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Scyris

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Posts posted by Scyris

  1. On 7/12/2023 at 10:25 AM, theFlu said:

    Turned to rad? I don't think that's a thing.. some of them are real hard to tell if rad or not while laying down. Hoodie and hazmat especially, but others have surprised me as well.

     

    "3 others" might be a feature of an attack volume, they'll all get woken up if you attack one from outside the volume. Or you may have missed a shot and woken them "naturally".

     

    But yeh, ladders are not fun when in a hurry, just yeet yourself off the roof at that point :)

     

    That could be worse thou if you break your leg on that fall or sprain it... very possible death there. Its why I love the book that gives a extra 15 blocks of safefall if you have over 500 dukes. sets the base safefall to 20 or 21 blocks., this is enough to yeet yourself off the roof of the majority of poi's unless its a tier 5 anyway. For a tier 5 can prob do it in 2-3 jumps.

  2. 16 hours ago, zombiehunter said:

    Ahhh, that's it.  When I looked at it I was in the snow biome.  Now I'm in the forest and it is 166.  I guess I didn't realize the biome has an effect on game stage.

     

    Thanks!

     

    In A21 biome and poi tier gives a boost to your gamestage, no more free higher loot stage in wasteland with poi's having zombies no diff than the forest anymore like you did in A20.

  3. 19 hours ago, SenLim said:

    (A21 Navezgane default. Day 26)

    Prior to this I cleared a t2 infested in the desert (at night) and it was not a big problem.

    Then...

    I picked up another t2 infested clear quest and this time it was on wasteland.

    There were 2 or 3 rads, and many ferals (maybe like 3) plus a dog.

    Is this intended or normal?

     

    Do you usually set up some kind of "mini horde base" when doing infested clear quest?

     

    As intended, in a20 tfp fixed the "free bonus loot stage" by being in biomes other than the forest, now in A21 it properly ups your GAMESTAGE as well. So you'll have to face harder things inside poi's in other biomes as there is both the Poi gamestage bonus, as well as the biome bonus. In a20, you could loot in the wasteland and get massivly better loot basically free, since it never effected the players game stage, so zombies in a wasteland poi would be no diff than the forest, this has changed in A21. You now face a gamestage increase for the better loot.

    16 hours ago, Riamus said:

    Wasteland is the hardest biome and so you'll have the most difficulty there (whether or not you consider it difficult).  Infestations have a lot more zombies and even though it is supposedly one tier higher, certain POI can feel like they are a couple of tiers higher because of how the extra zombies spawn.  Combine the two and it's no surprise you had those.  As far as a base?  You shouldn't need it unless you're not ready to be questing in the wastelands.  Get behind a doorway or something to funnel them and use a gun and as long as you're ready for the difficulty (armor, weapons, etc.), you should be able to do it.  Worst case, you can get up high and most zombies aren't going to be able to hurt you while you're attacking them (that requires room to get up high and doesn't work in every POI).  You can also backtrack your way out of the inner parts of the POI and some zombies might start attacking walls and such, cutting down the number you have to fight at once.  And if you're attacking as you retreat, you'll whittle them down.  The main thing is to learn the strategy that works for you in these situations.  And if you die, well, that's also how you learn.  :)

     

    In those cases I usually try to run outside of the poi and fight them out there. Stuff goes bad? nerd pole up the side of the poi to give yourself a breather, only need to be 3-4 blocks high for most things to be unable to hit you save for vultures and cops.

  4. 2 hours ago, canadianbluebeer said:

    The pathing seems to just *break* at times.

     

    Bloodmoon.  Using the grain mill next to trader jen (pregen10k)

    on the catwalks, about the 3rd level..

     

    they come up onto that walk, which is straight, goes past the actual grain silo thing, makes a turn to go up to the next turn ,

    which is the short level to the ladder to the top of the silo.

     

    When they come up the first stairs, some will stop on the first stairs and start banging on the walls, blocking the zeds following. (kinda funny)

    Shoot the dumb one, the rest boogy along the path.

     

    They get up to my level where I'm waiting, most come right at me and get blasted.

