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elektrohund

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  1. It's actually 15% per tier, and if you include the 10% mod slot power bonus, a fully modded tier 6 stone axe would deal almost twice as much damage as a fully modded tier 1 stone axe. It's wild! Why does having mods equipped increase weapon damage anyway?
  2. Sexualization/objectification of women in video games have also decreased massively since the 90s, especially in fairly recent titles, at least in the west. I don't know how much this has actually contributed to welcoming women into gaming, but it probably helped.
  3. I think you did well given what you had to work with
  4. I do not believe these things are feasable at the moment due to a lack of mod support in the area. This mods scope is gun models and animations. As far as I am concerned no one has yet to be able to overhaul player animations (E.g. The arms in 1st person and body in 3rd person) or how shooting mechanics fundamentally work like recoil, sway, spread etc... I would personally love to add new hold types to the game but it's just not possible atm. A21 will bring updated player models and hopefully open up more modding opportunities.
  5. Fantastic mod, I'm really looking forward to further updates You can use the "ShakeCamera" action to simulate weapon sway quite nicely
  6. This reminded me of this comic by Ronnie Filyaw
  7. Why would a higher quality AK deal more damage to begin with? It's all video game logic if you really think about it. Now if you wanted to make range scale linearly with quality I think it would be pretty easy to make a modlet for that
  8. I really dislike how certain items make some skills completely obosolete. I think that at least a couple of points in pack mule should be required to unlock all slots (with the best pockets mods). Maybe that's what you were saying and I'm just misunderstanding? But yes, another row of inventory please!
  9. I would love to see that. However, the fact that they didn't decide to do this with the new weapon models tells me it would most likely require a lot of work to overhaul the reload system. Having the pump- and lever actions reload "shot by shot" is the norm in shooters so I can't imagine TFP not having at least considered it.
  10. Crafting is already limited as it is because it can't produce level 6 items, so the issue here mostly regards the early game. The parts required for tools and weapons items are most reliably aquired by scrapping lower level versions, so even if you just crafted a level 3 machine gun, that level 2 is still useful as material for further crafting. You might find this post my Madmole interesting if you haven't read it already. Also some more here.
  11. Eh, why not both? He equates ease of modding with the game being technically simple because he apparently thinks using xpath is coding or something. Neither does he seem to understand what game optimization is.
  12. This mod is a like a dream come true, but I can't wrap my head around how to actually get it installed. I reckon I need to compile it somehow?
  13. I think it would have been cool to have book specific quests from the trader. For example it could be something like "Go and exterminate 100 zeds using your fists and I'll give you a Bar Brawler book of your choice." Some criteria could be made for accepting the quest, like having a couple of points put into a certain skill or having 6/7 in that book series.
  14. Tier + mod slot damage bonus results in some whacky damage increases. I think this could be best solved by delaying the apearance of high tier stone tools to a later game stage. At the same time, a fully kitted tier 6 stone tool is a pretty silly concept to begin with...
  15. Don't forget to spec into Charismatic Nature and Physician to aid your allies with divine magic
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