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Everything posted by Jarod_Silverstar

  1. If they ever add food spoilage to the game....
  2. What about giving the iron and steel tools a slight passive looting bonus as well? Similar to but separate from Mother Load. A 5 or 10% increase would probably be enough for people that are resource mining to look towards using the next tier tools as soon as possible.
  3. Thoughtful? You realize to zombies that simply means eating your brains....
  4. Because the Pimps have not added copper and tin to the game yet in order to make bronze?
  5. Loot and food probably ought to be balanced for SP, and then multipliers added to increase for MP games. The trick right now is you have only have two options, they really need to add some presets for MP games that can be targets for balancing. Say 3 levels of MP, one for 2-5 players, one for 6-10 players and one for 10+.
  6. the overage is still there - if you look at your buffs in the left corner you will see a number that slowly counts down. looking in the stats window you get the description of 'Digesting' Muskets. The blunderbuss is a shotgun style weapon. Musket will be a rifle and there might be a flint lock pistol added as well.
  7. I would put that in the Bug Reporting thread to make sure it gets checked.
  8. Amazing how much has changed but yet it is still the same core game and there are clearly things identifiable even through all the versions.
  9. Nah - It would leave you completely at the mercy of the loot tables. If you don't find the books for your weapon of choice, you would have no recourse. The Pimps learned this a few alphas ago with the forge and steel books. If you didn't find the book, you were unable to make iron or steel. There needs to be an alternate method rather than looting for the nessicary stuffs, like tools, weapons, crafting stations and armor. But mods for all those items I think leaving them found items/schematics is perfect.
  10. What is the lean on the next exp build? Before the weekend or after?
  11. It has been that way for a while, but I don't know if it is intended or not.
  12. Think about it this way. When they release an experimental build and it does not get promoted to stable within a week then I would say you can be pretty sure another build is coming because they found some bugs they want to fix. Not likely we will get a better indication than that.
  13. Speaking of zombie bears, I got back-to-back day spawns of 3 dogs and 2 bears. Was looting a building on the first one and only survived because the bears got stuck trying to get through a doorway. Second one I saw them coming and jumped on my motorcycle to seperate the pack and kill them one at a time. Overall - I have seen a lot of of dog packs, they used to be fairly rare but seem a lot more common now.
  14. I guess the difference between using 3 7.62AP ver 4 rounds doesn't mean a lot to me when I have 1000 shotgun shells sitting in boxes. So what if I am not speced in Boomstick when I am looting a POI? I save the main power and quality for the horde nights when you need everything you can throw at them.
  15. What weapon? Anything else that is available. Folks seem to persist in the idea that if you don't perk into your weapon it is next to useless. I always carry a variety of weapons for use in different situations no matter what I have perked into. Using a weapon from an unperked tree is better than letting yourself be shoehorned into limited options because of your perk choices.
  16. @Madmole has stated that Trader loot still needed to be reworked to use the leveled loot, so I assume quest rewards would fall into that area as well.
  17. Yea - that does seem to be somewhat oversized. But as you mentioned, it is a sniper meant to pick off targets at a longer range. So you would not be doing a lot of your normal moving activities with it equiped waiting for a zombie to pop around the corner. I am good with scaling the size down some, but I think maybe having some weapons like that which will limit view close up is a good trade off for being able to take out far away zombies easily.