    Some come part way, stop, turn, and start banging on the silo, IN FULL VIEW OF ME.  no blocking, nada.

    I shoot them of course.

     

    This spot I have my back to the wall, and the stairs going up are to my left.

    Some zed will run right past/through me, and start beating on the outside wall!!??!!

    I'm  RIGHT BESIDE THEM!

     

    I do notice a fair number of shots to the chest at short range seem to just go right through them. ??

     

    Very weird.

     

    (of course there's also the tendency when bursting out of the hidden areas, for them to drop into the stupid crouch/crawler position

    and get confused.  Worse is just as I take a swing at them with an axe, they drop to crawler position at warp 90 and whack my ankles, then pop

    back up right after, also at warp 90. (as in no animation, just a 1 frame position swap)

     

    hrmmm...

     

    I actually had issues with this even in A20 with this sort of behavior. Some zombies at my horde base just have trouble pathing properly, it worked fine in a17, 18 and 19, but since a20 its been.. weird at best. They often just randomly go and hit a random wall while still looking at me, the problem? they are hitting a pillar nearby that has a electric fence pole on it, that has NO valid path for them to go to me from as its 5-7 blocks away from the bunker, so they basically are just annoying me. Usually shooting them once gets their Ai to "wake up" and path properly.. usually. They take no fall damage, so its not being triggered by a fall, I do have log spikes thou as this is in darkness falls. So I thought maybe it was them taking damage from the traps that was causing this? but no, its not, as even without them walking on flat ground they still randomly do this behavior. Gonna be intersting when I try my horde base in a21 from what I been hearing, might need a redesign.

  5. 2 hours ago, warmer said:

    All blocks occupy the same physical space regardless of how much space the model itself takes up. 

     

    This isn't intuitive because a plate seems like it's a sheet of plywood, yet you can't place anything directly on it. Just remember everything is a cube for building purposes regardless of what it actually looks like

     

    I figured this out pretty quickly and it has made building much simpler once you remeber that everything, no matter how small it is the player can place will take up a 1 cube block of space at the minimum, doesn't matter if the block shape is a tiny tiny square, it still exists as a full block to the engine in terms of block placement. Its also why the Ai gets repelled by certain blocks, as it sees it as a full block but doesn't/can't figure out how to walk on or around it as it gets confused.

  6. 10 hours ago, meganoth said:

     

    I actually agree with you about miner/motherload because the difference between 1 point in them and max perked out may be too much. But that seems a balancing issue. The game is balanced for a player who does everything but some things not well and others much better. And it is ok that he is not the best in everything. I can play the game with max mining and I will use that to for example to build bigger than usual. But I can play the game with no mining skil as well and just use whatever I am good at, for example explosives in a necessarily smaller base. I don't need to be "optimal" as a miner to mine (or more generally to get basic resources any way I can)

     

    I play SP at the moment and as AGI player i am bad at ALL resource gathering skills. Still I wrench sometimes for parts. I need more time per car, but I will still get parts, motors and batteries just like the master wrencher. I will not mine much and try to get most materials through buying or shoveling resource blocks in POIs. I am a bad farmer at LotL1 but my farm still supports me. I don't have much resources for building but with the help of a POI as foundation I still build nice horde bases. I just don't build a palace as home base, I build functional, not for looks.

     

    Now YOU, specifically, are someone who seems to be a "miner" or a builder player, i.e. mining or building for you seems more important than the rest of the game, someone who might have switched over from minecraft. Nothing wrong with that, but you play the game for a different reason than probably most players and TFP themselves. If you are only happy if you are mining master then for example you could install a mod that just makes max miner69/motherload reachable without any points in STR. I am very very sure that TFP will not give what you want for vanilla, no matter how often or long you critisize that same issue, because I think that is exactly how they want it, as an incentive to play differently each time.

