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Kasad

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  1. Iirc If you check biomes.xml you'll see that zombies spawn in wasteland almost instantly at night. With feral sense on that's a never ending swarm of zombies, so you'll have to stay as silent as possible, if feral sense even allows that. I highly suggest cheesy drones placed strategically near 45 degree rotated doors. Since you are end game those drones should keep the zombies occupied while you're doing a quest. Emphasis on should.
  2. I found it, it's on biomes.xml . There are two variables, one is lootstage_modifier and the other one is lootstage_bonus. I multiplied lootstage bonus by 20 let's see how it goes.
  3. I'm honestly trying to make the game look more fun. I hate having to grind levels to gain better loot. I really dislike the grinding aspect. Military bases should be filled with high end loot followed by military zombies and policemen, hospitals should be filled with nurses and policemen, gas stations with bikers and so on. Wasteland would add a high chance to spawn them as irradiated ones. What @John Black did was also amazing and perhaps beautified what I wanted to do. Can you tell us how to make those changes? I'd like to add a huge multiplier per biome just for fun.
  4. I'm just brainstorming here but please hear me out. I think removing the player variable from the loot stage would solve a lot of problems and simplify the loot progress for both the players and the devs alike. I'm suggesting two changes. The first is this: New Loot Type = [OPTIONAL] Zombie type (for loot bags)[OPTIONAL] + Area Type (forest<burned<snow<wasteland) + POI type (small houses<bigger houses< skyscrapers /hospitals<military bases etc basically based on Tier difficulty quest) + Bloodmoon Stage (is independent from POI type) New Loot Quality (could be) like this (numbers may vary): New Loot Quality Table= Level 1 items for player level 0-10 Level 2 items for player level 10-20 Level 3 items for player level 20-30 Level 4 items for player level 30-40 Level 5 items for player level 40-50 Level 6 items for player level 50-60 Let me give you an example: For a player 20 level, inside a Tier 2 quest in a snow biome could be like this: New Loot type= 3 + 2 = 5 Loot quality found = 3 During bloodmoon the player would get from slaying a zombie a bag with the following loot: New Loot type= 3 + 2 + 2= 7 Loot quality found = 3 Now instead of having to painstakingly calculate the dynamic loot stage, the item pool becomes significantly smaller to handle: -Loot type is essentially "disjoined" from player levels and "locked" on areas. -Item/tool levels are "locked" to player level -Players will find significantly more loot on higher difficulty POIs than farming on their bases (exception: bloodmoon stage). -Players can check their loot level from character menu (as they do now, but it is dynamically changed when inside POIs) -Low level characters CAN farm end game loot in higher difficulty POIs assuming they are experienced enough to stay alive there. -Players can farm good loot type items in their bases only during bloodmoon, where the best and hardest bases are in wastelands. What do you think?
  5. Come on man. I too play on 200% block damage, but I'm not going to suggest this as an example of mining being balanced. Of course 200% loot abundance would yield more seeds and canned food from loot.
  6. Look, from my point of view the entire perk tree system is messy. The baton is indeed good for the intelligence tree, but it lacks the stamina regeneration and reduction of tyrannosaurus. Maybe if it also gave T's benefits and have some attack speed increase it might make sense. Personally I think it makes no sense to make stun batons from an intelligence tree. But perhaps we should look at a more broad question which is: should each tree has its own melee and range weapons with their own stamina reduction?
  7. Astronomically? Are you sure you're playing A20 and not a previous version?
  8. It's still terrible investment though. It's actually worse than a club because of it's slower attack speed. With a club and tyrannosaurus I can easily take out warrior difficulty zombies. The pipe baton is garbage.
  9. I disagree with OP. I remember the first time I played A16 and almost any consecutive base therafter. In my first base I had no idea how to survive and I kept trying to fortify the starting house, ended up building a huge fortress around it with plain walls. I did not manage to close the gaps in the blocks and ended up swarming and fighting for my virtual life in the edges of my walls. Later I found I could build poles and keep hitting zombies through walls. I was excited! I found a way to survive for seemingly unlimited amount of time confined behind walls. Even since A16 the game had a huge amount of explanatory tooltips. The only thing I had to search on wiki was basically how to farm and replicate water. Today you get tooltips, positions to move to, even the rocks in the tutorial have marks to locate. In contrast there are survival games like don't starve, zomboid and minecraft which explain almost nothing to you. You have to constantly read the bloody wiki because the developers don't want to share basic info for their game. The game is definitely not hard for new players, if anything I'd say it's too easy now because any player can barricade in their house with cobblestone and survive the bloodmoon with stone weapons.
  10. The problem is the UI not the system itself. I like it, but I think heavy armor should not have that much of a speed penalty and light armor should actually have a movement speed increase.
  11. If you can change the settings, you could increase the number of bloodmoon zombies. Resetting bloodmoon by relogging before 4 am is also an option. I've seen a video today where the player makes a block-based staircase with electrifying fences. It stuns zombies when they jump and he gets a clear headshot, which makes me envious of why I didn't think of this sooner.
  12. Ground is irradiated. Quickly think, how should we fix this issue? Add radiation and rad-x to counter the effects or radiation? Make fertilizer from rotten food? Perhaps use boiled water on cotton to grow plants? Recipe requires rotten meat. What? Doesn't this come from the zombies? Add.Rotten.Meat.To.The.Recipe.
  13. I just want to add this despite it offending some people. I take this example from a few years ago where I read a developer mentioning "The reviews are good so we're doing good". I think this is a mental trap for the devs. Let me explain. I suspect that as long as the game doesn't change dramatically for the worse, reviewers won't bother giving bad reviews and it gives the devs a false sense of success and confirmation. Why finish a product and go on with development when you are still in alpha stage? You can keep changing the same features indefinitely despite it hurting a seemingly small chunk of the player base. I think a decent solution would be to have open polls announced in steam where people can vote for major redos. Even better perhaps would be to make experimental versions and get feedback from the player base more often. That's what minecraft has been doing for ages and that's why it became so popular. The player base could always comment on a new feature before it was released. Then again minecraft does allow you to update your worlds in newer versions , which I think it would be significantly harder for the pimps to do.
  14. I'm literally quoting a guy mentioning end game loot.
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