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Everything posted by IDNeon

  1. I don't know what item I got the duct tape from next playthrough, but it was at the STARTING location, where there's a house, mailbox, car, and some crap lying around the car. There's a few locations like that. Take it up with that. And while it's fuzzy in my memory, it's possible I was given glue, and considered that duct-tape in my rant, because it's the same damned thing. 1:1 glue:duct-tape with some cloth which is easy to find. But thanks for clarifying why that loot wasn't dropped by loot bags, but usually Duct Tape is discoverable at a trader, wasn't able to find them in two t
  2. This is awesome. I can change the 5 to a 500 and upgrade one block to make "remap" games when I want to try different skill sets hahah. My take on upgrade XP is it is OP early game but balances out middle game.
  3. It would be amazing if there was a way to do blood moon but with an agility/sneak build. The idea would be that the horde still homes in on you, but that they can't track you the last few meters/10meters or so. The AI would be specially coded though so that if there's no direct path to the player, the AI knows this and demolishes a path to you. So while the sneak would obviously work, hiding in a bunker sneaking will still get your bunker attacked until there is an open path to you, then the AI would follow the open path and begin "searching" for where you are. I'd like this to be
  4. I want to note the extreme irony that in a 3rd playthrough I got 2 hammers from loot bags. In fact I'm getting a LOT of loot now. Leading me to wonder if there is a *BUG* with loot progression, particularly zombie loot bags. Possibly with 0 deaths. Because that would make sense if somehow loot is calculated using deaths as a denominator to some difficulty weight? Because I got NOTHING like the loot last night from my *perfect game* at 0 deaths. I got complete trash and thought holy hell...they made insane really hard and grindy
  5. It does apply because my NEW play through. The stupid trader has a forge RUINING the entire progression. Too random. Dumb. Bad RNG I don't want the game easier. I want it not completely stupid random. You see what I'm saying? I dont want to lose a 7 hour game because no duct tape. Only to be given enough duct tape from a mailbox at lvl1 and a working forge. That is stupid.
  6. And you need duct tape to make duct tape. It's kind of stupid actually. If the game is going to require you to create a chicken before you get a egg...it might as well give you the chicken when the Game Stage is high enough. It totally RUINS the game that you can go 7 hours and not get a cooking pot...or just get duct tape to drop. Current game I got a ton of duct tape first mail box I opened. Lvl1 The randomness is seriously stupid. It's not fun starting a game and it can be a complete piece of trash or way
  7. It's insane-nightmare. Dunno. But the opportunity to just wander into a kitchen is much more difficult. Regardless. The game shouldn't force you to have to enter POIs. I got over 20 loot bags. Drop some F-ing duct tape
  8. No. Wasn't the iron man. This was my horde every night play through. And it's seriously annoying that 7 hours into the game and still no duct tape.
  9. Seriously 2 of my hardest pay throughs have been ruined by bad RNG. Its NOT FUN when you're level 30, 0 deaths, day 7, 400+ zombie kills and you STILL havent found any duct tape or beakers to make duct tape. That seriously ruined my game goals when the zombies just got too powerful to fix my base with an axe. It shouldn't he hard to flag f-ing gd-damn important items for game progression so they definitely drop in a fing loot bag or the next available loot.
  10. Good point. Augers raining from the sky must be a minority desire of customers
  11. I also like the idea of a swamp biome. The ambience would be amazing. And chest high water. You're always wet.
  12. I tried this style of play and it's tough as hell lol
  13. https://steamcommunity.com/app/22380/discussions/0/648813576148197714/ Seems to be common enough and solved by running as admin.
  14. Wow thanks! That does sound perfect for an iron man competition. Now I'm excited.
  15. How to implement something like the following....ideas? 1) Insane Difficulty 2) Increases in difficulty with game stage (which largely only affects hordes and wandering hordes) 3) Every so often, amounts of zombies know your position and chase you down. Like a horde, but not endless waves. Something manageable. 4) Zombies are too powerful to base against. AI block damage to max? 5) Forces you to stay on the run, no permanent base. Maybe weapons caches? The biggest hurdle, I think, is the horde night mechanic is perfect for the constantly being chased, but the ho
  16. I've been running continuous insane hordes for 30 minutes straight, albeit right now I'm only GS 34 in my new base build design. but 0 deaths so far.
  17. Does previous hordes count to next horde "max limit"? Could this be a way to break the max 64 limit?
  18. Hah that'd be hilarious bad luck. I was worried my base design would trigger demolishers, but now it doesn't seem that it will. It's a very lowtek design though I intend to increase the size strength of the blocks as Game Stage increases.
  19. Introduce....the ninja zombie. The aZZaZZin of the living, the undead Zednobi. The latest game terror...Niiiiight of the Sneaking Dead. A zombie type that sneaks, is fast, doesn't alert itself when it notices you, covers behind objects to get closer, and tries to stay behind you.
  20. This setting would be zombie specific, just to discourage them from undermining a hill-top base. So that you can actually build a hilltop base and have hordenights up there. Yeah, hence I think "cheating" for them to make an illusion of capability is fair. To them un-altered terrain in a mountain zone would just be treated as a ramp instead of a jump.
  21. Yeah that's where I think there's room for nudging, maybe they could code zombies to run up a mountain like they are running up a ramp, and only when you alter the terrain does it behave like normal terrain for them.
  22. Yeah, but that's not what I mean. The complete wanton destruction of the environment makes it hard to use some areas for survival because it just ends up becoming a ClusterF*** It'd be nicer if they nudged the AI so all areas are equally viable to live in. Having a mountain turn to swiss cheese when I want to survive on the mountain is frustrating. The nudge would be to get them to walk up the mountain until it's absolutely necessary to undermine
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