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Everything posted by Tmodloader

  1. MM replied: No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already. SphereII and I coded and released a lockpicking minigame mod which your welcome to use as a starting point. Its tied into the perk and inventory system, and resembles the one in Skyrim. I'd love to see it added to the base game. Lockpicking is not shippable, you can't even write a message in text while lockpicking. Also there needs to be some incentive to actually pick a lock instead of breaking in, such as a chance for items to break. Also locked doors can't be picked. Lockpicking is without a doubt one of the worst and least shippable parts of the game currently in A19. If the game was released right now it would be extremely glaring and a useless part of the game. I like much of the game and I can say without a doubt lockpicking is a terrible mechanic the way it is. Felt like it was just thrown in to have it there for early access and would be touched up later so claims that it is shippable are disappointing to aay the least.
  2. I dont think it was just you I was responding to but I cant remember at this point, doesn't seem like I had read your post before though. That or you're correct and I misread your post.
  3. Technically going by this logic, once you learn how to make an iron sledgehammer or an iron arrow, you should automatically unlock the steel recipe
  4. That's how thugtubers roll 😦 Will there ever be a beverage that gives thermal resist? Gameplay is certainly good but maybe you could change it to like blueberry smoothie and yucca juice tea
  5. No one seems to talk about it, but I'm glad A19 added more music
  6. I think sneak should be an all in one perk after all (quieter actions, more base stealth, faster stealth movement, and sneak damage) It is useless in pvp, horde night, and semi-useless in auto aggro triggers so as a niche skill, costing 5 points for all of that is fine and makes it more reasonable. Wouldnt mind if stealth damage was lowered to +150% or +125% from the perk at rank 5 to compensate.
  7. Im finding it hard to justify From the Shadows even on my agility run. Not sure if tying in the stealth damage perk with it would be reasonable or too strong either
  8. Maybe they should make silencer work better and be a pistol exclusive thing? For gameplay sake
  9. I'm on day 60 and haven't found a single forge or forge blueprint...
  10. Where do power tools fit in to all of this? I thought they were the T3 of tools and melee was going to get more later
  11. From experience I know I started seeing machete before any t3 drops as well
  12. What, knives have no t1? Read more posts after and have come to the conclusion, yes hunting knife is t1, machete is t2, could add a combat knife to fill in t3
  13. Combat knife as T3 knife maybe To my understanding, bone shiv is primitive, machete is T2
  14. One random question with current progression. How rare are forges? I've found bellows and anvils before I've ever seen a forge or forge schematic. It is like the game begs that you take that intellect perk.
  15. If only there was a way to exchange items. Maybe for coins or something so you can build up progress for that quality 1 pistol.
  16. If you make repair expensive enough that you don't always have new kits though then you may be able to keep the item forever but you will have times where you can't use it. Would have to require something that is really only lootable to make sure the grind doesn't skyrocket. Then again you have to keep in mind how annoying and how much time it'll take to move all item mods.
  17. I feel like that ruins the purpose of looting even more than A19 haters hate it. Not every loot needs to "feel good." True true, wasn't considering that, wish that was an option. Maybe a more extensive repair system is a solution because repair kits are definitely somewhat cheap. Iron age keeping repair kits is fine but maybe steel T3 type gear needing more expensive repair would be good for the game.
  18. I don't like that idea and I'm sure that would mess with anyone that tends to keep all their consumables till the end of RPGs If something extreme like that was ever implimented I'd rather it be another option and certainly not mandatory. I much prefer simply loss of items on death. I am actually unsure how anyone can play with the backpacks but that's just me. Loss on death solves this somewhat though I do feel death needs to be more punishing in general too to discourage exploit-y deaths and make you feel like you must survive as long as you can more than just that being the name of the game.
  19. stealth is cool, hope it gets some nice little buffs since it is a lot more situational than other skills
  20. Sounds quite samey to other things, I don't think they should have any weapon that is conventional ranged wise, not like they can't use other tree's ranged weaponry
  21. Int having ranged weapons seems a bit overkill, I don't think they should have one. Though I guess I'd support an excuse to add tasers or flamethrowers.
  22. That's the most American way to go to sleep I have ever seen
  23. Just play loss of items on death and duplicates become more valuable
  24. I noticed the burping and nasty liquid sounding noises, just hoping it's not more nasty when he becomes the gasser. Not sure if it's just me but sometimes I just want to kill zombies without the extra nastiness.
  25. The Attribute system is great and adds quite a lot of fun to group play
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