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ArcadeAndrew115

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About ArcadeAndrew115

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  1. It's not about "slowly progressing" its about a more natural progression or natural feel to the game. The current state feels very unatural, and Even in days 7-14 Im still finding @%$*#!ing stone age tools where there realistically would be GUNS. in a realistic game, stone age tools are what you would CRAFT, and guns are what would FIND. In a post apocalyptic "modern" survival situation, tools would be made from some primitive materials, until people find a house or place that has actual tools like a steel axe or a chainsaw (and then theyd be looking for gas) You wouldn't find 5 @%$*#!ing blunderbusses in a gun safe in some rich persons mansion, nor would you find stone axes in a god damn fire station. you didnt have to worry about killing zeds in a18, because you still had the ability to find decent loot, even if your game stage wasnt far along. in a19 now loot is directly correlated to gamestage, meaning youre forced to try to level as quickly as possible if you want the decent weapons that you need to defend your base during horde nights I mean I can only handle get a level 4 or 5 blunderbuss about 10 times before i get sick of how artificial it feels
  2. except now the game is boring, because its all perk based, and you still have to grind exp, and the only real way to get exp is kill zombies.... when before that was helpful to level up, but you still could get exp from crafting so grinding zombie kills is better? game sure is fun now that I have to kill zombies to level up...said no one ever EDIT: I should say that the game was still playable and fun prior to a19, now it literally is just a grind fest to get my gamestage higher so I can actually find good weapons instead of a blunderbuss in every gun safe. I literally just try and rush as many big POIS the first 7 days and rack up as many kills as possible in order to get my gamestage higher so ill be able to find a shotgun. the point is this natural progression nonsense made the game feel more grindy than ever, I dont want to spend a whole 3 in game days clearing a large POI only to get a @%$*#!ing blunderbuss if I havent made my gamestage higher yet
  3. This would be the perfect way to do it, dont get me wrong NOTHING IS WRONG WITH HAVING PERKS, but if they want realism and immersion, the LBD method for basic skills like armor crafting&repair, and tools was much better and then supplement with perks/books. Ideally a no perk system, but LBD & find books to learn system would be the most realistic and natural progression BUT that would kill alot of good balance aspects of the game, or theyd have to be re-coded which could be difficult (IE: Well insulated perk would be a nightmare to try and code to show resistance to elements naturally over time, but in real life people can and do get used to the environment they live in so using it as a perk that you spend points on as you level up over time isnt THAT immersion breaking) Spam crafting made sense though, If you dedicate time to make 100 stone axes, your first one will not nearly be as good as the 100th one...
  4. Im perfectly fine with a perk+LBD system, Theres some things that naturally dont "fit well" with LBD, such as learning how to craft a pistol, that makes sense that you need to learn it through a book/perk. also Perks could be a nice supplement to LBD, the build before they removed LBD nailed it spot on IMO (aside from a few things they couldve smoothed over) but It doesnt make sense to me that you can make 100 wooden clubs and somehow you still havent gotten any better at it. Finding @%$*#!ty weapons in sealed crates where youd normally expect good weapons is just silly. Have you played this game..? Its an open world zombie survival base building game, the point of the game is to go out scavenge supplies, gather materials, and fortify a POI or build your own base to survive the 7th day hordes. In A18 it made more sense that more dangerous zombies and more amounts of them were in the bigger POI's, and the loot tradeoff was worth it. now? I can get 6 blunderbusses and keep switching between them or just craft a stone sledgehammer and 1 tap most zombies with a power attack and cruise through builds that used to be dangerous Its more an observation that the DEVs are stating they want a realistic natural game, yet they knowingly got rid of one of the most realistic features there were
  5. Title. Reading the notes for A19 and all of the B's after it: they state they are nerfing alot of perks, and nerfing the ability to find high tier loot like shotguns early on, and have this overly convoluted thing about how they are going to make progress feel "more natural" I'll Tell you one thing that would make progress feel natural, is the "spam crafting" items back, and items levels 1thru 100 that slowly progresses as you use the skill more and more, the skill gets better. (remember athletics? that felt more natural, the more you run the better you are at running) but now with this new system its really lackluster and just annoying. If I search 5 different gun safes in the same building, or in the same day its old and repetitive for them all to have blunderblusses (early on) and literally nothing else save maybe some ammo. Hell, who the heck would even have a blunderbuss in a gunsafe, Blunderbuss is more of the "crafted makeshift weapon" that you craft to help you clear a path to the gun safes which SHOULD have pistols, shotguns, rifles ect. honestly I feel like TFP just enjoys ruining the game more and more, because I dont see the point in scavenging anymore if all im getting is level 1-3 blunderbusses and ammo for guns which are are virtually non existent
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