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Archael

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  1. IMO, quality 6 items should not be found in the wild or from quests/chests, but only crafted, maybe only with high enough skill (so magazine, attribute and skill). Players al;ready have to loot a lot to find magazines, parts and materials to craft things, and current ability to find better gear than is available for crafting just kills whole crafting system except some basic tools and early game.
  2. A21 had few good additions to the game, but overall its not as good... it has some very bad things too. I was hesitating over using mod, im kind of player who enjoy things exactly a they was created (i dont even use spices in restaurant for the same reason), but if devs are breaking their own game, destroying thing that this game become known for... i decided to look for mods, and Undead Legacy seems best from all others (based on descriptions and featured changes). Ill be honest, i havnt played it yet. Im waiting for A21 compatibility and try it for the first time with my friends.
  3. Is there any list with arguments and parameters i can use in my mod that game understands? Maybe with explanation what said argument does?
  4. i have another question: Are items groupped or i need to specify every single item in the game? for example, to upgrade "craftingHarvestingTools". Can i use grupped name like "HarvestingTools" or i need to specify: stone axe, ironFireaxe, etc?
  5. I wanted to try and test most survival experience, vanilla game can provide (its survival game after all) Most issues i have with current state of the game is that its oriented over fps rather than survival, so i tuned up some things and lowered others: - Difficulty: insane, because if zombies are toughter, simple headshot may not be enough so other tactics like sneak, bleed, dismember, may become usefull. - Exp multipler is not rellevant but playing solo, i gave 200%, tho i still think about it. - Bloodmoon: off, or 30 days, not regular 7 because everyday life is suppouse to be difficult enough. Maybe in mp i could make it more frequent, - Bloodmoon zombie count: 4, becuase i cant give 2. - Zombie speed: walk everywhere, but only because on higher difficulties zombies have not only more health but also can get into rage mode and start running. (It would be much more fair if difficulty could change only chance of getting injury and zombies resistances to status effects, dismember and headshot resistance, while their HP and chance for rage mode should be 2 additional settings) - Damage dealt to blocks is reduced to 50% for zombies and 75% for players. Zombies are much toughter so player needs additional protection, and i cant imagine how zombies should be able to get through steel wall so easly. - Loot abundance 25% so that ammo is more scarce, and gathering/mining are more needed. - Death penalty: Injury - Airdrop: off All those changes makes game much more difficult and immersive. Even traders feels much more fair since succesfully finishing a quest is not guaranteed. I did 5 quests and only one was succesfull. Ammo is more scarce, but range weapon is still superior over melee, even tho melee needs to be close to zombies which increase risk of ijury and death, and melee needs stamina which is much more difficult to get when You respawn having 50% hydration, and water is difficult to get. Traders feels even less immersive with those settings... how they can live and trade is such environment? Hidden notes of challanges and burried treasures was much better. So overall, those settings can make game experience be a little more survival like, but it does not fix fudamental flaws game get few versions ago: game is centered around shooting, at some point no melee weapon is needed, with 25% loot abundance ammo is more scarce, but getting some can help with lot of problems. I think that melee weapon should deal more damage than range because range is more safe, so there could be a strategic decision making. Why i was not talking about magazines this time? Because its hard to give conclusion over this. Since quests are more difficult, i cant say if magazines are better or worse, especially that everything is always at deficit (untill 7 day at least since its where i am atm), so scavenging become necessery NOT ONLY for magazines which become additional loot which feels more fair than scavenging and questing just for magazines. Conclusuion is that game can be felt as survival again, but its not full survival experience, there are still few things that should be touched if devs wants it to be survival game rather than another fps.
  6. Okay, i know where the hard part lies. mods where I saw action skills put them in specific skill trees, give them separated multiplers etc, and overall overcomplicated thing i would do. I need to add second req for increase crafting skill by 1 aside from simple magazine reading. This will take me few hours if only i have time, but if anyone would be willing to help with that part, thank You. It seems that i need to create a way for the game to count how much damage was dealt with specific weapon/tool, and when treshold is reached value is unlocked. I believe this should be made in "progressikon" file.
