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BenZ0

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Posts posted by BenZ0

  1. 4 hours ago, Ramethzer0 said:

    Sounds to me like you'd be better of playing Alpha 16.

    I still very much enjoy alpha 21 and could never return to any other update. And I am pretty sure the skills will see more changes in the future, I was just hoping I could give some suggestions that might help out.

    3 hours ago, For4ger said:

    Great suggestions in my opinion, also something to do with vehicle and crafting perks in intellect, they are also almost useless at the moment.

    I kinda agree and I was really close adding some suggestions to some intellect perks, however greace monkey for example is strong because of the fact that you find more vehicle adventure books, this alone makes the perk strong and important.

  2. This has been bothering me quiet a while so I decided to make this post. The skill tree right now. I have here some suggestions that I have collected over the time.

     

    Useless skills:

    The changes to some skills have been amazing, however we have now some perks that are kinda left behind and forgotten. Lock picking has been always a very niche skill, combine this perk with the infiltrator perk since both are not really worth beeing taken except you have most of the other perks already. Better barter has basicly lost its entire value because of the removal of the secret stach from the traders, combine this perk with daring adventurer or just remove it entirely. 

     

    Attributes and "gain" perks:

    Remove ALL perks and effects that increase your gain such as Mother load, huntsman and remove the extra gain from salvage operation. Bring back the old attribute stat increase such as Agility gave you more stamina on each level, fortitude will increase health with each level. The other attributes can get some other nice effects such as Intellect now increases the gain of dukes for quests and increases general crafting speed and scrapping speed with each level. Perception increases loot stage by 2% and loot speed by 4% each level (Remove the lucky looter perk). All attributes now also increase the gain of resources with the according tool in that tree by 5% each level up to 50% in total at level 10.

     

    The other 50% of the extra resource gain to reach the full 100% from your lvl 5 perk should be bound to your tool you use, the better the tool the more resources you get, makes more sense aswell since a sharper tool can manage to obtain more resources. Stone tools and the wrench can increase the gain by up to 15% at quality 6, iron tools up to 30% and steel to 50%. The idea behind this is to have the extra gains build in to a more natural progression in the game, it just feels awful if you dont have mother load skilled cuz you are in a multiplayer map and your mate is going on mining, this makes you somewhat "useless" since you dont have that perk, your help is not needed to gather in this case.

     

    Seed magazines and farming:

    The seed magazines are pretty bare bones and could need an addition, also meanwhile something that annoyed me a really long time since I play this game since alpha 16 was that punching every ... single... crops... in.. my... farm is horrible. Especially in multiplayer servers where your farm can get pretty big and it is just such a hassle to punch every plant there, it also looks super silly.

     

    I suggest to add a new farming tool, a hoe. Stone hoe, iron and steel. The hoe is supposed to hit mutliple crops in front of you in a cone (3-9 blocks range depending on the hoe from stone to steel) and also as mentioned above increase your yield of crops. The seed magazines can be increased now to 75 with the variouse upgrades of the hoe you can unlock. 

     

    I believe with all these suggestions the skill tree will become much more healthier for the game. 

     

    One last suggestion I would love to add would be to add battery life times for your helmed light mods or weapon flash lights. Batteries can be found almost everywhere, but also should be possible to be crafted by yourself at some point. Would fit really well to the game and might make the flashlights much more interesting since you have to think about the life time of your batteries. Throwable flares could be added aswell as an alternative light source. 

     

    Thanks for reading if you made it this far and feel free to let me know what you think about this or if I should make any further adjustments to these suggestions.

  3. 14 hours ago, schwanz9000 said:


    YUP! One of these days, I really want to rework that so the progression is ALWAYS forward when crafting. I don't want to see a high Q2 being better than a low Q4. That's just demoralizing. What's the point of progression if it's not progressive, right!? I still want to have a little randomization, but I want the quality levels to stay within their lanes.
    Looted items will stay random 100%.
     

    Probably you guys are already doing that but can you guys take a closer look at the loot tables of some objects? Cars in the wasteland for example give way too easy and often too good guns or tools away. I cant count anymore how many lvl 6 augers, m60 maschine guns or lvl 6 steel tools I found in them. My boys and me arent even using eye candys or any loot increase settings, after day 20ish. We agree on that the cars should definatly not give such good itmes so frequent.


