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Tmodloader

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Everything posted by Tmodloader

  1. If this is what OP meant then wow these people are pretty passive aggressive too. Rereading his post, he seemed to claim that underground building is undoable now, as if there was some change that makes spaces underground cave in more easily or something. If he meant he can't exploit it but can still do it, but is mad because it's not broken, that's pretty lame.
  2. I blame this on whoever still buys the games, they shouldn't be profitable with such low quality. If their reputation caused their sales to decline enough, the shareholders would demand a bit more quality. You are right when I think about it, all the games I like these days are indie, no corporate messes. Looking at a few big private companies like Fromsoftware too which I like. Can't think of a single good public game company, but well, somehow they still have sales and profits. So I guess their method works sadly.
  3. I can't believe how far COD fell from the early ones. I mean in hindsight it was never spectacular but now it just feels like those Madden sports games that somehow people that don't play many games keep buying and funding. I have good memories from early CoD, especially zombies up to whatever one had the Moon level.
  4. I still don't have a work station in my underground base A20, no deaths run why can't people go underground anymore? Seems like something that is easy to do still, especially once you can make your steel box. I don't see how that is "adapt or screw you"
  5. I am confused, I have an underground base in my current game in A20, that doesn't seem to be removed. Maybe you should try playing, I think you're on tilt from reading some patchnote or something that doesn't mean what you think it means. I do agree with you on the real life situation, but I believe in this game currently it's tilt making you feel like you can't play how you want. Give it a shot doing exactly as you want and all those things are still there.
  6. That sounds like realism to me, I'm sure I could get a few days out of a bear too. It reminds me of people complaining that bears have too much hp. I've never hunted but as far as I know bears are tough as nails out there and you need special equipment to hunt them. Some people think a regular pistol shot to the head would kill a bear instantly somehow.
  7. I see them as experienced players that are just upset that they can't farm limitlessly early game without a point in the skill. That seems to be the leading cause. New players wouldn't even feel the difference in food between A20 and A19, you get way hungrier ever since a few alphas ago, but food is abundant. Increasing food rarity while reversing the hunger rate change would make it more new player friendly, but I assumed this hunger rate with abundance is how the devs want it since it's been this way since I think A18 or 19. My experience with this has been ok, if you sneak around when they wake up, they still don't know where you are and just either stand there or wander around.
  8. I like the idea of food being more difficult, but I don't think spoilage is the best option, I believe personally that reducing the amount of food you find just scavenging would help. You can survive on purely scavenged food in A20 just by looting pois if you don't care about the stamina buff. This would cause the player to be required to devote more time to hunting or trying their hand at farming, which would make food seem harder. I'd love to see a cannery to make up for it lategame where you don't need to spend much food to create cans of food for efficiency at the cost of more time and high levels. Hell give can cooking to intelligence and leave strength as fresh food, that would be cool. Fun can ensue in parties where the int guy keeps feeding everyone dog food.
  9. I totally understand some people have trouble seeing in the dark, including me, and to not remove the brightness setting. However I think the game needs a way to calculate when things do not have enough light to be seen no matter what and put a solid color there so that high brightness setting would still show a block of gray in zones where one is not supposed to see at all at the light levels. I've seen other games do this to get over gamma issues. I am not sure if this game engine is capable of this, but it is a suggestion if so.
  10. There definitely feels like some sort of tension mission from the game. The A20 update is a huge step in the right direction as POIs now provide some pretty good scares, even still however I feel rarely truly threatened (without very gimmicky settings). I hope bandits fill that void (seen from a moderator or something that tier 6 may be bandit camps as the final and hardest tier?) and that their raiding is interesting. I have strong worries about the bandits however as that seems near impossible to code, no game has ever done that. Some have "raids" on your areas, but no heavy construction survival game like this. I wonder if fun pimps will be able to achieve it. I definitely worry the bandits will end up being dropped because of how no game even remotely in this genre has ever successfully simulated pvp-like enemies.
  11. I had read from another player that sneak still works with feral sense. Maybe if you spec into stealth early you can get away with less zombies to fight, or being extra careful about your noise. That being said, I haven't tried feral sense yet but I am interested in it.
  12. I understand this but with the previous system I'd always accidentally hit plants twice anyway and need to replant. If they ever go back to the no replant, I'd like it to be harder to accidentally destroy the plant. That's hugely informational, thank you. I play permadeath so I think I'm too careful to get severe hunger from low hp, but back in A19 I think I played multiplayer and didn't really care about dying so I had hunger all the time. You solved the puzzle for me.
