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Everything posted by Kandrathe

  1. I play on a map with freeways. So, if I need to blast tunnels, and remove terrain to create off ramps I would consider it. If I don't need the stone for more concrete for more freeway...
  2. My mom told me the stories of when as a teen she would detassle corn and work at the processing plants. which parts of the corn do you think go into the creamed, as opposed to the whole kernel canned corn? But maybe Shamway has better quality standards.
  3. Evem at higher levels, depending on the mix, wandering horde of zombie dogs or multiple vultures or a zombear can quickly ruin your day if you cannot escape.
  4. I find I'm more successful looking straight down on the X of the plant. But, yeah, I end up hitting the ground or ripping up seeds if I'm in a hurry.
  5. In the D&D vernacular dungeon dressing enough loot to repair the armor. There are some issues with "Trash" loot. in fact, I fined the actual trash is one of the best loot sources, while POI leveled loot is some of the worst. I'd like a bit more diversity in leveled loot items, but maybe just things you can scavenge into raw materials. (more metals). But, then on the other hand, there are some materials already in the game hat have little or no crafting purpose. For example, brass and lead seem to only exist in loot to enable crafting bullets. However, if they added the realism of copper, and some rare tin ore, you wouldn't need to continually scavenge to melt down door knobs, trophies, and radiators. In the post apocalypse world you would go back and pick up your brass for reloading. This then leads to the need to award lots and lots of bullets as loot in order to keep the guns in play, IRL, I do bronze casting, and the bulk of our metal comes from recycling copper pipes and buying the tin, rather than finding enough brass door knobs or plumbing fixtures. Tin is everywhere but is almost always going to be an ingredient in an alloy. Purest sources would be spools of solder, but that would also be an alloy with antimony and lead. Our modern world is chock full of aluminum, which has a lower melt point than iron or steel, and would be an actual useful material for making some intermediate things. Silver and gold are only useful to sell in game, but in an actual apocalypse have great value as conductors. Currently in 19.3, above ~GS 50 the quest reward, especially with 4/4 "The Daring Adventurer" perk will far exceed anything I would find in any loot, from "Lucky Looter" or be able to buy from the trader with "Better Barter".
  6. If they made the hidden painting, floor, cupboard block loot helper optionally just be a copy of an adjacent solid block 90% of the time, and then placed more of them it would serve the same purpose. 90% of the time you'd be wrong even if you knew where to look.
  7. Bullets ARE treasure, but... I do think leveled loot tables could use some attention. When I loot houses have so many questions; who carries 2 cans of Miso in their purse? why was that white clutch purse so popular? why does almost every cupboard hold empty cans or jars and /or boiled water? why don't we find more cans of things people don't want to eat, like brussels sprouts, or creamed corn, liver, artichoke hearts? why would you go to the trouble of hiding some of this stuff behind a painting, or in a wall safe then leave more valuable stuff out in the open? why after ( weeks months years ) can any refrigerator or cooler contain fresh meat? why nobody left underwear, bras or socks behind, just this useful stuff. Etcetera
  8. I recall the wanderers were all alert prior to 19.3, but they are changing them in 19.3 to "sleep walkers". Wandering horde zombies are not alert, so stealth attacks work on them I would guess this will be more adjustable with the A20 user scalable zombie sensitivity mechanics. If they are "sleep walkers" so long as you don't alert them they would walk on by.
  9. My Blood moon kill cage behavior changed in 19.3. I replaced my balance beam of pointy side up wedge tips with 1/2 slabs and the zombies regained ability to path to me.
  10. Why would you fail? Maybe because being in frail cloth armor and relying on 100% stealth as your only tool is a losing strategy in SP. In the rock-paper-scissors of game theory, you need to be able to deal with more than rocks. Or, be prepared to fail 2/3rds of the time.
  11. I do my blood moons multiplayer. I do see that if I am crouched and shoot at a zombie aggro'd on someone else I will get stealth bonus damage.
