Jump to content

overgoat

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by overgoat

  1. Question on the new skill books: Will the previous perks from the old skill books still be available in other forms? Do they unlock in order now as you get more and more books? For instance for mining is there a way to find gold/gems while mining and eventually have the chance to auto-kill ore blocks?
  2. I like the idea in concept, but having your weapons break and become unrepairable mid-blood moon would be very frustrating. We have have pretty high zombie count set on our blood moons and I usually have to repair my M60 six or seven times a blood moon. Having to carry tons of extras of the same weapon wouldn't be too fun. Also part of the game is fun searching for that rare RNG with really great stats. If your uber gun that your searched for weeks for broke after a couple repairs it would hurt. Maybe have the stats slowly degrade until you repair with weapon parts? I would also think you'd have to scale up the durability by weapon levels much much higher as well in a system like this. A purple should last far longer.
  3. Thanks for the heads up, I'll check it out. But with that said, simple quality of life mods are usually good candidates to be added to the base game. Nothing wrong with free, fan-sourced development!
  4. Feature Request for A21: Could we please get an option to favorite or lock items in your inventory? This could prevent accidental scrapping/selling/or transferring when doing transfer all. I just accidentally scrapped my nerdy glasses today which made me think of this, but it could also be useful for keeping a stack of fuel in your vehicle that doesn't get moved out by when you select all inventory or a stack of first aid kits in your drone that you don't want to take out.
  5. Speaking of Tier4 weapons, it would be great if those were late game crafting goals. Make the requirements for components stupid high and/or very expensive trader items. It would give a late game goal that is somewhat missing now.
  6. Creating stacks of 1000 gunpowder at the chem station currently takes 27 minutes where individual 1000 gunpowder only takes 15 minutes. While creating stacks does take fewer resources, the time penalty doesn't seem to make sense. Is this is a bug?
  7. Question about Wasteland biome mechanics that feel like changed in a recent update: Sometimes when in the wasteland at night you get very rapid spawning of zombies which leads to fairly constant combat. The weird thing is it seems to stop after a while. Is there a mechanic that controls this and after a period of time spawns turn off? I enjoy making bases in the wasteland in late game to fight long battles of attrition with the endless zombies, but in the last few releases this seems to stop after the first few nights. If I go to a new area the rapid spawning seems to come back, but only for that area. Was this changed or am I just crazy (which is very possible)?
  8. The .44 drop was fixed in the previous experimental, but I think its re-broken in the stable. I haven't seen any in a long while.
  9. I've seen probably 30 red/orange bags in my game so far and they seem to just have more of the same. More stacks of stuff, but it hasn't been better quality. I recently made a blood moon base in the wasteland and I'm finally seeing some weapons drop, but still no armor.
  10. I've noticed what appears to be an odd change in loot table for zombie loot bags. Some items like mining helmets and hazmat clothes drop very often and weapons and armor (other than mining helmets) are now very rare. To test this I changed the config to increase the chance for loot bag drops for a blood moon in the snow biome at game stage ~350. I ended up getting around 50 loot bags. From these I only got 1 weapon (a L4 compound bow) and zero armor drops. Did weapon/armor drop rates get for loot bags dramatically drop for A20?
  11. Encountered this today. Jumped out of my gyro when it was about 5 meters off the ground and it teleported to the previous place I had landed (about 3km away on the other side of a mountain!)
  12. I've had a repeated problem where my turrets disappear and seem to be lost forever. I'm familiar with the old bug where they 'drop' and you can find them by digging down or logging in and out and this is different. I've seen this on two separate maps/installs and has impacted multiple players on our server. So far we've lost about a half dozen robotic turrets and 3 robotic sledges over the last 20 game days. This has been super frustrating after gathering components to craft the turrets and filling them full of mobs only to find them gone.
  13. Confirmed it works just fine in a newly created game. Must be an issue with updated experimental on our server. Will hold off doing a full restart/fresh build until the next experimental drops and test again then.
  14. Got a for real LOL out of me on that one. My game is an upgraded version of the last experimental so could be broke. Don't want to start over, but no sledges might make me....
  15. In the new release I've noticed my robotic sledges aren't engaging enemies anymore. I've tried different sledges, moving them to new locations, and logging in and out, but they are just ignoring enemies. Is this just me or can anyone else confirm they are seeing it to?
  16. I usually go that way for my main base, but for horde bases I like smaller footprints as they are easier to repair/maintain.
  17. I use them as structure to keep the base of the tower narrow, but they are a key support structure that allows me to have a wider area at the top. They usually only get attacked if/when the stairs go down, but that has happened more than once!
  18. I have been using three 1/4 columns around the corners of my horde base tower. It allowed me to build wider at the top, while still having a somewhat sleeker design. The lower health is making me rethink that design now. Maybe it wouldn't be as painful if the health reduction was halved? 75% health for 1/2 blocks and 50% for 1/4th blocks? It does make sense for them to be weaker, but with the same upgrade costs it does encourage blockier, less interesting builds.
  19. This made me want horde boss events now for the main game. I don't even know what they are, but I want them!
  20. I can't say for sure, but I'll be inside my base away from any open windows and hear the scream and think, "Here we go again!" It feels like its only feral sense triggering. My whole group got wiped by a screamer horde earlier today after burning through about 2k 7.62. Was truly a horde night experience. A 'fun' side effect is horde nights are way tougher because we are burning a lot of ammo on the off days. TFP devs, if screamers can trigger from feral sense it may be necessary to lower their range or maybe lower their chance to spawn another screamers? With that said it does make it seem dangerous/scary! We are definitely our 64 zombie max from screamers fairly often.
  21. .44 appears to not be generating correct on loot tables or is exceptionally rare. On our multiplayer world where average level is 40-50 there has been zero .44 ammo found in loot. Only from crafting and traders.
  22. Screamers with feral sense turned on are way meaner. They sometimes scream without 'seeing' you and often spawn additional screamers. I had a 60-70 zombie screamer horde recently. Felt like a mini blood moon.
  23. Is anyone finding .44 ammo very very rare in loot? I'm level 50 with game stage 130 and I don't think I've seen a single round from loot. I can craft it, but it seems odd that loot has done.
×
×
  • Create New...