SrslyGTFO Posted June 7, 2019 Share Posted June 7, 2019 Meat. Scaling weirdness. Why bother trying to scale it for the amount by perk rank? This is how I would deal with it... Everything has set amount of meat. Instead of % increase of amount with rank, % increase in chance to get double meat. Rabbit and snake = 1 meat. 20,40,60,80,100% chance for 2 meat. Chicken = 2 meat. 20,40,60,80,100% chance for 4 meat. Doe = 3 meat. 20,40,60,80,100% chance for 6 meat. Wolf = 4 meat. 20,40,60,80,100% chance for 8 meat. Stag = 5 meat. 20,40,60,80,100% chance for 10 meat. Boar = 6 meat. 20,40,60,80,100% chance for 12 meat. Dire Wolf = 7 meat. 20,40,60,80,100% chance for 14 meat. Bear = 10 meat. 20,40,60,80,100% chance for 20 meat. Then, edit the recipes to use the amount of meat that you would expect more and is balanced. 1 meat can safely go back to 1 charred/boiled meat. I actually kinda like this. Definitely thinking outside the box. Link to comment Share on other sites More sharing options...
Gnomaana Posted June 7, 2019 Share Posted June 7, 2019 But we're not talking about wood, or stone, or iron or anything else. Obviously the meat quantity that is harvested would be adjusted down to scale with the 1 meat per meal like we've had forever. You could also role-play it by saying the guy with higher level in the perk learned to "use more" of the animal than the guy who just beats the corpse with an axe until he can chew it. Anyhow I'll reserve judgement further until I play A18 but... there's a better way. You don't understand MM's point. If you lower the meat to 1 and change the %s to 100, 200, etc, then the first level perk DOUBLES your meat harvest. That would make it a HUGE advantage. It would turn that perk into a "must have" which is what MM has basically spent 100's of hours trying to get rid of. With the %s at 20, 40, 60... the perk is a nice little bonus, even at 1st level, but it's not a complete game changer all on its own. Link to comment Share on other sites More sharing options...
beHypE Posted June 7, 2019 Share Posted June 7, 2019 But does it screw single player people like a17 currently does as it forces us to get specific stats if we wanna do much of anything, namely int and str. I mainly play single player, and every game is pretty much the same up to a certan level like 30 or 40, because I just lack the skill points to afford to branch out. I understand about the wanting people to build certan characters aspects but the game has some required things you need to get: Workbench, chem station, motherload, pack mule, sex t-rex, miner 69'er are all IMO pretty much stuff you need asap. After these, to a certan level maybe 5 str 7 int or so, I usually get fortitude up a bit for farming and the hp regen. Agility i've never touched, as I find the stat mostly useless in a17. I haven't seen how effective the stealth perks are and only one I *really* care about is the one that muffles sounds. Well, while I agree INT is a must-have in A17 because it's the only way to unlock the content, I strongly disagree there's other things you absolutely need. As a matter of fact, I don't spec sex t-rex, motherlode, miner 69er at all and i'm doing just fine. I mostly go for things like Boom! Headshot, Skull crusher, etc. Not trying to spark a debate over what's the meta, but most of the time people think something IS essential while the only part that holds true is they can't fathom playing without it. But that's mistaking your own comfort and routine for an universal need. Still, I'm pretty eager to see how the A18 skill-tree will be playing out. But I already know my min-max OCD will prevent me from speccing in any recipe unlocks to avoid finding the related book later on and feeling like I wasted a point... Link to comment Share on other sites More sharing options...