  12. As a life long hunter, I stalk my prey, but their senses are very keen. Even moving upwind on quiet ground and masking scent I am never 100% successful, and not even close. Investing in stealth would give you an advantage on unwary prey, but it sounds like some folks here are looking for certainty. An alerted adversary is impossible to surprise. Game theory in a complex multiplayer game involves scenarios that require skill diversity. In the "simplicated" metaphor, there are multiple ways to clear a room. Good POI design would bring all the play styles some love, but not in every room. If I'm a H2H strength build, I will occasionally face feral irradiated tough opponent. I don't get the x9 times damage bonus verses bikers perk. Maybe the smart move is to let the stealthy player take out the biker. But, in the next room they are alerted, so the intellect build with turrets or tank with a club gets the love while the stealth player participates. Balancing PVE and PVP in a game like this is tough. You don't want to over or under advantage one play style or everyone chooses the exact same build.
  13. This was one reason I moved to Nitrogen. I wanted a big map (10K). Also, I found road gen and some POI placement was wonky. Some roads would go almost vertical. Nitrogen is faster, has less oddities, but does a reasonable job creating urban clusters, with rural POIs randomly distributed and connected to a road that is usually drivable. I have seen some odd roads when a POI gets placed in pretty non-traversable terrain. You would need an algorithm to build switchbacks to keep the inclines under 30 degrees. Nitro also will carve huge gashes in mountains to place freeways, rather than have tunnels through the mountains. I'm looking forward to seeing what TFP are doing to world gen in A20.
  14. My approach has been to focus on survival in early game, investing in strength, health, stamina. I try to get the best scrap (heavy) armor I can find. I tend to favor investing in clubs for early melee before I find guns. About level 30 I start working to my combat specialization(s) ( int, str, agi, or mixed). I might switch to light armor then before investing in any heavy armor perk. Your list is excellent tactics, and especially to plan a fallback position. I try to prepare for the rush every time I open a door. My wife and 2 boys are more the "kick down the door and unload the shotty until nothing is moving" which becomes a problem later when many sprinting, irradiated specials don't die very quickly. I try to keep bandages on me always, then splints, vitamins, & antibiotics in my vehicle storage.
  15. I'm thinking it is a reaction to massive accumulated aspartame and butylated hydroxy anisole (BHA) or butylated hydroxy toluene (BHT). 🤣
  16. Currently in my experiences wiring, and I am pretty novice, attempting to connect parallel power sources on a circuit results in disconnecting the previous source. IOW, I can wire from a gas generator or solar array to a single battery storage device to a circuit that can split to a tree of multiple powered devices. Practically, power requirement for turrets, and other power consumers are often greater than just a motion sensor. I wire from a generator to battery array to a handy on/off switch to a motion sensor to defenses in that zone. I power on the gas generator to recharge the battery array as needed, but mostly each zone requires 6W, 1W for the switch and 5W for the sensor minimum. The maximum relates to the quality of the batteries in the battery array (6 x lvl 6 = 300W max). I currently draw 136W for a perimeter electric fence (+2 SMG on front/ back door) and 193W when NE and SE zone defenses are also sensing (each has 4 sensors w/ 4 SMG). It will draw more when active up to 300W (and battery life if the generator is off). I am still in process of building the NW and SW ZDP's (Zone Defense Pylons). Below the pylon is a 5x5 room with a switch, and hatch access to view (shoot) out of the ZDP. They are an offshoot of mining tunnels under my base. As I get ~50 meters away from my base while I'm mining, wandering hordes, and screamers will hear me and try to dig toward me rather than path to the base defenses. So, I am building zone defenses to cover my butt, while I mine without having to go deal with them every 5-20 minutes. In my generator room, I have another power generator to a battery array to master switch (in garage) to 4 sensors to 4 garage doors. It draws minimal power so I can leave it in battery most of the time. I turn off at the master switch when we're home. For lights, I use a solar array as power generator, to battery storage, to a timer relay (on 2130 off 0630) then to switch to tree array of lighting.
  17. My own "lore" explanation is close to this because AGI/Stealth is focused on sound. Humans, and therefore Zombies, have other senses which some feral zombies might react to and alert others. I have no game mechanic for controlling my scent, for example.