     

     

     

     

     

    Actually i've never played mine craft other than one time I tried it and didn't really care for it. As for building I don't really do that either, My home base is basically a hut on stilts, that usually stays wood as there is no reason to upgrade it. I do build a little horde base eventually in vanilla, but not till like week 3+ as its just not needed before then. I just like high block damage so I can break into things faster, and higher returns on mining to stack with the block damage so I need to mine less rl time wise. Honestly though I've not gotten past day 12 or so in A21 as usually by day 8 or 9 I am so damn overpowered that the game is a cakewalk and it gets boring fast. I've tried playing on insane, only diff for me is things are more tanky, still pretty easy due to the slow speed stuff scales. I mean day 14 in vanilla and even in a t4 poi you might have 1 feral in the entire poi if that. Meanwhile everything else dies in 2 normal melee attack headshots. Many mods have the scaling set so by day 8-10 most sleepers in poi's are usually at least ferals it makes it exciting, Vanilla just scales too slow that it gets boring, not to mention its way to easy to get best in slot stuff from trader quests. T3 quests can give t4-5 steel tools and weapons. Kinda makes the magazine system pointless tbh. A way to fix this might be to add some bonus for collecting the magazines, so they are ALWAYS worth having. maybe +damage and reload speed on guns, +damage - stam use on tools/melee just something to make it worth it. Mind you it could be worse, at least it didn't cost perk points for those recipes like in a20, use to annoy me when I'd perk into something only to then find the schematic soon after, feels like a slap in the face when that happens.

  7. 3 hours ago, Roland said:

     

    Nice attempt at history rewrite. The beginning of this game had nothing at all to do with learn by doing. Learn by doing didn't show up until Alpha 11 and that was in its most basic rudimentary form. It reached it's height in Alpha 14 and then began to decline when crafting was removed from it in Alpha 15 and then further de-emphasized in A16 when skillpoints were added and then completely gone by A17.

     

    So LBD was in only 5 out of 21 alphas and right in the middle of the development arc-- not the beginning.

     

    Still was far better than the junk we have now, many people who have played a16.4 will agree with me on this. Well at least there are mods, imo mods are the main reason older players even still bother with the game. I myself would have prob gave up on it in a17 or 18 if modding wasn't a thing. However just because mods exist is not an excuse to not try. Game needs a tier above steel and some new enemies to fight above what we have in game. Its needed this for a long time now, most mods add this and thats why they are so popular. I mean TFP keeps stea- I mean Borrowing idea's from mods but they don't seem to take the good things, like a progression system that doesn't suck, or new tiers of items/enemies.

     

    Like I need to ask as a long time player does tfp even have any damn clue what they want progression to be in the end? because it seems to switch almost every alpha, and the game has gone pretty stagnant due to it. I am aware players have increased but if you ask me, thats due to the better graphics and nothing else. You'd be surprized how many of todays gamers will look at a games graphics and thats their sole deciding factor on buy or pass. Not gonna lie though 7dtd looks fantastic for what it is, the Art team has done a great job, I just wish the rest of the teams would do as good of a job and make this game what it could be. I been around since Alpha 10.4 or so. Its sad to see the state the game is now, it could be so much more but TFP just feels like they got no interest in making it more to me, nor does it feel like they even have any real direction they wanna take it either with how many systems keep being redone over and over.

  8. Some idea's I've seen passed around was drop only t6 items with modifiers on them, like 5% more move speed, +1 to a stat +damage to a certain weapon type, and the ability to reroll these for a increasing cost that only works if the item had a modifier on it orignally.

  9. 1 minute ago, pApA^LeGBa said:

    @Scyris It works to a certain degree in MP. The tool magazines for mining tools ain´t a problem. The steel tool parts however are a huge problem. Having someone at home who does all the mining/crafting/building/cooking/farming is not happening in A21 without getting slowed down a lot.

     

    There will be a bunch of people who can now deceide to play like TFP wants wich would mean doing stuff they don´t like or get another game. Surely not the majority of players but still.

     

    I still don´t understand that obsession with making everyone play the same way.

