO obviously, you make the mod how you see it, definitely you know what you are doing.

    • Like 1
  2. Sorry, I don't know anything about Darkness Fall. And yes, you have to scrap radiators and door knobs to use the materials. (I'm also new to the mod and don't know much, just trying to be helpful).

  3. So, I've bought a 7.92 (AP) round, made a schematics with it, read it, but the schematics is still unlearned, can't craft the rounds. Tried it several times, same result, seems like a bug. Just try and take the schematics from the creative menu and try to read it. V.2.2.04 (stable)

  4. Hello, you added a 'small engine' when dismantling a concrete mixer, I think it should be a 'compact engine' instead, because it is required to craft the concrete mixer. Also 'sniper series' books unlock 7.62 ammo, but should be 7.92 IMHO. Hmm, maybe add 7.62 (AP, HP, bulk crafting) to the 'machinegunner book series' then? And what about 5.56?

  5. Read the A20 roadmap and I'm very impressed. As always, he game is getting more awesome with each alpha.

     

    But the clothes changes are not very clear to me. Are we still gonna have armor besides clothes? Or only chest piece? Also all the listed outfits were combined of helmet+outfit+gloves+boots, except for the nerd outfit, that didn't have a helmet but had goggles. Can we equip the nerd goggles with let's say the complete lumberjack outfit? Or the goggles go to the helmet slot? Or is it an early stage prototype and it is too early to ask these kind of questions?

  6. 7 hours ago, Jeffny said:

    hello

     

    bug or engine weakness?

     

    thanks

     

    ps: why the barbwire and the fonctionnal jail door are removed?

    A19.0_2020-07-12_18-39-32.jpg

    A19.0_2020-07-12_18-39-55.jpg

    You mean that distant terrain (in your case the POI) doesn't update after being altered? Yes, game limitation, hopefully will be fixed post gold.

  7. Does this mod still work for A19?

     

    Also in my base my dart traps do all the killing when bloodmoon. Do those kills count for 100 zombies quest?

  8. I recently decided that traders currently bring more bad than good to the game, so I started playing without them. When we have more fleshed out NPC, White River clan, bandits, better quests, then traders would be justified. Currently they bring weird problems/mechanics:

    - the concept of invulnerable blocks/POIs

    - the magic POI restoration/loot respawn and gimmicky double looting of a POI, which became a new standard

    - the magic teleporting after 22:00

    - the 'problem' of too many foods in store, 'solved' by introducing magic 'candies'

    - exploits of 'secret stash' (putting on/removing nerdy glasses)

    - the current quests we have are beyond primitive, even by sandbox standards

    - traders/quests make the game easier, so people often see no point to build a base anywhere but next to a trader

    - the opportunity to buy the things you need, instead of looting it, results in a scheduled routine of visiting every trader after the restock cooldown.

     

    We can argue about the last point, as having more than one way to gain things enriches the game. Maybe yes, but I decided that I prefer the old way of looting/crafting. So when I found that Nitrogen has an option to build maps without traders, I did it. But you also need to use a modlet to remove the 'find a trader' quest with this opiton.

    • Like 3
  9. hello Spider, I installed the mod with Mod Launcher, but getting this error when starting the game (even before the main menu):

     

    error.png

     

    edit: ok, it seems my base game version was 18.2, so I'm reinstalling it, I'll let you know if it helped.

  10. I keep thinking and I still can't see a good way to implement 'spam crafting'. If you make the required crafted item amount small, we will quickly do the necessary job and will enjoy the top quality tools. If you make it long and hard, we will still grind it, but spend long time and feeling miserable. The result is the same: we skip all the 'brown-green' steps and will use top quality tools the moment we can afford it.

     

    Maybe if we needed to loot the required parts (like now with steel tools) then it could work. We would craft the tools as soon as we got enough parts, then after some days we looted more and crafted next tool and so on. But it can backfire that if we don't loot enough parts, we have the tool broken and we cannot repair it. IDK.

     

    I know a lot of people miss old LBD, but I like the current vanilla system much better.

  11. yeah, if you actually 'need' to craft the tool (because it is broken), then it is less 'meta gaming'. I am just not looking forward to 'collect enough materials and keep crafting this tool until you are top rank' routine.

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