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BFT2020

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Everything posted by BFT2020

  1. You barely provided any information on your rwg settings, and zero specs on your hardware; so nobody can determine if it is a bug, an issue on your end, or if you are taxing your system with the rwg
  2. It's in there Search Pole
  3. Not true at all. Latest playthrough, canceled starter quests so no free perks. Second POI, Tier 1. Saw a dog house and just took my time. Only had a bone knife and the primitive bow. Once I heard the dog started to growl, I fell back to my fall back position and got elevated, took it out easily. If you just waltz into any POI as if it is a lazy Sunday, yes you can be in a world of hurt. If you take some time and come up with some contingency plans, then you can meet any challenge.
  4. I did that on my end, swapped it to 9mm ammo and lowered damage and the fire rate. It's not as OP as it use to be.
  5. I found the issue <item name="solarCell" count="1,3" prob="0.2" quality="3,6" noSale="Polymyxin"/> Just kidding, they are low probability to find. You are probably just having very bad luck right now. There is an electrical trader stage table, but if you are at those levels, you exceed the minimum. FYI - Better barter doesn't affect what will be in the trader's inventory - it just increases the price you get from selling and lowers the cost for things you are buying. At max Daring Adventure, you got a 40 point boost to trader stage.
  6. That's clever. 👏 Way to keep at the problem and thinking outside the box.
  7. Trust me, you will be able to play your difficulty level. If I can play survivor with no mod slots on T0 equipment and they only go to level Q2, you won't have any issues in Alpha 21 vanilla.
  8. Ah, so that is where they went -- the asparagus, not the cows, could care less for them 😉 All these posts about changes being made.....
  9. I like the change. It doesn't prevent people from making as many dew collectors as you want, but as you increase the number of them, there is a cost associated with it. Similar to forges, the more you have, it starts to cost you (in terms of heat activity). Screamers only become an issue when they detect you. As it has already been mentioned, there are a lot of ways to address them - they home towards the activity source, but are still in scout mode. I have used a sniper perch at my base to take them out without letting them know where I was and scream.
  10. It's probably something of an oversight now that I think of it. Before, double, pump, and auto didn't have a boost so there wasn't a reason to look at the code. Now that they added the boost, it gets added disproportionately on the ammo. Since they didn't do it before, there was no need to add a special tag to distinguish the difference. They probably need to add additional code so slugs get the entire boost per shot (so 5 on pump) while the shot gets 1/10 of that per pellet. That's me just trolling you at this point. 😏
  11. True, but I did account for it in my statement If I wasn't, I wouldn't have put the "for each hit" disclaimer in my sentence 😉 It's also why I didn't state a number of missed pellets for each shot, as they can be variable depending on the person, how quickly you have to line up the shot, etc. I usually play Feral Sense on all the time, so even threats out that far, they will eventually become one. This way I can engage them further out and pull them in, and any more in the general vicinity. I like to clear out the areas around me prior to going into tight corners so slugs / range means I can get both the damage dealt and start pulling in all the stragglers. That's assuming I am not using my bow instead, but that doesn't do a good job of pulling in zombies like a shotgun blast does. And it is great when you are up high and shooting downward at zombies beating on walls where you are hold up in. Regular zombies not too worried about, but I can thin out any ferals before I make my escape. I don't mass produce slugs, as I use it in specific conditions. As for comparing to shot, I don't think a baseline damage boost is warranted. Maybe boosting armor penetration would be better so it is more in lined to handling armored targets so against those, it has higher damage output, but still worse against softer targets.
  12. Even without books, knives are still pretty powerful if you use them correctly. You can stack bleed effects on targets Targets that bleed are slower if you perk into Deep Cuts The baseline sneak attack bonus damage with them outclasses everything Clubs should never be used as a comparison as they are starter weapons for new people. That is why they are so powerful, but knives have their own place in the game that I don't think need a book series for. I didn't even mod one in for my playthroughs.
  13. That's true for any single shot weapon out there. Each shot missed is 0% damage to target. Not saying shot doesn't have its uses, I use it the most as I find it more than anything else, and it is great on horde night when they bunch up close to me. But if I am doing some looting / questing and I have slug ammo, I will generally load it and use it in those circumstances as I have more versatility with it than the shot. And I noted in my post that if you are constantly engaging your targets within a range of 4 then shot wins hands down. But if you are like me and will engage the target 10+ out with a shotgun, then slugs are your only option.