Scyris Posted June 7, 2019 Share Posted June 7, 2019 I've been successfully pumping just one attribute and grab just a tiny bit from the other attributes when the RNJ doesn't cooperate. You now spawn with 3 rows unencumbered and can craft enough pockets to completely remove all encumbrance without a single point of STR. There are schematics or books to unlock everything now so if you can be patient you don't have to buy the perk unlocks. You gain 1 HP and one Stamina each level, and stamina costs are not a problem any more you can left click all but two handed weapons endlessly at level 1. Sex Rex is mainly for less stamina use on combat but with my str build I didn't need it at all, I had plenty of stamina one shotting most zeds. Workbench is unlocked at INT 4 or you can find them in the world, or buy them at traders or the schematic. Farming I don't really think you need perks at that. Maybe one rank is all I'd buy, but TBH I don't farm until mid to late game, I find plenty of food. Recipes unlock foods now, so the perk is optional. A18 is more about playing how you want to play, not using what you are given. Sometimes you do that a bit but eventually you get what you need to play your style. Agility governs bows, blades (not axes anymore), pistol, magnum and SMG, and stealth. So if your the sneaky type that should be your go to perk. It sounds to me like you would be a strength or fortitude guy. Of course you can have both if your patient. I'd recommend going heavy into the most useful one for your style, and then lightly into a second, again depending on play style and cherry pick a few others. So far I've avoided INT entirely with STR and AGL builds and its great. Knowing I can unlock something by a schematic keeps me looting instead of wasting points. Once you get to rank 3-5 of your weapon you are a badass even with a tier 2 weapon at least agains non ferals then you keep scaling with gear as you go to keep up with ferals and radiated. But on day one its tough killing a zombie can be hard, but as you buy ranks that increase damage with your favorite melee and ranged you are smashing basic zeds pretty easily, then the ferals come and you can handle 1 or 2 maybe but then need armor and can start dealing with them and handle them, then radiated come and you need better gear, this is the mid to late game stretch where you loot for the best gear because crafting isn't worth it or going to rock against these tougher zeds. Anyhow, we've worked really hard on decoupling the NEED for any one perk. SOme people will argue you still need it but you don't. You could play the game with no perks now, there is enough gear upgrades I think it would be viable. This post just got rid of most of my a18 worries, its nice that we can like unlock workbench etc with a book insted of needing the int for a perk (unless you want to that is). I can be a very patient player especally if I find a trader poi or some other poi with a station I need close by where I am camping out. I also love looting, giving me more reasons to go out and loot is a win in my book. I do use a lot of melee in the game at least vs normals and ferals, but its much less effective vs radiated zombies I find, if the radiated runs and has 541 hp or something simmlar, i'll take to many hits in melee to down it. Also, any edits down to how spawning works? for example make it like loot in a17? where higher gamestage=chance of better loot but your never guarnteed anything, make spawnign work the same way? this way past a certan point your not stuck fighting only radiated zombies. Mostly ferals with some radiateds at high gs's. One of the top complains I see is once your gamestage gets so high, it just costs to much resources to loot any poi's anymore. Link to comment Share on other sites More sharing options...
Scyris Posted June 7, 2019 Share Posted June 7, 2019 yes he means start a new game and start over. sadly this doesn't work on servers where you can't ask the admin to delete you profile. I don't get why we don't just call it hardcore mode like every other game. When I play HC I delete both the save AND world when I die. As I like having something new to explore every time. Link to comment Share on other sites More sharing options...
Scyris Posted June 7, 2019 Share Posted June 7, 2019 Are Pack Mule and T-Rex the same as in A17? Because from your experience it sounds like it's going to be completely pointless to grab even one point of them. T-Rex for melee maybe, but then you also get 1 stamina per level, so it doesn't matter much. It's fine to let people specialize and play how they want, but it needs to have downsides as well. Going 10 strength and 0 anything else (or other ultra-specialized builds) should have major issues, because that's beyond specializing, it's more "I don't need anything other than hitting hard to beat the game". He says you CAN, but, how long is it going to take to make enough triple storage pockets? You gotta factor that in. Unsure in a18 but in a17 that schematic/mod is pretty damned rare. So you'll have quite a wait to be able to get all the slots for no perk points spent. Then again encumbrance I notice is much less of an issue once you get a vechicle of any sort, as the speed reduction doesn't take effect when your driving a vechicle around. As for difficulty I think the difficulty should come from the enemies, not from just getting food and water and quality of life stuff. Going 10 str build WILL have downsides, if you never touch anything else, there is lots of perks in the game that work well together. Link to comment Share on other sites More sharing options...
The Gronk Posted June 7, 2019 Share Posted June 7, 2019 I don't get why we don't just call it hardcore mode like every other game. When I play HC I delete both the save AND world when I die. As I like having something new to explore every time. I imagine doing that on a multiplayer server might annoy a few people :-) You could make it a server option. If you die the character resets to zero and any land-claims are reset to admin/null to prevent you from just taking over your old base immediately. Link to comment Share on other sites More sharing options...