  18. No, it does not. I think all the weapon types are viable in game. However, if you feel the need to squeeze every last bit of performance out of one weapon type you have the option. And here is where I think the game needs improvement. You can min/max on one weapon type with almost no risk. If you decide to go shotgun you perk the heck out of it and run around blasting everything. The only risks are having enough ammo and occasionally having to repair the weapon. I feel the Pimps need to bring back the degradation system that when you repair something the quality of it decreases. Or some other attribute decreases making the weapon less effective than it was. In A18 if you found a level 5 gun early on, you would probably end up using for most of the rest of the game. Meanwhile you would loot dozens of lower quality weapons that simply became stacks of Dukes next time you visited a Trader. Leveled Loot is taking a step in the right direction in delaying the finding of the top tier weapons more consistently but we need to take it a step further. If your level 5 auto-shotgun can be worn out until it breaks and you cannot repair it, would it make you reconsider using it for every POI and loot run? Or would you maybe choose to use lesser weapons or one you are not fully spec'ed out in so you can save the best for when it is needed on horde night? For the first picture, is that the default look or is there a scope mod on it? Does it change if you put a scope on the rifle? How does the other gun compare with a scope attached? While there is a good size difference in that comparison, how does it compare to other items as well? The clubs stick up and take a decent amount of screen room as well. What about comparison to things like the auger or junk sledge/turret? While some adjustment may be called for, it is not far to compare to one variable to make that decision.
  19. One funny thing I see about people who are talking about have to put skill points in independent trees in order to accomplish certain tasks always seem to forget one thing. Grampa's Forgetting Elixir. Take your first couple of weeks to get the basics up and running and then take a swig of the elixir and respec into mining for a week to dig out your underground fort or get your ore mines started and ready for production. Once those are done, hit the bottle again and go back to your brawler build or what ever suits your needs for the moment. Yes, the stuff is expensive when you can find it, but you see people on the forums all the time talking about grinding out some quick money to grab the crucuble or motorbike they find for sale. If you must have the ability to do all the things, there is a way, but it will cost you somewhere else. Besides isn't the point of the game to present challenges and have you make choices to over come them?
  20. Dude you are getting yourself way too worked up about this. You are talking like you expect a personal apology from MadMole and a promise to implement the EXACT fix you have proposed as soon as humanly possible. You are making a judgement about the setup of the game based on the play style you want to play, based on the assumption that clearly everybody wants to play this same way. I rarely use the Run and Gun perk myself because I prefer a slower play style where I can make use of stealth, or fortified positions to deal with zombies from. Running around with a horde on my tail is not that exciting for me. I don't mind taking a day or more to slowly clear a larger POI. The Pimps have to look at all the play styles and find balance for each of them, not just the people that love the game only on 'Always Run'. The game has not gone Gold. It has been stated many times that it is still a work in progress. Expect things to change, but also have the patience to wait for them. Okay - caught up on the rest of the thread, and I still think you way over-reacted. You were trying to make your point on the play style you personally prefer, damned be to everybody else until you felt you had a adequate response. Funny thing is you seem to prefer the harder play style of having the hordes chase you around but throw an absolute fit over the fact that one perk that makes your play style easier requires you to make choices to get it. It is a lot of fussing for being able to choose between chocolate chip or peanut butter chip cookies when you want one with both sets of chips in it.
  21. I have thought for some time that you would have to have two separate game balance setups. One for single player where loot is reduced but you can get more skill points to round a jack-of-all-trades character. Then a multiplayer setup where there is more loot like food and ammo to deal with the higher numbers but skill points are more limited so as to encourage player to specialize in certain tasks to work better as a team. Trying to find one set of values to balance both is a fool-hardy task. I would think 'coming soon'. But don't expect too much in the way of changes to loot levels. Right now they are focused on fixing things not working as intended. Probably won't see any major loot level changes until A19.1
  22. Agreed - there needs to be some overlap so it doesn't remove the chances of getting the better finds early on, but it does mean that you are more likely to find things at certain stages. Add this to the crafting level increase for reading additional schematics on tools, guns and armor and I think it is a very workable idea to try out.
  23. I think some limited tiering for schematics and recipies might be nice. Tier 0-1 would be basic items like plain foods, forge, workbench and similar items you need to get started. Tier 1-2 would be your basic guns and armor. Tier 2-3 would start getting into mods for everything.
  24. I think most of us get the reasoning but having a higher contrast between day and night would be an improvement. When you can see just as far and still able to make out colors at night, it is weird. It feels more like it is a highly overcast day instead. All you need to do is tone down things at night and will make a huge improvement.
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