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Tmodloader

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  1. Will there ever be a mode where you can play traderless? I know you can do that with discipline but I'd really like it to be a game/map type.
  2. The current system is honestly terrible, do you really use crafting beyond a few points in the game? I don't. I play on delete inventory on death and looting and questing is still the only way to play. Crafting is nearly useless currently so unless you just hate crafting in general, it is not great. Not to mention using your abilities to unlock recipes feels like a huge waste when you can find the same recipes in looting right now. Considering the 100 skill levels for crafting stuff, I doubt you'll end up rng blocked with the abundance needed for those numbers.
  3. New crafting system looks excellent, much better than the current system.
  4. Wish I thought of this, next time I'll make bedroll zones tiny to encourage me to build my own base. I normally just hijack POIs. Yes this is why I worry on the bandits. In a voxel game like this, it would be a feat of achievement to programming to get the ai done. Not that I doubt it could happen but with the desire to release 1.0 eventually, it may be extremely difficult to get bandits working without just using similar ai to zombies.
  5. This alpha is ok. There is a lot going for the game but it really needs some sort of push. The story and bandits should help, and there should probably be some additional endgame content or reset mechanic for gold. The fact that zombies scale to gamestage mostly makes it so that a good player can rush out and clear tier 5s by week 2 or 3 at the latest. Once you do all of those, there isn't much more to do. Maybe lootstage could scale like it does now and zombie scaling could be time based? It doesn't solve the problem but it would give you incentive to see how far you can go and survive without encouraging afk.
  6. Wonder how the AI for bandits will be handled. Adding a more intelligent enemy to this kind of game really hasn't ever been done before.
  7. I remember when Moses was in the game
  8. It is gone, you have to edit it in the files, I am sad about this as well
  9. I dont like that they focus on weaker points if that is true, but I'd prefer that they did have more chances at destroying structural integrity than they do now. I witnessed in A20, zombies focused on attacking the building next to the one I was in, instead of bringing down my tower. No damage done to my tower at all, they nearly destroyed a nearby building though
  10. Don't fight a bear with a 9mm, that goes for real life too, it will kill you in real life if you try that too
  11. I strongly disagree with this one. If it was good for tower defense, they would have a sense of attacking structural points. I want ai pathing to knock down buildings more often I am not sure how the current pathing is "tower defense" when I stand on top of a building they all attack the building next to it and leave my tower untouched.
  12. How is progress on coding generic bandit AI going? This is my biggest worry for the game, as no other game has been able to pull off such a thing correctly. They should do what a lot of other games do, and they probably will. 4 slots for actual stat clothing, 4 slots for cosmetic overrides.
  13. Finished my first tier 5 in A20, permadeath. Strength is too powerful in my opinion. I don't have any int and never built a workbench. I think they should change sex rex to tools only and have weapon skills affect weapon stamina alone instead of sex rex. It was really fun and there were a few scary times but overall it wasn't really that hard. I am playing with 300% ai block damage as well with run during day and nightmare at night. Overall I think sex rex is too good. Great job designing these maps though, I'll play a few more tier 5 before calling it quits for A20. First tier 5 took me about an hour to clear and looked like a Crack a Book corporate office.
  14. That's not nearly as easy to rush as levels, especially if death would set lootstage back.
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