     

    I don't either, but that seems to be what TFP is going for. I miss how sandbox like the game was in a16.4 and below. Since a17 its just gotten more and more forced/onrails, with A21 being the worse iteration of this as now as you said its basically loot or die. I bet it'll get worse in a22 as well. As for the steel tool parts there is a way around this, just have your looters do quests and take steel tools as a reward, its not that hard to get t3-4 steel tools from t3 quests, if your a miner all you really need is a steel pickaxe. and a Iron Shovel (with perks+grave digger mod its enough to 1 shot 200 hp dirt blocks for clay). In my single player games I generally care about a good pickaxe over the other 2 tools, as I don't bother with lockpicking other than cop cars, I just bust into everything with a pickaxe.

  10. 15 hours ago, warmer said:

    They just need to limit debuffs to one per hit. I'd be fine with that, but like other have said, a vulture hitting you once should not give you an abrasion/bleeding/a broken arm/infection at the same time. That is end boss level debuffs potential, not a bird you can take out with a single hit from a club.

     

    This would be nice, I honestly fear vultures more than anything else in 7dtd, because almost everytime they hit you even once, they land 3-4 debuffs at once. Vultures seem to do this more than anything else in the game does. Dogs are the runner up to vultures, almost everytime they hit you they usually land something, its actually more shocking when I get but by a vulture or dog and it didn't land a debuff on me because of how often they usually do land them.

  11. On 7/9/2023 at 10:12 AM, 8_Hussars said:

    In general, I find in A21 I can craft better items that I can loot in the magazine trees I specialize in.  In the others magazine trees I rely on looting.  Armor seems to lag behind loot wise.  Maybe it needs balance tweaks but overall the current system seems sandbox enough  to keep crafters and looters happy.

     

     

    This, I feel this as well, as long as were not factoring in trader quest rewards, as I've seen t2-3 quests giving ql 4 steel tools and weapons. I feel the magazines need something added to them to make them worth getting other than just craft recipe/quality unlocks. Maybe a bonus to entity damage, or block damage or harvest amounts with those items every 5 magazines or so? In most games I play by day 8-9 I usually have a ql 5 steel club from a trader reward, and as I use clubs I almost have my best in slot item super early. There is nothing above steel in vanilla, so it basically dead ends that weapon line early. Only thing better is a ql 6 steel club. Mind you the diff between ql 5 and 6 is actually sort of minor.

    On 7/9/2023 at 12:03 PM, zombiehunter said:

    I'm in my first playthrough in A21 and I have to say I have had a very different experience.  I've had to craft everything as I haven't found jack squat worth anything in loot and the traders haven't had much to talk about either.  In A20 I wouldn't have to craft much of anything as I either found good stuff or bought it.  At least in this first playthrough I'd say crafting is more viable than it is in A20.  We'll see how it goes in subsequent playthroughs.

     

    Traders don't sell anything decent till your char is level 20 or 30+, what trader sells is largly based on character level and a hidden rep system for how many quests you've done for them. Once your level 25+ you'll start to see ql 3-4 guns like pistols, ak's pump shottys showing up. To get around this do quests, t2-3 quests can give ql 4-5 of the same items. Till then I usually craft my stuff as I can craft better stuff than I can loot usually at least in the things I have invested in.

  12. 13 minutes ago, meganoth said:

     

    Sure, but traps and explosives can be seen as different ways of doing horde base. As an explosive expert I build either a spacious room with multiple heavy doors (so they last longer) to me, so zombies mass up fast. Or a pit where I try to drop them into (with the help of a pusher turret for example). While as INT player I have electrictal traps that slow them down and kill them, so a long narrow high pathway is ideal. In this case pusher turrets are not for "collecting" the zombies, instead they are just thrown off so they have to reenter the parcour and get damaged by traps a second time.

     

    Especially as a single player you do base building, whether you are INT or something else. And even in a group the people who like to build bases may want to play different attributes every new playthrough, so a design that pushes the builder to INT may not be ideal.

     

     

     

    See this is the problem with the stat system currently, there are just optimal stats for things and you cannot do anything to change that, like for a miner, your going to want to go str, as miner 69'er and motherload are basically vital. I dispise the stat system with a passion its poorly thought out and often doesn't make any sense. At least in a21 crafting quality is no longer locked to stats, even with 1 in a stat you CAN eventually max a magazine series out and get all recipies, it'll just take longer is all.