Shineblossom Posted June 7, 2019 Share Posted June 7, 2019 But does it screw single player people like a17 currently does as it forces us to get specific stats if we wanna do much of anything, namely int and str. I mainly play single player, and every game is pretty much the same up to a certan level like 30 or 40, because I just lack the skill points to afford to branch out. I understand about the wanting people to build certan characters aspects but the game has some required things you need to get: Workbench, chem station, motherload, pack mule, sex t-rex, miner 69'er are all IMO pretty much stuff you need asap. After these, to a certan level maybe 5 str 7 int or so, I usually get fortitude up a bit for farming and the hp regen. Agility i've never touched, as I find the stat mostly useless in a17. I haven't seen how effective the stealth perks are and only one I *really* care about is the one that muffles sounds. Just because you think that str is a must have or that agaility is useless, doesn't make it truth. Link to comment Share on other sites More sharing options...
n2n1 Posted June 7, 2019 Share Posted June 7, 2019 I have a question about some small things: Question about GUI, about the GROWTH of icons. now they have only two sizes when animating growth - initial and final. Are there plans to make the icon growth animation more than two frames? Previously, they had a smoother animation and the interface felt more pleasant. Link to comment Share on other sites More sharing options...
Yournympho Posted June 7, 2019 Share Posted June 7, 2019 If you're truly stuck finding a trader, open prefabs.xml in the world folder, and search for "trader". It will show the coordinates of the traders. You can at least validate the number of traders you have. Since 17.3, I've always had 5 traders, one of each, on 8k maps. Gday, I tried finding that in my servers FTP folder but no luck Link to comment Share on other sites More sharing options...
Hek Harris Posted June 7, 2019 Share Posted June 7, 2019 Mr Mole : About resource harvesting (mining, logging, dismantling, etc.), would'nt it be more logical to recover everything at the end, when the block is destroyed? With the actual system we recover fewer resources if we have a modded tool, or high skills, only because harvesting is a little broken. But if everything came at the end, the calculation would be much simpler to do. I find that having to cut a tree until it falls to collect the wood would be more rewarding. Same thing for a vehicle, a pile of cement, etc. Just a thought. Link to comment Share on other sites More sharing options...
Gareee Posted June 7, 2019 Share Posted June 7, 2019 I just did. Spikes will be bloody. YW. I wish you would reconsider this. The old system was great. New spikes are bloodless, and when damaged they showed the damage and blood, a easy to spot indicator they needed to be fixed. With new bloody spikes, from a distance its harder to tell they are damaged. (And the non bloody ones were even still in the game in a17.) On a side note, how does making new spikes already bloody make any sense? Link to comment Share on other sites More sharing options...
Gareee Posted June 7, 2019 Share Posted June 7, 2019 May I suggest, even a convoluted system that can direct players to another trader? Maybe an "exploration" book, straight up request to meet another trader given a gated level requirement or some other solution? I love, and my crew loves to explore but setting aside such time when we play on max difficulty is taking away from the simplistic joys of the game. Red Eagle already has great mod for this. It adds trader adverts in mailboxes. When you travel a good distance away from your current trader and get one, it adds a quest to visit the local trader. That way its lore friendly and easier to find additional traders. I agree though, something like this would be good for vanilla, but they don't need to invest development time on it right now because we have a viable solution. It could easily be a gold release addition. Link to comment Share on other sites More sharing options...
RipClaw Posted June 7, 2019 Share Posted June 7, 2019 On a side note, how does making new spikes already bloody make any sense? Quality control. Every spike is carefully checked in the factory for functionality. Every once in a while I test them myself just to be sure. Link to comment Share on other sites More sharing options...
Menace312 Posted June 7, 2019 Share Posted June 7, 2019 Quality control. Every spike is carefully checked in the factory for functionality. Every once in a while I test them myself just to be sure. Must leave you a bit leaky... Link to comment Share on other sites More sharing options...
bobross Posted June 7, 2019 Share Posted June 7, 2019 (with apologies to canadianbluebeer... is it REALLY BLUE?) As MM has stated a couple time previously, 1 'meat' would muck up the perk system. Lvl 1 = 20% more, Lvl 2 = 40% more, etc. What kind of impact would that have for 1 meat? How about yoiu think of meat differently? Rather than 1 meat, or 1 pound or kilogram or whatever, why not ounces? or any kind of factor of something smaller? 1 meat could represent 4 ounces. The actual real world quantity doesn't even matter. (Game design triumphs over realism...) What matters is how the items and their quantities represent 'in game' different game play mechanics. This doesn't answer the question. Why "5 meat" instead of "1 meat with a 20% chance at a second meat" for a single perk point? Understand, it was curiosity thing not really a complaint or anything like that. I just figured that with, say, 3 points in the perk randomly getting 2 meat instead of 1 60% of the time would've worked as well and wondered if there was a technical reason it couldn't work. Link to comment Share on other sites More sharing options...