    Meanwhile there are also other loot containers that have just have... barely any loot and are barely anything worth like Army trucks, since alpha 20 the best thing I found there was canned food. I mean atleast a pistol could drop there or not? 

     

    I already played for 400+ hours in alpha 20 so these are not assumptions from just a few games.

  4. 6 hours ago, FranticDan said:

    Since we are getting a water rebalance, how about a food rebalance too?

    -No fresh food in loot, except canned food
    -Animals give half the meat, so that the animal harvesting perk is more tempting to invest in
    -Grace gives rotting flesh instead of fresh meat (Seriously! She's radiated!)

    In A20, I can survive just fine on charred meat

    One last thing, in A20, starving is a joke, you can literally "eat" medical items or have the fortifying grip (heal every 5 seconds) and you'll never have to eat food.
    Losing 1HP every 40 seconds is too slow. Maybe 20 seconds would be better? (every 10 seconds for dehydration as well)
    Sure, there's the max stamina penalty, but if you're well hydrated if offsets the penalty a fair bit


    Also, dare I say, food spoilage!

    I agree with the most of the things except food spoilage. That would be absolutely dumb. You couldnt stack food anymore except canned food and would be forced to buy food even more then you already are which therefore takes away the hunting and gathering natural recources for food even less efficiant. Ppl would end up just simply buying there food and never cook anymore since there would be no point anymore to cook yourself if that food would spoil anyway later.

  5. 7 minutes ago, Roland said:


    the dew collectors only produce water. You would then use that water at a campfire or chemistry station to make glue like normal. Glue isn’t going to spurt out of the dew collector. The apocalypse is bad but not THAT bad. 

    Ye I got that, thats also how I undetsood that.

  6. 4 hours ago, Roland said:


    Glue uses pure water now. So build lots of dew collectors to support your glue production. 

    Oh yes baby thanks for that answer, in that case I really like this change with the dew collectors. I was worried that they would be "just" a water source but since they also have other uses like for glue this makes the new workingstation fit really well into the game. Such a big brain move from the fun pimps there.

  7. 53 minutes ago, Roland said:


    It is a passive station. It just does it’s thing once you place it and the interface is only to collect water from it. It isn’t a crafting station and it doesn’t unlock new recipes. But when you have three set up it makes your base look cool and you always feel happy opening it and removing pure water. 
     


    Nope. You can’t craft empty jars, find empty jars, or wind up with empty jars. Go craft up 1000s while

    it’s still A20…. 😜

     


    I don’t know. I hope so. I think they should only work outside. Putting the plant property on them to force them to have open sky above them would be a great idea if it isn’t already implemented. I could never bring myself to build one inside and go against the theme. Plus they are humongous. They look awesome on the exterior of your base. 

    So how will this be now with crafting glue? Do you still need murky water? And if yes that would kinda suck tbh cuz in the later game stage you kinda want to mass produce murky water since you need later ALOT of glue/duc tape. Since you cannot craft glas jars anymore to fill them up is there a way to get murky water easy or are we left alone with collecting murky water while looting?

  8. On 7/4/2022 at 6:22 PM, Burrfly said:

    Hi everyone I've read some other forums and most people agree:

     

    Bring back rebar frames and (re)add more block material (upgrades). Please. Thank you for reading. 

    Agree I miss the rebar frames, I dont see any reason why they got removed, not like they caused any problems.

  9. On 6/21/2022 at 7:44 PM, faatal said:

    Yes, that is the plan, but it may be a while before we do it.

    I thought it would be cool to have a driveable police car, but it is not setup for that.

    The blimp was a joke vehicle I did years ago.

     

    Don't know what art is planning for crops.

    Since the Iron armor got revealed I wonder what happened to the armor system now? Are we going to have atleast for alpha 21 still the same armor system with Cloth, Leather, Iron, Steel and Military? Will it be moved to alpha 22 or did the idea of new armor sets with bonuses got scrapped?

  10. 2 hours ago, schwanz9000 said:


    As shown in the teaser video, the fire hazards are simply turned off with a valve found somewhere in the POI. No special tools required.

    Radiation hazards, "if added", will "mostly likely" have some sort of armor or armor mod to negate or lessen the effects. Not really sure on that one just yet.