     

    You really notice the stat systems problems when playing single player, since you need to do everything yourself, you need to have various stats at various levels to be optimal, so your basically forced into the same builds to be efficient. Its less of an issue in a20 in MP since you could have people specilize, but this kinda went out the window a bit in a21 with craft quality and most recipes being magazine unlocks. I'd kill for a gas can schematic again, because I've never gotten the vehicle skill high enough to make a minibike ever. The perk that influences it, just is not worth investing into at all, its a waste of perk points, whoopie do cheaper costs to make the parts.. they aren't expensive in the first place anyway. Well maybe the 4x4 chassis is a bit expensive but thats about it.

  13. 17 minutes ago, pApA^LeGBa said:

    @Scyris This isn´t about how i locate my skillpoints, this is about crafting only beeing possible and viable if you go looting constantly. You can´t just do a wilderness playtrough and only go looting if you need something non craftable. You can´t do a mix of living in the wilderness, building your castle or whatever and going looting splitting it up 50/50. You will fall behind your gamestage very  soon with your crafting skills, you will not have enough water.

     

    It´s basically loot or die now.

     

    Thats true, but thats TFPs M.O. since a17 play our way or leave. Each alpha after 16.4 basically has been removing more and more of the sandbox elements a21 is just continuing this and continuing to force the player to play a certain way. I see what you mean now, but yeah like I said thats kinda TFP's Modus operandi since a17, forcing the players to all play the same way since they work to make other ways non-viable. Guess I never noticed the issue as much as I usually am always out looting and doing quests anyway. But I could see people who like to just mine or build in a MP community kinda getting shafted in a21. I mean it can still be done you just need to basically leech off the looters for magazines/survival things, which IMO doesn't feel very good.

  14. 12 hours ago, Slingblade2040 said:

    It depends on the new player.  Let's not act like all new players are brain dead and can't grasp this game. 

     

    Some will have little to no issues and others will struggle. We have all seen enough streamers or youtube LPs to know that skill is an important factor in some games. No need to keep dumbing this game down just cause some person sucks at playing games and as I've been told before by many people here change the difficulty or use mods. 

     

    But you gotta admit most of them ARE basically braindead though, its been a big issue with the current generation of gamers, they just aren't anywhere near as good as the older gens were. But I agree, we need to stop dumbing games down because that just lowers the skill cieling and they'll never learn. Look at project zomboid, its easly one of the most complex zombie survival sims out there, yet it hasn't really changed itself to cater to new players much. I do feel 7dtd needs a small unskipable tutorial map for a new player. To force teach them the basics before it lets them play ANY other mode, with exact things they need to do. I mean basics beyond the 8 step starter quest. As that starter quest basically doesn't make them learn anything other than how to craft some basic items. Could have a tutorial about skinning animals for meat and how to cook it as well as much much of a diff using a proper tool is for the job, how to get/boil water, that sort of stuff. I've seen some a21 players that never build dew collectors because they don't know about them, as the game doesn't really tell you about them at all. Usual reaction is "this exists?", so could be a tutorial where your made to build one and have to harvest water from it to clear that step (course since its a tutorial speed up the production and the materials providied), maybe tell them they can stone axe it to get it back and start the player with it, which will also quickly give them 3 boiled water as well. Maybe we'll see this sort of stuff in gold, if the game ever gets there, which if I had to be honest as someone who has been around since a10.4 the though of this game ever going gold is a slim possability due to the devs habit of redoing half the game. I mean imma be real, other than graphically the game hasn't really gone anywhere since like a15/16, or even earlier. Same top tier items, same top tier zombies, no real gameplay difference (other than a worse skill system than a16.4). Game just hasn't gone anywhere in years other than visually. The Art team does good work, I just wish the other teams put in even half the effort.

  15. On 7/8/2023 at 10:32 AM, theFlu said:

    I dunno man, I wouldn't disagree if you were talking about a care-bear mode, but we have quite a few settings already to reduce the difficulty.

