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globeadue

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Everything posted by globeadue

  1. I am participating on the quest bug hut server that was announce on discord. Found a bug... Not sure when it happened... Did the POI, looted my satchel, left the poi As I left the poi at a run to get back to the trader - I hit the red barrier of sadness and failed the mission. After much cussing and confusion, here I am. The quest shows failed - because I exited the POI boundary so that mechanism worked. But I have the quests satchel and it was only a fetch not fetch & kill, so I didn't get credit for looting the satchel. You can see in the screen shot I have two satchels in my bag, one of them is for a quest I need to turn in that isn't bugged. I should note that a zombie hit me while I was looting the container if that makes a difference. I generally loot a container and press R to loot it quickly rather than click ui buttons. I also can't seem to do anything with the satchel, can't pick it up, its just a lost/unusable inventory slot now. That's about all I can recount about the issue.
  2. My play group plays sporadically, each of us play different hours different times etc. Some of us play more some of us play less. Organizing for a blood moon is hard given the chaos these play times and play length do to the in game clock/timer. I would like to be able to set on my server that blood moons occur during a specific window of the real world week. This way my players can come and go on their random schedules, but we can organize that everybody's on at say 7:00 p.m. Friday night and we can all enjoy a blood moon together. Configurations I believe would be viable for this situation: Blood Moon event schedule method: real world time Blood Moon real world event window start: 6:00 pm Blood Moon real world event window end: 10:00 pm Blood Moon real world event active days: Tuesday, Friday So for example, I would like every Tuesday and Friday at 6:00 to 10:00 p.m. to have blood moons enabled and the first game day that starts in that window will be a blood moon. An additional setting that would be nice as a server owner: Number of players online to spawn blood moons: ## This way if you're just running around solo on the server waiting for people to show up you're not spawning the blood moon.
  3. I should also note that the fourth player in the playgroup (I'm the OP of that linked post) has also stated that they are not really enjoying not being able to use the books themselves, he understands the need, but at the same time, feels like he's waiting for the adults to finish dinner before he can play by handing over the magazines to the daily players.
  4. Didn't say it had to be dukes based... And I'm sure they could come up with someway to make the system fun for single players or just not have it all for single player. They said they want to make it more story based/interactive so here's a way to implement some npc interactions even if it's trivial. We have wandering traders that buy from machines behind the scenes, they could randomly roll the dice and have behind the scenes npcs filling the boards that you compete with.
  5. I suggest a VIP system for traders to reward their very best customers. I'm pretty sure it's Jenn that has voice line suggesting you are becoming her best customer or some such. Max supported players is 8, so lets have each trader have a sign board in their poi with ranking of their top 8 players calculated by a combination of sales/purchases/missions done for that trader, ands it's a daily thing, so recalculated when the trader opens. Top player gets an bonus of discount/rewards, maybe the next 2 highest on the board get minor bonus of discounts/rewards. Perhaps its simply an extra loot option in mission rewards or better loot quality in vendor/rewards the trader offers the player.
  6. My playgroup has 2 players that put 10+ hours a day into gaming together. One player(lets call them "p3") that hops on for a intermittently throughout a day One player that plays for a few hours a night. We set out to play experimental stating the 2 daily players would be our crafters, and all magazines would go to them to craft for the group. Today we learned that P3 has been learning all the magazines they want to learn, despite us discussing as a group how we would handle it. P3 is being a jerk about this and I hate for this to ruin a friendship, so how to address the new system knowing players like P3 are out there? P.S. I totally get where p3 is going on this, it feels lame to have pool our magazines like this and p3 doesn't get the fun of learning new things and making things if contributing to the greater good of the play group. So how do we address this: I would like to propose that that magazine skill be pooled amongst allies. This would pool automatically from all allied players and the player need not be online to contribute to the pool. This also keeps the game fun for players by letting them contribute to the team, and use what they loot. P1 has 6 pistol mags learned and plays 6 hours a day P2 has 1 pistol mags learned and plays on weekends P3 has 4 pistol mags learned and plays 1 hour a night All 3 players allied themselves together, and so their effective pistol crafting skill is 11. Even with P2 and P3 offline, P1 has the effective skill of 11 when they play without P2 and P3 being online. Say P3 stops being an ally, P1 effective skill is now 7. I really hope something like this can be implemented. I really hate that this is dividing my play group the way it is now.
  7. The new menus on join server are nice but poorly implemented. 1. fresh user is force prompted with the search filter popup (the way it is now) when clicking "join a game" from the main menu 2. existing user should not be forced prompted to the search filter popup when clicking "join a game" from the main menu 3. ideally an existing user should be selected to favorites/history list when clicking "join a game" from the main menu
  8. Wondering about the 15 slot hotbar. Slot bar slot 11 just eats the item - poof! when an item is placed in it. Slot 12,13,14,15 kinda work for holding an item, but cannot interact with the item. When I logout, items in 12,13,14,15 poof - bye bye I have it installed on my server (nitrado) and my client pc (win10)
  9. globeadue

    Maps

    Okay - So I understand people like the complete unknown and starting with a blank map but in reality there should be maps scattered around providing clues to the area. Atlas, travel maps, bus routes, tour guides and all sorts of other fair proving you with a map of the region. Anyone that has ever traveled will know that any hotel is full of maps of the region advertising local attractions. Feature request : lootable items that consume to reveal parts of the map Examples: Common bus route: Reveal an area around around a Tier 1 POI Premium destination travel guide: Reveals the area around a Tier 5 POI Now there is also a drone that could provide you greater vision to the area (in theory, by putting a camera on it and flying it up to the sky for a look down) Perhaps with a drone out, you have a larger base map reveal around yourself?
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