  13. You definitely can avoid death, took a few runs for me to be able to, to be fair. It's a combination of luck and knowing the new updated gear (pipe weapons) and trying different builds. I have had way more success starting with strength than anything else so far. I also have only seen 1 wandering horde in 2 weeks strangely enough. Pipe machine gun is definitely the exception here, it saved me in my first tier 4 (yes I started tier 4 in week one or very early week 2). I got to the treasure room and all of a sudden a flood of zombies came at me, I was jumping around the room, used a medkit, popped all the buffs I had and took out that pipe machine gun which did some good work at helping me take them out as fast as I could, survived with like 20hp. Easily would have died without that pipe machine gun.
  14. Turn off enemies for horde night, you can find it in the settings. It is by far the best workaround.
  15. Wheels I have found tons in the first week, as for acid, I think I found one (between weeks 1-2), sewing kits... maybe 10-20
  16. I am not sure where you're seeing that farming isn't valuable. Farming was broken before and is still very powerful now, do some basic math to see. At perk lv1 you average more than 6 crops per seed, that is minimal investment with no points in fortitude. Any lower and you still find plenty of seeds in the wild to plant around. 1 point in living off the land makes 1 seed average more than 6 crops, making it worth it, just slower than previous alphas.
  17. it definitely makes playing a server harder
  18. If you set it, set it for something long like 50 days, then you just imagine some survivor went there and did something, ended up dying in the wilderness somewhere, that's a better thought than your coma idea. Fifty days is a long time to play and it normally won't pass more than once or twice in a run.
  19. Why are gamestage achievements half of what they actually require? For instance "Reach Gamestage 125" shows /250 So you need gamestage 250 to achieve it. in emergencies even on insane you'd have to likely have another weapon out, can't rely on headshots when completely swarmed Just play with no enemies dude, that's an option. Invincibility being cheesed is a problem for challenge servers.
  20. The best solution is to select "delete all" Not like the stuff you carry around matters anyway
  21. While I agree with literally everything else you said, including int tree issues (it's very niche compared to the others and a bit too focused on crafting when crafting is bad in general). I started using a turret I found and setting it up in POIs to run back to as I clear rooms (maining club and shotgun) and it has actually been a big help so far. I've only tried it for a little bit though so it's anecdotal, I'll have to see how it works in higher tier areas. I want to see some of the niche stuff get fixed like buffing the party, perhaps if you are alone, it can buff you? Stuff like that. Somehow strength feels so strong compared to everything else I've tried. I can't think of a good way to fix it though.
  22. That does sound preferable, I probably just need to test it out, the important thing would be sneak being useful still, but if they're gonna aggro anyway it's better to go guns blazing than caught sneaking. I worry how the new outfit system planned for A21 will affect balance. Lategame I remember, at least in A18, the only real thing you look for are mods for your gear. Other than that you just build around. I hope they add other stuff to do.
  23. This game is weird, I see so many complaints that it's too hard but I frequently find it too easy but upping the settings any more makes the zombies become bullet sponges which I don't like either. It took me a few runs to get going but I'm almost on my second blood moon in permadeath with nightmare speed at night and run speed at day with 300% block damage for player and AI (including horde night). My biggest dilemma lately is whether to try feral sense or not to see if that makes it feel tough for me without bullet sponges. I fear feral sense will make me want to go guns blazing everywhere instead of trying to sneak around. I actually kind of want living off the land 1 to give 3 plants from farming, this will still let the perk cause sustainability but it'd make it cut close with 5.5 average output. This would make you be required to invest in sustainable farming if you really want it. I am unsure if such a close cut would be frustrating though. I would think it'd be balanced with 3 for perk lv1, 4 or 5 for perk level 2, 6 for perk level 3.
  24. This is actually balancing QoL for me because I would always double punch plants anyway somehow so it's nice that I can just keep moving on without worry and just replant any seeds I get, I like the farming changes, makes it less "one and done" and more exciting to find wild seeds. I'd personally argue the change is excellent, farming is still very strong. If you're running out of things to plant then it's because you're cooking all your veggies immediately, you should set some aside to refill all your plots first.
  25. Something I've noticed: There is no incentive to actually craft much of anything in this game aside from building shapes. All gear is easy to get from traders or looting. I just got a tier 5 steel club as a club build and I'm not even done with my 2nd week. There was no reason for me to devote any resources to crafting gear. Before this I had just used a tier 6 stone club I found somewhere. The situation was a bit similar back when I played a lot in A18, there wasn't much reason to craft my own stuff.
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