    I see, well I was hoping the teaster was still very early you know. Maybe the team can read this and overthink it cuz I really think it would be a great opportunity to add some extra side progression to the equipment. But I apprecite the answer thanks!

  11. 21 hours ago, schwanz9000 said:


    1. Working on it
    2. Working on it
    3. Batons are part of the robotics progression for the simple reason that there are only two of them. One being "techy".
    4. Will have to wait and see how things shake out with the environmental hazards. 
    5. Sorta working on it.
    6. The idea of the Behemoth is dead and will not be added to the game. Boss zombies "might" be a thing, but they will just be higher HP versions of the ones we already have. No unique zombies will be added for this.

    About the hazard. I like the idea of the hazards and I was wondering if every hazard can be disabled without needing anything. I was wondering if there will be more unique tools added like the gasmask in order to get through some buildings. Lets say a crank against damaged water pipes, a special ratched against fire pipes. More tools against specific hazards that you need to find schematics for in order to have some kind of "way blockers" on higher tier buildings so that indicates that you need more specific tools in order to loot those higher tier buildings. I can imagine this as a very nice progression thresh hold for tier 3 and higher buildings and would make them way much more interesting.

  12. 13 minutes ago, Roland said:

     

    Still in the works! :)

     

    That list I made was not comprehensive just a few things that stood out as I scrolled the reports. All sorts of things are being worked on including doors.

    I see, thanks for the answer 

  13. 1 hour ago, Roland said:

     

    Just perusing the work log and keeping things general it looks like

     

    Bandits

    Bandit POIs

    Water

    Ragdoll physics

    Optimizations and fixes to various systems

    Dismemberment

    Localization Fixes

     

     

    7 days official twitter posted a long time ago a small video clip about a new "breaching tech" where doors for example split into many peaces, did this got completly scrapped or is it still in the works? 

  14. 1 hour ago, ZeMayoMan said:

    I went out of my way to come make an account just to be able to comment how much I hate the new "learn by looting" changes.

     

    Seriously, I started playing this game in Alpha 20 (later than most) and if this change comes to the game, I will stop playing. It sucks the fun out. My entire friend group that I play with feels the same way.

     

    "Learn by Doing" is silly because it's insane to have to craft 100 shotguns or whatever to get better at making shotguns - why make the player do useless crafting of items they don't want and aren't going to use - and the new "Learn By Looting" is worse because it appears to exist for no reason other than to artificially slow the player's progression down. The current system of magazine series and perks is great because it allows the player to determine what direction they want their build to take - and the idea of only progressing by looting (which is only one of many activities to do in the game) is just silly. It also means that players are now fighting for loot instead of playing cooperatively because the only way to progress is hogging the loot, and we need to do insane amounts of looting to find all the new magazines. Limitations should only be added when they make the game more fun. For example, requiring the player to have a perk to craft an item is a fun limitation because it allows a gradual power progression and creates goals to work towards. The player can achieve these goals in many ways - killing zombies, looting, doing quests, building, farming, etc. You've now made it so that any time not spent looting is wasted time in the eyes of the game.

     

    I'm really excited about some of the other changes that are supposedly coming to the game soon, but this single change has me upset enough to quit playing the game altogether. I really don't understand why we keep reworking systems in the game that have been reworked 2 or 3 times before already? But then maybe that's why the game is still in alpha after 8 years...

     

    I agree with the previous poster - it feels like EA syndrome - "we know what you find fun better than you do." It's never to late to walk back a bad decision - please avoid the sunk cost fallacy and revert the changes to skills. It's okay to experiment with changes or toss around new ideas, but don't commit to a bad decision just because you've already invested time and effort into it. Seriously, it's *good* that you're trying new things and always looking for ways to improve - it would be bad if you weren't. But sometimes an idea just isn't what's best for the game, and you have to not be afraid to toss it.

     

    I post this not because I'm angry or anything, I just know that I really enjoy the game and I want to keep playing it - I don't want the game I love to become unenjoyable for me, which is what this change is going to do. The system we have is really cool and I really like it, I really hope we can just keep it so I can continue to enjoy the game.

    Why are you writing it like you have been playing it and you know how it is? You act like its the end of the world and it would kill the game, it literally changes nothing of the base game, now instead of finding 5 times the same schematics you already have you find magazines of a certain skill you keep learning. The progression still stays the same as always.