     

    But for the base game, the things you mention seem rather on the weak side. Debuffs are actually kinda fine atm, but I think they're just way more common than they're meant to be - something feels broken in the "getting hit" -part, if that gets sorted the debuffs will be weak. I'd make them rarer but more of a headache.. I mean, a concussion cured with an aspirin? Just make it last the 2 hours, and remove its temporary effects with pills - makes you possibly have to manage your stack of pain pills all smart-like.

     

    Tic Tac Toe, Checkers, Chess, Go ... all have their places, but none of them are "made" with the beginner in mind. Except maybe the basic tic tac toe .. :)

     

    I'm not against making the game beginner-friendly, just not as an end point. Give me a Go of survival games and give it a good tutorial .. :)

     

    That and they even LOWERED the default difficulty to basically easy mode, it used to be Nomad as default, on Nomad zombies and players do full damage to each other, it was lowered to Adventurer, which is something like players deal 125% to zombies and zombies can only deal 75% of their normal damage to players. The problem is the game doesn't tell you anywhere that its better to avoid hits entirely if possible. In my playthrus I use padded armor until I get the book that makes it so I have no mobility penalty from armor in combat, why? Getting hit is bad in general due to the crit hits and the fact sometimes when you get hit once they land 3-4 things at once. So I prefer the ability to be able to move fast to get to better positioning than trying to sit and tank the hits. With decent armor even crappy military you have over 40% damage reduction, what does the real damage is getting the debuffs which lasts 10 mins to 2 hours, as it lowers your max hp till they are delt with.

     

    Biggest thing in A21 i feel for new players is some of the trader spawns, a new player will often spawn in the middle of no where 500m or so from a trader that may or may not have even a single poi nearby, when this happens the nearest town is usually 1-2km away, So they are stuck in the middle of no where, with very little to actually do as most new players usually go and explore poi's but in this situation there ARE none to explore.

     

    7dtd is not a hard game tbh, when I was a new player I never had any of the problems I see new players today having, and I mostly went in blind.

  16. 1 hour ago, pApA^LeGBa said:

     

    It means that replayability took a big hit in the face. Any other playstyle other than constantly going looting got eliminated with A21.

     

    Is it any diff than A20? in A20 you basically generally went the same stat build as it was most efficent, thing is the efficent part just changed from stat build to looting. Str is still IMO the best starting stat just because it has miner 69'er and motherload in it, doesn't hurt it has 2 solid weapons in clubs and shotguns either.

  17. 17 hours ago, Riamus said:

    Wouldn't multiple stats just make it even more of a problem from your view?  You said you need everything but still focus on a spec but if you had multiple stats needed, you couldn't focus on a spec and would have to do everything no matter what.  That seems to go against what you want unless I'm missing something.

     

    Multiple stats is a problem for anyone who wants to spec into a single tree because you can't do things unless you put points in all trees.  That would upset a lot of players and really doesn't add much to the game.  If the game had actual classes, then it would be a good option as it wouldn't affect your "class" the way it does in this game where your "class" is whatever tree you spec into for those who focus on one tree.  For someone like me, who doesn't focus on a tree and just puts points in the perks they find useful and the trees for those perks, it wouldn't make much difference.  I'm already a Jack of All Trades.  All it would do is maybe somewhat adjust the order I put points into things.  That doesn't improve my game any even if it doesn't hurt my game any either.  So it just feels like it would hurt a lot of people who focus on a tree and not really benefit anyone.

     

     

    1. I'd be fine with merging books and magazines except that I like that random factor.  Magazines already remove a lot of the randomness from the game by making crafting linear instead of having the possibility of learning something early in one game and something else early in another.  I like the possibility of getting a book and its unlock sometimes early and sometimes late.  Even mods fall into this, though I have never crafted mods except for the drone and for vehicles because they are found everywhere and so crafting them isn't worth it.  I do get frustrated with vehicle mods often as the supercharger is often very hard to find and it can take forever to finally find the schematic but I still prefer the random aspect to making it linear.

