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Posts posted by Tmodloader

  1. On 11/5/2020 at 8:31 AM, xyth said:
      On 10/31/2020 at 7:06 PM, FranticDan said:

    Since there will be more loot containers that will be locked and require lockpicking to get into them, will there be or have you thought about adding a lockpicking minigame with progressively harder locks to pick depending on the loot container?

    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. 5 hours ago, Orsey said:

    Technically, following the logic, I proposed an option for the recipe for incendiary or explosive arrows/bolts to include a regular steel arrow/bolt instead of the materials (wood, plastic, steel tip) that a regular steel arrow / bolt is made of.


    You did not read my post carefully, so your comment is inappropriate ;)

    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. 4 minutes ago, rubens9311 said:


    I'm not spending an hour of my life on a spammer. Put the minutes where the treasure is or else I will think that you want to sell me your video. Get out of here !!

    That's how thugtubers roll 😦

    2 minutes ago, madmole said:

    Well it sounds like one, but what he said is true now that I think about it. The game play is good, gathering what you need in the opposite biome but the drink choice is not intuitive. It would be better if it was some hot spicy thing that kept you warm.

    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

  4. 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.

    • Like 1
  5. 39 minutes ago, MechanicalLens said:

    Nonetheless, if all zombies should be able to hear you fire a gun that is attached with a silencer, then why equip the silencer in the first place? Just some food for thought.

    Maybe they should make silencer work better and be a pistol exclusive thing? For gameplay sake

  6. 3 hours ago, Sangra69 said:

    My only complaint so far is not finding the crucible blueprint or even a crucible itself. Me and my bro are past day 14. Before I would find one around before day 7. Maybe you guys should make a blacksmith shop and might find one there? 

    I'm on day 60 and haven't found a single forge or forge blueprint...

    • Like 1
  7. 1 hour ago, wolfbain5 said:

    actually, I wish they made a combat knife as an upgrade to the hunting knife. I dont like the animations of the machete. just feels off to me. more like a sabre than a machete. and yes, I know the feel of both, used both before for many years

    Combat knife as T3 knife maybe

    To my understanding, bone shiv is primitive, machete is T2

  8. Just now, Laz Man said:

    I think the duplicate issue with any item can be minimized by offerring some type of quest turn for them.  For example, don't have a use for multiple blunderbusses because you already have 4 on your hotbar for chain attacks?  No problem, just turn in 10 for a quality 1 pistol at trader joels!

    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.  :classic_laugh:

  9. 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.

  10. 52 minutes ago, DaChibii said:

    I see can players suddenly getting a bunch of Stone Shovels because they don't keep them in their inventory (and thus be annoying to find unneeded duplicates). But as long as most players look at the mechanics, it would feel normal. You get a item you need when you need it and in a reasonable amount of time, and don't get an over abundance of items that you don't want. To be honest, most games have this as a way to help a struggling player and only players that look to exploit game mechanics really abuse it.

    I feel like that ruins the purpose of looting even more than A19 haters hate it.
    Not every loot needs to "feel good."

    2 minutes ago, Kalen said:

    Loss of items on death would have zero impact on anyone that plays dead is dead.   

    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.

    • Like 1
  11. 17 hours ago, Roland said:

    Easiest would be to just remove repair kits from the game. Anything that can be repaired without one isn’t really worth keeping for the whole game so primitive repair could remain but T1+ would degrade. 

    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 :classic_laugh:
    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.

  12. 47 minutes ago, Adam the Waster said:

    i was thinking more of a Air rifle that shoots Junk rounds (normal AP and shells) but hey thats just me

    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

  13. 3 hours ago, Adam the Waster said:



    is there anything that you can tell us about the intellect range weapons? or is that still up in the air?

    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. 

  14. On 8/26/2020 at 10:57 AM, madmole said:

    He's been farting since Alpha 1, burping etc. Nobody ever noticed?

    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.

    • Haha 1
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