  15. So I am looking and trying to design new horde bases by myself, I am doing this already since months and I feel like I am kinda running out of ideas. I am mainly using blade traps and electric fences cuz I really enjoy trying to make the best use out of them, I kinda dislike using dart traps cuz they feel abit too strong to use imo. Looking for some new inspiration and suggestions.

     

    I usually like to fight myself so it is important for me to have a way to also shoot at the zombies. Dont like those afk bases where you abuse a certain pathing of the zombies or a hitbox of some specific block where zombies literally cannot reach you. I dont even mind if the zombies manage to break through at some point, having some action and unexpected and tense moments are always nice. I looked up youtube more then enough but I find mostly just those exact AFK bases.

     

    So here I am asking anyone who could give me some more ideas I could try out. I was thinking of making a mountain base since I never did something like that before. Again no AFK auto base or path abuse bases. Also you dont need to treat me as a newby, I know the game pretty well and I am just bored after 2k hours, and yes I am already playing on insane difficulty with feral sense always on and running zombies at day time. I dont use mods cuz I like to stick with vanilla. 

     

    Thanks for reading this far

  16. I am honestly mostly fine with that. What I really dislike is that screamers can spawn other screamers. Idk if I am just really unlucky but often when I am fighting a screamer horde I am literally not able to kill the screamer/s fast enough before they summoned a second, third one and it goes quickly out of hand. 

     

    Not saying I am too dumb to aim and shoot at one, but at later days with mostly feral, radiated and other stronger zombies they often run in my sight and therefore "protect" the screamer so I need to readjust my position to line up a good shot but mostly it is too late and they already screamed and ye...

     

    Imo screamers shouldnt be able to spawn another screamer, the snowball effect of them can be just very frustrating. 

  17. 4 hours ago, Mahnogard said:

    If you've already read the book, the book icon is an open book instead of a closed book. Same for schematics / recipes.

    bookicons.jpg

    Nvm then. I leggit never saw that after 2k hours of playing, honestly it still needs to be different and changed then cuz it is way too small or barely noticable, something simple like a green check mark would make it 100 times better imo. Anyway thanks for the answer I appreciate that!

  18. I have a question about something that is very annoying over time. When I am at a trader checking what they have and I see a perk book, I always have to get out of the trader, go to my perk book section and go find now that perk book series and check if I have that exact book already learned previously or not. This process itsself isnt the worst thing ever but if you have to do it EVERY time it does get annoying. Same goes to looting with friends, every time if someone finds a perk book or schematic me and my friends have to check it by looking up always these things and repeat this process over and over every time you something new. 

     

    I would like to suggest a small tooltip window if you hover over a perk book or schematic in a loot container or a trader that shows you which perk books you have and which not of that series. Sure you can keep in mind some things but it would be just easier and such a great quality of life change having a small tooltip that just simply shows you what you have and what not.

     

     

  19. 5 minutes ago, pApA^LeGBa said:

    @ArmoredStone I forgot who and where exactly, but someone from the team said that the plan is A21, A22 and then Beta if everything works out as planned, if not there might be A23 also.

     

    @BenZ0 Nothing against a more fluid gameplay, but not at the cost of reducing the ways to play the game, the freedom you have is one of the biggest things that makes this game so good. If they wanted really fluid gameplay they would have sticked to learning by doing and would have fine tuned it over the years.

     

    You need to take skill points to find more recipes. That´s the whole problem here. If it wouldn´t cost skillpoints to gather more magazines, this wouldn´t be a problem for miners/builders. I could just loot the magazines for them without having to invest points for it.

     

    This system will also lead to looting bookstores heavily. Every game, no matter wich playstyle you choose will focus on finding bookstores. This change will make them the most importnant building in the whole game. You will see bookstores over and over again, the system forces you to do so.

    Ye I do get your point here and I think you are onto something. Keep in mind though that they just announced it atm, it isnt even out in the game yet. Not like the devs are going to drop it without a second look on it thats just what I am saying. I am also kinda worried about this whole new thing since I am someone who hates changes usually, gotta hope for the best I guess.