     

    2. Rearranging perks isn't a big deal to me.  What makes sense for one person might not make sense for another, so which way do you arrange them?  Some perks don't really fit into any of the trees and some fit into multiple trees.  There just isn't any perfect way to arrange them with the current system.  They could make a different system but I doubt they will.  They also try to balance the trees so there is something useful in each tree.  If you move things around, it is very likely to unbalance the trees and make one or two trees "must have" trees, which isn't a good thing even if the placement of the perks is more realistic.  As far as removing brawling weapons... you might not like them but others do.  Removing them just because you don't like them isn't a valid reason.

     

    3. They have talked about legendary items.  We'll have to see what they do with those (if they add them).  Until then, there's not a lot to discuss unless you want a thread all about ideas for legendary items in hopes the devs will find some of the ideas helpful.  Until then, the current system isn't bad.  Each upgrade is an improvement with the current version of the game.  The change to mods has helped to make that true where it wasn't true before.  Quality levels are fine to have in the game.  The difference of one quality level (including going from T1Q5 to T2Q1) should be small.  It is normal in games to find stuff you can't use for one reason or another - not as good as what you have or not something you can use such as from another class in a game with classes or some other reason.  That's not a bad thing.  As long as you can find better stuff, that's all that matters.  And you can continually upgrade in this game until you reach the max.  If and when they do add legendary items, then those could provide for some interesting options and choices if they are treated differently than just another quality level.

     

    By mutiple stats I mean, the skill can be leveled based on mutiple stats, and whichever is the HIGHEST of those determines how high you take the perk. Like say you have 1 str, 5 end, 1 perception, 1 intel. Using my miner 69'er/motherload example here. This would allow you to take level 4 miner 69'er and mnother load, since end is 5, and it requires 5 in a stat for level 4, and you met this with Endurance. Get what I mean now? if you had 2 str, 4 per, 5 end, 7 intel, for example you could take motherload/miner 69'er to 5/5 since it requires 7 in a stat. Bascially allows perks to have multiple stats to unlock levels of, but you only need ONE of those the highest to unlock the max rank, not all of them. Game will just look at which of the viable stats for that perk is the highest and that determines how high you can take it ignoring any of the lower ones entirely. Its basically the perk system we have now, just with more adaptability, as thsi would allow u to get mining bonuses with most stats instead of str only. Could be a Per, End or Int build and be able to take it as high with int 7 as u would normally have to have str to 7 to do so.

     

    Perks that are able to do this could be moved to a utility perks tab, or left where they are and just have the localization updated.

  18. 4 hours ago, pApA^LeGBa said:

    I did a day one, also 60 mins and 18 hours of daylight, pine forest biome, doing a gas station T1 quest (double dip), boe´s market T1 quest (no double dip) and a T2 house (kitchen and end loot only), a bunch of cars ond ofc the trader compound. Points went to Salvage Operations, Master Chef, Pummel Pete and Advanced Engineering.

     

    Got 17 murky water, 1 honey, 1 painkiller, 1 vitamin, 4 first aid bandages, 1 cooking pot, 31 7.62mm, 17 9mm, 10 shotgun shells, a T1 wrench, Bunkerbuster, ergonomic grip x1, serrated blade x2, T2 Pipe Shotgun, T2 Pipe RIfle, T3 padded leg, T2 padded chest, 7 cooking magazines and 5 forge ahead (plus a lot of other books and magazines). Wich granted me a forge in night 1 wich means iron arrows on day 2 only because i put one point in advanced engineering. (no quest rewards included here)

     

    I rather do heavy looting on day one that putting points in lucky looter that early wich only increases my lootstage very minimal. In a T1 POI i have a lootstage of 6 at the end of day one. Wich means 2 points of lucky looter would make this 6.6 so propably 7. Not worth anything. Lucky looter is a mid game perk.

     

    Trader distance from spawn point was 1km btw

     

    yeah I think lucky looter needs to add maybe +3 to base gamestage per perk level just so its at least mildly useful at early game. I mean not that I can talk I never get the perk period, as I have no interest in really anything in perception. The 20% faster looting speed for level 1 thou does sound like it'd save me a bit of time, but unsure if its worth grabbing it early just for that. Other than cars most things are looted in about a second.

  19. 6 minutes ago, pApA^LeGBa said:

    @Scyris Yeah vultures are flying death threats now. There is a bunch of rooftop end fights so you have not much room and time to recover if one of them gets you.