Ayrton Posted June 7, 2019 Share Posted June 7, 2019 @Madmole What happened to the aerostatic balloon that we saw in the A17 apparently lacked arrangements, we could enjoy it in the A18? Link to comment Share on other sites More sharing options...
Roland Posted June 7, 2019 Share Posted June 7, 2019 @Madmole What happened to the aerostatic balloon that we saw in the A17 apparently lacked arrangements, we could enjoy it in the A18? The name of it is "JokeBlimp" if that gives you any indication... Link to comment Share on other sites More sharing options...
Aldranon Posted June 7, 2019 Share Posted June 7, 2019 The name of it is "JokeBlimp" if that gives you any indication... John Wayne could have made it work... With a little help from Chuck Norris. Link to comment Share on other sites More sharing options...
Roland Posted June 7, 2019 Share Posted June 7, 2019 John Wayne could have made it work... With a little help from Chuck Norris. Who's really helping whom in such a partnership....? Link to comment Share on other sites More sharing options...
Aldranon Posted June 7, 2019 Share Posted June 7, 2019 Who's really helping whom in such a partnership....? You. Me. Everyone else. Global Warming. World Peace. I don't know what they would work on tomorrow. Link to comment Share on other sites More sharing options...
Odetta Posted June 7, 2019 Share Posted June 7, 2019 I wish you would reconsider this. The old system was great. New spikes are bloodless, and when damaged they showed the damage and blood, a easy to spot indicator they needed to be fixed. With new bloody spikes, from a distance its harder to tell they are damaged. (And the non bloody ones were even still in the game in a17.) On a side note, how does making new spikes already bloody make any sense? I agree. Also the hit box for repairing them seems a little weird. Especially when trying to repair them at certain angles; it's almost impossible. Link to comment Share on other sites More sharing options...
Star69 Posted June 7, 2019 Share Posted June 7, 2019 A few alphas ago I suggested a button to send a command to delete the 2 files containing player data so we can play dead is dead. I’m not a programmer so don’t even know if it’s possible. Currently I rent a server & have figured out that deleting those files does not require a server reboot to take effect so there is no effect to others on the server. Maybe post gold?? I love dead is dead since it’s true punishment for doing something stupid. Link to comment Share on other sites More sharing options...
Gamida Posted June 7, 2019 Share Posted June 7, 2019 A few alphas ago I suggested a button to send a command to delete the 2 files containing player data so we can play dead is dead. I’m not a programmer so don’t even know if it’s possible. Currently I rent a server & have figured out that deleting those files does not require a server reboot to take effect so there is no effect to others on the server. Maybe post gold?? I love dead is dead since it’s true punishment for doing something stupid. If I am not mistaken one of the tools/managers had the option for players on a server to hit /r to reset their character. Just not sure which one it was. Link to comment Share on other sites More sharing options...
Quantum Blue Posted June 7, 2019 Share Posted June 7, 2019 This doesn't answer the question. Why "5 meat" instead of "1 meat with a 20% chance at a second meat" for a single perk point? Understand, it was curiosity thing not really a complaint or anything like that. I just figured that with, say, 3 points in the perk randomly getting 2 meat instead of 1 60% of the time would've worked as well and wondered if there was a technical reason it couldn't work. As CanadianBlueBeer, MadMole, and myself have tried to explain it's not about 'A MEAT'. It's about resources and percentages. The perk states it gives additional RESOURCES - not 'A MEAT's. As I rather like MM's meat volume as represented by a bite, we will use that. If a rabbit is worth 5 bites, then perk 1 (+20%) gives you 1 additional bite for a total of 6. Perk 2 (40%) gives an additional 2, for a total of 7. Etc. It seems like it's a little more 'realistic' getting varying amounts rather than always 1 or 2. And, actually, I just checked the XML's (this is A17, but I suspect A18 is very similar) and it seems a rabbit's MAX Resource Value is 10. Each perk level gives it's percentage value of the XML EntityClass Resource values. In the case of the rabbit, 10 resources, Perk level one gives 2. Perk level 2 gives 4. Etc. (Those could be miximums in a module that doesn't just give that amount - but a random value between 1 and that amount.) And each 'EntityClass' entry does already have varying amounts of resources ('meats'/'bites'). (Makes sense, rabbit and bears are not equal.) Hope that helps. Link to comment Share on other sites More sharing options...
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