  20. 2 minutes ago, pApA^LeGBa said:

    @BenZ0 You need to put skillpoints in the weapon skill to find more magazines for it. That´s the limiting factor here. I need to be a jack of all trades to provide everyone magazines who doesn´t enjoy fighting and looting. Wich means i can´t play the way i like to play anymore. No matter how you do it, someone has to take the bad pill and do things he doesn´t like to.

     

    And no you can´t make it right for everyone, but taking away the freedom of choice for how i wanna play a game is simply bad game design imo.

    I see I didnt know about the skill point thing here, thats good to know. I agree that someone has to take the pill, but I wouldnt brush it off as bad game design tbh. The point if this crafting rework is that you have a more fluid progression with your crafting upgrades and also to take away the need to skill in many things at the same time. Its natural that something that big comes to an cost of something else. I guess we just have to wait and see, maybe the devs will come up with a solution till then. I can imagine that the devs have this already in mind while designing this and therefore where watching out of the loot increase for the skill so it isnt required. I mean thats the whole point of this new system you know, that you are not required to skill into things.

  21. 2 minutes ago, pApA^LeGBa said:

    @BenZ0 That works if they wanna use the same weapons that i use. If they wanna use different ones, they have to go looting themselves a lot more than they do now. None of us looters does use rifles or the sledgehammer. Our builder loves them. That´s gonna be a problem because i won´t find a lot of rifle/sledgehammer magazines as i am not specced into them. And that gets worse and worse the more i level my weapon. The higher my weapon skill is the lower is the amount of magazines i find for other skills. 

    Idk if I missed that but I didnt saw anything about the chances of other magazines are getting reduced, you will still find sledgehammer magazines and keep bringing them home. Yes you are right that it would be slower then if they would go loot themselves then but that is I would say the price for missing out with one of the biggest features and focuses of the game. You cannot make it right for any person with specific tastes. But ye with what you mentioned it would be better then that if you learn all the magazines in that case and just craft the tools/weapons for them. I dont see a big issue with that tbh, its not perfect yes but it isnt a disaster either if you ask me.

  22. 18 minutes ago, pApA^LeGBa said:

    Learning by looting is a horrible idea for MP Coop. We have usually 2 people who don´t loot a lot doing building and mining, wich they do enjoy a lot. They do go out fighting and looting, but it´s their least favorite part of the game.  If they wanna use different weapons than us who go out looting they do have a big problem. 

     

    They now have to choose to either do something they don´t enjoy as much more often or they can´t choose wich weapons to use.

     

    Another step into forcing players to play the game in a certain way. Meh. Just hope that mods can fix this. It´s actually sad that you need mods to maintain the freedom to choose your playstyle.

    They dont have to go looting, no one said they have to craft their own weapons. You as the looter can go and find the books and then craft the weapons they want for them or you simply bring the crafting books to them, you just stash them in your car, bike whatever and then bring them to your base. Thats how I do it with my friends, I have a friend who loves playing with the bow so everytime I find a bow perk book I just keep it and bring it home for him, same goes then to the new crafting system but instead of perk books the new crafting books. Also I am fairly sure they will stack now since they are not seperated in different volumes. 

  23. 46 minutes ago, Roland said:


    Spot on!

    In that case my worries are soothed, that sounds like a great solution with the skill tree issue where especially solo or duo players had to spend a lot of skill points on various different trees just to craft something better. I think that is a really good solution you guys found there, I appreciate the effort you guys put into this game.

  24. I am kinda worried about the crafting changes but I like the general idea here. I do have a question about that though, so as far as I understand you keep finding lets say shotgun books, they dont have a vol numbers so you just keep learning more and more of the same books to increase your quality and later unlock the next tier weapon. 

     

    So if I want to craft better shotguns you keep looting gun stores or book stores to keep getting more and more of these books.

     

    If I am wrong or if I misunderstood this would be nice if anyone can correct me here.

  25. 15 minutes ago, mstdv inc said:

    @faatal is it possible, at least in theory, to get the opportunity to see the destruction of wooden and damage to stone/concrete buildings from a strong wind/sand or snow storm? 
    The weather is like another enemy for the player and his buildings!

    This may sound abit crazy but some bigger weather threats like a Tronado would be really cool. They dont have to be that big that would destroy entire landscapes but a rather smaller Tornado that causes some chaos that would force the player to leave the area for a short period of time would be very cool and a interesting game mechanic.

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