     

    Also the bleeding seems to drain your health much faster now.

     

    There is also (sometimes) a delay when using a bandage before it heals the bleed, so you often can take 5-10 health damage just during the bandage animation before it actually cures the bleed, gotta watch out for that too. Unsure if its a bug or not, but I never seen it do this till a21 so who knows. Never was like that till a21. Oh yeah a21 has some vulture sleepers in some really jerk move spots as well, as you usually have basically no where to dodge so its either land the hit and kill it, or most likely end up with 3-4 debuffs if it hits you once. Some of them even spawn as close as 2-3 blocks away, so you have basically no time to switch weapons as you'll get hit during the switch.

  20. I'd worry more about the multi-crit stuff. Get hit once and oh look: Abrasion, Infection, bleeding AND concussion. That stuff really needs to stop, vultures are especially guilty of this as is dogs. Almost everytime I am hit by a vulture even ONCE they usually land 3-4 debuffs on me, it almost feels like its 100% chance because of how often it happens. Lets just say if I get hit by a vulture and it doesn't land some debuff on me I am surprized.. as it happens that often that they do land a debuff (or several) every hit.

  21. 18 hours ago, SenLim said:

    I was (solo) playing A21 Navezgane on default, on burnt forest, around day 3-5... and suddenly there were 4-5 zombie dogs barreling down nearby. One of them saw me and the rest caught the scent of my fear. Needless to say I didn't have a chance.

     

    A21 brought back the old a16.4 dog wandering hordes. They only appear if a wandering horde is due to spawn on very specific game stages, 2 of these being 20 and I think 34. So if your game stage is around there and you haven't had a wandering horde in a day or 2 be ready. If anything the a21 ver of the doggo horde is worse than a16.4 as in a16.4 it was static, every game on exactly day 5 you'd get the dog horde around 2 pm ish. So you could be ready for it, but in A21 its GS based so partially random. Sometimes you don't ever get one, some games like my last game I had 2 in the first 8 days.

  22. 1 hour ago, pApA^LeGBa said:

    I had a zombie laying on the ground giving me a concussion without moving yesterday. Very nice and logical.  Breaking my leg? Yeah sure, why not. Moving arms or not, i should be aware that the Z isn´t dead yet jjust because he is lying on the ground. But a concussion?

     

    I've gotten a concussion from a crawler before, that really made me scratch my head as I was standing dude couldn't even reach past my knee how the hell did I end up with a concussion? Mind you I feel the critical hit rate is just far to high in A21. Something also needs to be done about the multicrit crap to. Get hit by a thing, oh look: abrasion, concussion, bleeding, infection, sprained arm/leg all in ONE hit. Should be a limit of 1 debuff PER hit max. Vultures terrify me in a21, cuz almost everytime they hit you even once, they usually land 3-4 debuffs on you instantly, it feels like its damn near 100% chance with how often it happens.

    3 hours ago, FranticDan said:

    Most of the time, its due to their pain resistance maxing out and they can no longer be interrupted. For example: If you're firing an automatic into their chest at melee range, they **WILL** hit you!

    I've never been hit by a zombie while they are getting knocked down (half their health taken out) in a SP game.

    image.thumb.png.1737d59a9b9ea26df480dd7d72a4b93e.png

     

    I know about the pain resist, I understand that but the issue is the fact they are attacking with no animation whatsoever thats the problem here. I melee mostly so I really notice these cheap-shots with 0 animation. As I said most of the times I get hit is due to these attacks that have no animation at all, I've had zombies hit me while they were falling again with no animation at all. They need to lock their animations so they cannot attack during knockdown/get up animations, pain animations. I've gotten by zombies while they were doing the reelback from taking damage animation the most, again it has no animation you just suddendly take damage for no reason. If this was multiplayer I could possibly blame it on latency, but I only play single player, so lag is not an issue or factor here.

     

    A21 did kinda fix the gogogadget hands zombies had, I noticed they don't magically randomly hit me at twice their normal attack range anymore so thats nice.

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