  18. I appreciate the courage that it takes to stand up against the ever critical PC forces that would de-fang every FPS or gritty fantasy game until it was yet another "my little pony" adventure. I have respect for TFP, and others like Rockstar, who deliver entertainment to their audience. As a parent of two boys, I also never allowed them to play games for which their level of maturity were not prepared. Just like, while I am responsible as their parent, would not allow them to engage in drinking, smoking, or other activity which requires mature discernment. They are now both adults, and so they are free now to choose for themselves and without my opinion. I don't want judgmental mobs removing my choices, even though in my personal morality, I may not choose those options. I like freedom.
  19. Mission bonus could be tied to completion % - "Clear" and "Fetch Clear" could award based on a % scale of clear, from Best(100%), Good (>89%), no bonus for 61-90%, fail < 60%. Because some large POI's can take a very long time to scour multiple times for every last crawler, or vulture nesting outside on a ledge somewhere. It would be interesting to have a little more complexity in missions more like the power up generator objective. I'm trying to keep my dreaming constrained to the limited set of living (traders) and dead zombie models. So no escorts, boss battles, or go defend the orphanage which would require a lot of investment in models and animations. I'm also considering only easy to determine clear objectives. So, nothing like "bring down building"... which would be hard to confirm. Ideas... turn off the generator... running the POI's automated defenses... take out the support pillar in hard to get to place with a timed satchel charge and escape before it blows destroy a tanker, ship, airplane, fuel depot tank, etc. bring trader back rare resources from a POI (gather in exchange for loot), like super corn seeds for Rekt, ore from a mine... ... have you considered adding a short wave radio that every survivalist would want to have in there bunker? Maybe tie it to actual player communication abilities. It would be another way to add objectives beyond the traders without adding more character models. ...am easy one would be to add some radio chatter 15 minutes before the supply drop, or maybe the ask for a flare to be lit at a location in order to get the drop. You could overhear survivors being over run and calling for help at a location, and then go there "Check on old Bob at the Misty Lodge" to gather info on the aftermath. ... inspired by TWD... a new special "zombie" based on the Whisperers that can do smart things, like wield guns, unlock doors, toss bombs. I could go on more but I think this would add some variety to PVE without being real difficult to do (except the AI on the last one). P.S. Thanks Richard, Lathan, Robert and Brad for an informative 2nd Stream. Random gen looks very good.
  20. Yeah, I believe you. It just never happens to me on my maps. No matter where I go, they never just let me dig ore, or repair the base, or fix the roads. That is in forest, I end up building an array of pill boxes with 360 degree turret coverage around my mining zones to keep the zombies from digging down to get me. I got sick of filling in their holes, or running up from the mine to fend off an attack every 5 minutes. When we drive around the map we are seeing zombies all the time, and always swerve to see if we can get one to ragdoll. What you are saying doesn't happen in my playing on A19. Snow is 2-3x worse. Desert is about the same except more vultures, which I reduced in XML by 50% otherwise we suffered vulture attacks every 5 min. and anytime we drive. We won't talk about the wastelands, because after an actual 2 hour, use all your ammo, non-stop attack, we decided it was not worth the trouble going there. Net loss of resources. So, I seem to have the opposite trouble.
  21. My wife has "Shotgun Tourette's"... I hear the shotgun go off inside the base then a stream of expletives on Discord. I'm constantly running around with the base repair task.
  22. My base gets damaged by zombie spit, They are not very accurate and it can splash over a big area.
  23. We probably have different life experiences. I grew up in a rural area and there are times depending on the season, or time of day you will see no living thing. Many a day in November deer hunting, even on a warmer day, you may only encounter squirrels. In the small town 10 miles from our farm, the population was less than 50. On a weekend, or holiday I would ride there on horseback, or bike and hardly ever see anyone, even at the store when I wanted to get change to buy a soda. Then also the 7D2D reality is post apocalypse, which I would guess resulted in over 90% population loss. But still, there are times when I am trying to get something done in my game when I get "bothered" by random zombies all the time. My map has a grid of broken freeways, so when I gather enough resources I go off to repair missing spans, and add on/off ramps to convenient areas. And... I'm not exactly certain how the "heat" mechanic works on spawning scouts, but I believe lots of candles, torches, burning barrels, forges, campfires, etc. result in more scout spawns, which result in many waves of spawns.
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