  7. Yeah, Im quite skilled in making specific things, but only when using those i can see flaws in my desines and create something better. I could, potentially, learn better designes by watching videos or reading books, but i can do that while figuring out my mistakes while using those things. (this is also true for programming, to upgrade the code you have to use it and see what went wrong). Either way. I found that in file "progression" there is no specifics over how crafting skills are upgraded, only what upgrades does. I cannot found the file that say "use to upgrade harvesting crafting skill by 1" (or anything simmilar) for magazines, this will be my step 2. I will look for it, but if anyone knows where it is i would appreciate. step 3 is to figure out how to tie it to using items, but old action skills done that already, and there is plenty of mods that code i can copy to make that, this is not as difficult as it seems (unless there is something more going on). Edit: I have found, in file "items", magazine section (idk how i missed this last time) <!-- *** Harvesting_Tools_Skill_Magazine --> <item name="harvestingToolsSkillMagazine"> <property name="Extends" value="masterSkillMagazine"/> <property name="Tags" value="harvestingToolsCSM,csm"/> <property name="CustomIcon" value="bookToolsDigest"/> <property name="DescriptionKey" value="harvestingToolsSkillMagazineDesc"/> <property name="Unlocks" value="craftingHarvestingTools"/> This means that this work is much easier (i believe), since its nothing complicated really. i just need to add effect "deal 1000 damage to unlock craftingHarvestingTools" and translate it to this code
  8. I wa sposting, few times, and explaining why crafting should not be learned by looting. Main argument there was: "there are mods". Now it seems this argument is invalid xD But it seems i have to learn how to mod and create one by myself then.
  9. Is there a mod (or a willing modder to make one) that swaps crafting skills learn from magazines to using items? What i mean is that if i use sniper rifles then for each 1000 damage i deal with it, my sniper rifle crafting ability rises just as i would read one sniper magazine. (This of course should remove magazines from the game aswell). Really thanks for responces
  10. Its funny how people ignore main point in discussion and stick to arguments irrelevant, thinking it is in any way valid to the discussion And no, previous versions and mods are not solution, its other way around - because of those, devs are lazy and dont even try. Stop bringing those arguments. Instead, try to pinpoint what part of suggestion is bad, and why. I think its good because it makes game more complex but not complicated. It enhances progression system in all apects and does not leave some people behind just by playing sandbox game as a sandbox game. I understand that some people wants to concentrate on looter shooter aspect of the game, but my suggestion does not takes it away, but instead it enhances other playstyles. Especially in MP, where 2 people go for looting, one is hunting and cooking, and one is mining. Because in current system its impossible. Everyone needs to go looting and questing.
  11. I know devs will not change their current system since this would require too much effort from them. I bought the game when crafting was meaningfull, and feel of loneliness was omnipresent, and i will try to maintain this by installing mods, perhaps learning by myself how to mod the game. And at the same time, i cannot recommend this game to anyone else than shooter players. But those are only my personal thoughts and opinions, noone hae to agree with me, the same how i can disagree with devs decisions. I gave them my support buying unfinished product in hope they will do it how the promissed (survival post-apocalyptic game), and i feel being cheated by them via introducing traders, promises of raiders, and introducing magazines in such way that only looting and questing can provide true progress, forgetting about gathering, mining, building... I was hoping development in terms of cooking, hunting, gathering because it was the only lacking thing imo, instead i got shooting, looting and trading. But i have few ideas how to improve some experience and balance game towards people who bought it while it advertised as crafting survival, with at the same time not spoiling it for the players who likes current approach. Here i would like to post an idea of three progression systems merged: 1. Magazines and books, which is learn by looting. Could teach people new perks, like current books and some attribute perks. Some perks from leveling could also be placed as books/magazines. 2. Leveling. Each lvl player gets skillpoints and can apply those to increase simple stats like damage increase, health regen etc. simmilar to current attribute increase. 3. Doing. When hitting enemy/block or getting hit, would increse characters knowlege about used thing, and with this increase quality and unlock new schematics of used item. Example: using pickaxe for log time, sitting in mine will teach character how to craft better pickaxes (not axes, not shovels). Works simmilar to current magazines but instead of reading its actual doing. And if one looks for ingame explanation, here it is: When using an item for a long time, one can see its flaws and weakpoints and by practicing and keep trying they can learn how to make better thing. If someone finds this explanation, then im sorry, lot of things in game are even more illogical.
  12. It really depends on country laws. In here, where i am. If any customer bought something due to advertisement (great sign just belowe game name can be called ad) and if product do not match this ad, the company is obligate to refund the product. And even if company has other rules and politics (like the line that product may change, or no refunds after purchase), the country law is above it, making those rules non-binding. I may be a minority, and i dont think anyone would like to fight for those few $. But if many players would wanted they refunds, there would be a problem. So in short - if im unhappy with developper direction of the game and if this direction is different of what game was telling at the time i bought it - i have right for the refund. I will wait untill gold and i hope game will be NOT a looter shooter, and it will be really open world apocalypse, survival, crafting, horde defence.
  13. Or tie quest tier to trader stage so that it will not offer quests above their stage and thus rewards will be not above trader stock
  14. Because traders breaks the game and its original design. Lot of people (myself included) bought this game as sandbox survival in apocalypse, and traders with quests breaks this. Devs should either go back to original design, refund the game for people who are upset with current approach, or give a choice. The last option is particulary easy to do.
  15. If there is no consensus over traders and trader quests. Then Devs should put a checkbox in map generation or game options to enable/disable traders. And if traders are disabled, then some things like water filters and solar panels and solar banks, should be lootable/craftable (but because crafting is loot dependant then lootable either way).
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