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unlike them

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Everything posted by unlike them

  1. I don't have this overstuffed problem anymore, but I don't let myself freeze. But having a warning would be great. Because now every time I eat something good I always fear if this buff triggers.
  2. Yes, I fought a bee once and it kicked my butt. Since then I avoid them.
  3. I have to agree to Oragepoilu to some extent. But my experience is rather limited - I mostly fight with a spear and hardly fight any special zombie. And I don't notice much progress (if any) with my damage to zombies. It used to take 2-3 hits to the head with a gray spear when I was 1 level, and it takes the same 2-3 hits now, when I'm lvl 40 and have a blue spear. I've put 2 points both in the Knife Guy and Decapitator, but yet to see any decapitations or limb removal. On the other hand - this mod is the first time when I prefer melee fight, never before I relied on melee in any mod or vanilla. You Spider made this mod so much harder in every way, but somehow fighting zeds (at least fighting normal zeds with a spear) is easier. And yet don't get me wrong, I'm enjoying the game. Maybe we are missing something, a sense of progression, a need for stronger weapons, a need for firearms. But I'm not really a fighter, but rather a builder, so not a concern for me. And I'm still scared of Brute or Feral Walker and don't even approach bandits, so lets see...
  4. But isn't it there already? I'm upgrading my cobblestones with clay to adobe and then with concrete mix to concrete. Currently I'm desperate to find a bricks book (found 3 flagstone books already), so I hope this new stone path will come in the very next update . I'm not sure if anyone gonna use SOD though. To unlock 'cobblestones' you need woodworking 75, so by the time you gonna start your stone base you are kinda advanced not to use SOD.
  5. The coal ore that we get from dead burnt zombies, it has no use, cannot be burnt or scrapped.
  6. A chemistry station has a tallow recipe, but it requires a cooking pot, but that station doesn't support cooking pots. I know I can craft tallow in a campfire.
  7. Ok, I've made it to the 'Iron Age'. Here is my feedback: - First, I was levelling woodworking to lvl 75 to unlock cobblestones. I was crafting log cabin blocks and planks. First levels were really fast so I was afraid Spider hasten woodworking too much, but later levels grew slower and slower and all in all it took me a while. It felt kinda grindy and resulted in a huge number of planks I probably will never use. - When I unlocked cobblestones, I already had stoneworking 15 just from crafting stone tools (no grinding). After that I was just crafting cobblestones from the materials that I had amassed beforehand. To get to stoneworking 75 took me some days but not too long. Stoneworking 75 unlocks Forged Iron (mid game in my book). And I have the impression, that if I wanted to take a shortcut and grind stone axes from the start, I would get to the Iron Age much faster (but insane from boring grinding). My way wasn't felt grindy at all and all those cobblestones will find their use in my base building. - In my opinion, we should shorten Wood Age even more (30% maybe), but make Stone Age longer (30-50%). Because there are more ways to level stoneworking, while woodworking has very limited ways to level (log cabin, planks, wood frames, spikes). And I think that Stone Age should last longer than Wood Age (and Iron Age even longer). Everything above is total IMHO, so let other people share their impressions about progression they experience.
  8. I've never played a doctor, but there are some healing shots a doctor can shoot with his bow/crossbow/rifle. I personally think a player can better watch and maintain his health, I'd never rely on a doctors help in battle. But a doctor can craft some useful medicines.
  9. You can punch a follower and he will follow you for 30 sec (repeat after that). So you can take him to your base. There he stays put in one place, but when he sees a zed he approach him, at least those followers who are melee. So they become more spread out eventually. They don't seem to despawn, but they still can die. It is a really cool, game changing addition, lots of fun! But since the last patch there is a bug when a follower starts shooting at you after you punch him, some people on our server already died of this, so I'm not punching them until it is fixed. And if you are a doctor, you can heal your followers.
  10. Also Venisontenderloin and Porkbelly. ME/TO/CA/PO KABOB recipe is missing Potato. You decreased the range of the Fat Zed's puke, but it seems he doesn't know that so he often 'undershoots'. CircularSaw has a 'read' action, intended?
