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HunterAlpha1

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About HunterAlpha1

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    Refugee
  1. (Please be an oversight, please be an oversight) Like most actual gun people who play games, I'm somewhat triggered by the persistent and much hated "sOTtgUnz R WerFLeSs @ fERdeR dAn maCK-OuT DisTens" movie/video game trope. Seriously, no, they're not. It all depends on what chokes, barrel lengths/types, and loads you're using, but I can guarantee you that a load of buckshot is still very lethal well beyond five meters, and slugs, depending again upon the aforementioned variables, can take someone out at up to 150-200 yards. So imagine my surprise and consternation, when, after having maxed out my shotguns skill, and equipping myself with a shotgun loaded with slugs, I try to take out a naked level 1, and can't even damage him from 10 meters away! I mean, even if he was slightly further away than the max effective range, shotgun slugs don't just stop in midair and fall to the ground, I should've at least been drawing blood! so I actually looked at the shotgun slugs, and, sure enough, the effective range is almost the same as the shotgun shells! even the most arcad-ey games out there have longer ranges for shotgun slugs. TL;DR: Please increase effective range for shotguns, or at least for slugs!
  2. You're thinking of the laser sight that goes in the light slot, I'm talking about the reflex sight that goes in the scope slot. I figured it out, but holy crap I don't know if this is a bug or a hidden feature! I had a black skin on my gun, but when I swapped it out for a slightly brighter color(brown) the red dot came back but was very dim, but when I swapped for a really bright color the dot was brighter than default!
  3. The red dot on my reflex sight is missing, I've tried taking it off and putting it back on, and verifying my game cache but that doesn't work. Could that particular reflex sight be bugged? would making another one work?
  4. Just realized you get diminishing returns for crafting bundles.
  5. Hm, didn't realize you got XP for crafting bundles. So what's to stop us from crafting and re-crafting bundles of stone?
  6. No recipe to turn sand and clay soil into bundles as of a18 b152. Is this a bug or intentional?
  7. It's been rumored that TFP are planning to add human NPCs to the game, and IIRC, BeatKidz added some in a mod a few alphas ago. So here are some ideas I'd like to see implemented: Instead of traders just automatically being protected from zombies by invincible landclaims, they'd be protected by armed NPC guards, and of course would be able to defend themselves. They'd be attacked on horde nights, and players would be able to help protect them. Failure to repel the horde would result in the trader being unavailable for a few days. Instead of there being just one NPC at each trader who buys/sells everything and gives quests, there'd be multiple trader NPCs who trade in the various goods and give related quests. So you'd have a weapons/ammo trader who gives clear quests, a resources trader who gives fetch quests, farmer trader who asks you to bring certain foods, etc.. And the quest rewards you'd receive would improve based upon your relation with that trader. Each trader settlement would be its own faction, and they'd have relations with each other. So doing quests or selling in-demand items to one trader would increase your standing with that trader, and a smaller increase in relations with their friends, and a relations hit with their enemies. I think this would help up the ante for PvP. It would also turn the trader into a sort of neutral zone, as any player that attacked another player in good standing with the trader would then be slaughtered by the guards, though of course if you have reason to believe that the player has something worth dying for, it might be worth it... There'd also be other perks to getting in good with a trader, such as being able to hire NPCs to guard your base, having them hold an item you're looking for for you if another player sells it to them, and being able to trade with them for longer hours, all the way up to 24 hours a day.
  8. Actually, I'd like an option to NOT respawn on or near my bed, because currently it is entirely possible for someone to camp your bed and keep killing you before you can pick it up, and if they have friends around stopping your from running away...
  9. Does joining a party show where your bed is located?
  10. Yeah, good point. How about making safes require electronic parts to make and include an alarm and 30 minute lockdown on failure to lockpick.
  11. I hope they don't make lockpicking massively OP though, maybe make it take about as long as it would for you to break it open, but quieter so it'll be harder for someone to sneak up on you, and without having to hold down the left mouse button, so you can go semi-AFK while lockpicking.
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