  14. Some points I want to make: Blueberries are not rare, typically I find enough seeds of those through normal looting that I can start planting and harvesting them. Once I get these (and pumpkins), my eggs go towards pies. Eggs are easy to get if you just keep looting nests. People tend to stop doing that so that is why they dry up. And beer is only required for cheesecake, the pumpkin pie doesn't require it. Beer is also easy to make once you unlock the recipe for it and start planting hops. You seem focused that the only way to effectively feed yourself and your buddy is only if you can make food in stacks of 10. That is not so. On a 60 minute day, I eat before I leave and I grab one or two food items to take with me when I go out. I don't need to carry a stack of 10 meat stews for a day as I shouldn't be using up that much energy in the first place.
  15. As Jugginator stated, you are only comparing one part of the ammo: At close range, shot is going to be devastating but damage falls off after a range of 4 and ineffective beyond 10 Slugs don't lose any damage until after a range of 9 and are effective up to a range of 18 There is nothing wrong with shot getting more damage output at very close range because slugs you can engage the target further away than shot can. If you only fire at targets close to you (4 or less), then use shot. It would be interesting to see how the damage falls off after 4 and compare it to the slugs. We do know that from 11-18 (range), shot has zero damage while you are still damaging your target with the slugs. In addition, how much spread are you getting the further away from the target you are? In your analysis, you are assuming you are getting hits with all 10 pellets each time you fire. Closer to the target, it is going to be larger so the spread won't matter as much. But the further away you are from the target, it gets smaller while the pellets spread increases. For each pellet that fails to strike the target, you lose 10% damage. Compared to the slug, you always get 100% damage for each hit. At further ranges, you are more likely to get more damage with slugs if you are going for a headshot. The pellets of shot will spread, giving you a situation where some hit the head, some hit the rest of the target, and some will miss completely.
  16. Always is 😉 I haven't seen this issue in my game yet either. And I been looking ever since you reported seeing it
  17. I believe they were looking at the possibility of wandering sleepers, but not sure where that is at exactly.
  18. There is also the fact that they want feedback on things that they have in Alpha 21. Allowing people just to automatically remove everything at the very beginning doesn't help them very much. faatal has mentioned before that they will be introducing option settings to fine tune the player playthrough once it gets closer to final release, those things though are not on their priority list at this time. They haven't specified what those options will be yet, but they want to give players some customization without having to mod (as long as it doesn't make the game UI too clunky)
  19. I started out in a very small town (about half seemed to be burnt out buildings / POI). There are a few industrial POIs (one gas station, the lowest tier crack a book). I had a forge by Day 4. Day 28 horde is behind me and I am setting up a temporary base in a city 2 km away (so I don't have to constantly travel back and forth each day) so I can start doing that trader's missions to go up. Prior to the move, I just used my starting location trader (even though he sent me to 3 others that were next to cities and in snow / desert biomes). In my starter base, I have the forge, workstation, cement mixer, and chemistry station, all unlocked by what I looted in the starting city and doing the trader missions with the trader in this location. No double looting (only if I chose a mission where it sent me to a POI I already did the mission on, but that was typically a higher tier infestation mission). I have perked into lockpicks and advanced engineering, but only the first perk level and similar to what I did in Alpha 20 (also note, I removed recipe unlocks in A20 so everything was schematic only so it was for the benefits of those levels, not recipe unlocks). So that did boost my chances for those magazines to drop, but I also perked into the first level of salvage operations and miner 69 so the perk advantage of finding those magazines pretty much drop away within the first week. Is it slower progression compared to my first run (at B313) where I was next to a large city? Of course it is. The previous run had mailboxes / news stands / crack a book stores / lots of commercial and industrial POIs in it. However, if I was worried about the rate of progression, I could have easily moved to the second trader location once I completed the first tier of trader missions at my starting location.
  20. Those are the worst. I have had some where I copied code elsewhere where I used contains, but changed it to the more simply code and forget something silly, like changing contains(@item,'axe') to @item,'meleeToolRepairT0StoneAxe' but forgetting to change the , to =. Spend too much time staring at the code and not seeing that tiny little mistake.
  21. I have yet to make the motorcycle, so probably tied to the fact i am zipping around on my minibike and not my driving skills. 😏 Be interesting to see what happens when I finally able to make the motorcycle if I see incoming damage > 10%. It's been difficult to negotiate with the zombie tow truck drivers. They are not demanding cash up front, they want fresh brains.
  22. I must be lucky so far, I haven't seen that situation where a sleeper was not spawning in no matter what I am doing. I have had situations where I reached the end and haven't cleared the POI, but backtracking I was always able to find that last group of zombies that were preventing quest completion.
  23. What are you running into that makes you take 30% damage? I don't know if I been lucky so far or playing a different game than you guys have. 😁
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