  11. And btw, today the fat guys don't puke, they play the animation, but without actually puking.
  12. Followers are great! You know I was skeptical about them, but they are fun and refreshing experience. They can be really helpful without being OP. I tried to exploit it and gathered eight of them around my base for the horde night. But they didn't help much. First, they are not too smart, and second they are still mortal Kinda a refreshing addition/replacement to spikes. At first they were too numerous to the point of immersion breaking, but it seems you nerfed them. Maybe further tweeking will be needed, but it's too early to say. One of the followers (the crossbow guy) seems broken and cannot attack. Haven't met bandits or new zeds yet. Maybe I wasn't clear enough. I don't mind them damaging me or my base. I want to disable their damage to terrain (dirt, sand, snow), because the area around your base becomes ugly very quickly. It is not about challenge but about frustration. Their explosions don't damage terrain, can their puke do the same? Did you tweak stamina? I seem not to lose stamina when digging (stone shovel). Earthworm, sharpening stone and the new unlabled can have no icons. Labeled crates still can be crafted without requirements (skill, level).
  13. Suggestions..? I cannot find a good solution. Right now I'd be happy to get any food, some forged iron, iron tools, fertilizer, some basic books. But when in Mid Game stage, would that interest me? Maybe currency is not a bad idea after all. About apple trees as loot containers.. Do the apples respawn there if the player is around?
  14. - Is new game required? - Do apple trees benefit from fertilizer? - And due to the change to the traders and currency, you might want to look into treasure quest rewards. I personally would prefer some useful items instead of gold/bullet casings. Similar to Supply drop.
  15. Some minor things: - Bottled Water and Bottled Murky Water when in hand and left clicking are 'dumped on my head', but when you click 'USE' in the inventory, they are being 'drunk' and not 'dumped'. Boiled Water and Can of Murky Water cannot be dumped at all. - Bone Shiv durability is nerfed into oblivion, no one gonna use it for fighting and absolutely useless to harvest animals. To harvest a pig I had to use 9 shivs (gray quality). Was the nerf really needed? The previous version of the shiv didn't seem OP to me. - You added smell into description of Animal Fat and Brain Matter, but I really meant the properties: Bag smell range, Bag smell strength, Belt smell ect. with numbers, like all other meat. Not a priority at all, but kinda streamlining. - I also think Kabobs and Stirfries need to smell. - If I remember correctly one day you said you increased the yield of wild corn, but I still harvest only 1 corn from each plant (in the wild). IDK if intended. - Just wanna ask you again to make Fat Zombie's puke to not damage terrain. - Some items in inventory or in recipes still have no icons (planks, purification tablets, First Aid Kit...). I did reinstall the mod.
  16. I wonder what "JZ" in the mod's name stand for?
  17. Hey Spider, did you test melee range in SP or Dedi? I suggest to balance the ranges for Dedi, because lag.
  18. - I don't have any opinion about new zombies/bandits, as long as they don't change the difficulty drastically (not making the game way harder or giving OP loot). I'm ready to play and see, but I'm not expecting much. - Followers, on the other hand, can be a big game changer, and not nessesarily in a good way. But I've haven't tried them yet, so IDK. *cough* minibike *cough*
  19. - Yes, candles on the walls. I find them in the prefabs, they are OFF. Put them on the walls in my base and they are always ON. - Dogs on Fridays, in vanilla we have a dog horde on 5th day (except the first day 5), here I didn't have them. Not that I miss them, but still wanted to know if you removed them or what. - I've never seen any new zombie, so idk. I've seen the fast-walking-deadly-hitting machete guy in Valmod, but didn't really like it.
  20. I'm playing the outdated version, but reporting anyway: - seed nursery recipe wants 'fertile dirt' (absent in A15), should be 'dirt fragments'. - some farmable plants return 1 fruit (and 1 seed), on unfertilized ground, making it impossible to multiply them. - candles (taken from prefabs) keep burning, were not they supposed to melt down after 30 sec? - I don't get dogs on Fridays, maybe intended.
  21. And that awesome feature of assembling your engine with different parts, like a gun? What's it for now? For cement mixer?
  22. Or, you could enable them with a warning to use them on your own risk. So if it kills you, it dissapears or loses the items in the inventory, you don't complain to the admin. Maybe give the admin the choice if enable or disable the minibike on the server. Win-win.
  23. Minibike, you removed it. Let's discuss? What are your reasons, Spider? I hope I can talk you into bringing it back. It's a big thing, it enriches the game, it's a game changer. All the things you wanna add with SDX will not compensate the minibike loss. If you think it's OP, you can gate it behind some late game stuff. Make the player work for it. As for now, I'm heartbroken
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