madmole
Fun Pimps Staff
Doesn't it bump up the loot stage?Turn On The Power Quest: I'm seeing a lot of streamers complaining there's nothing to offset the increased difficulty of a night quest. Thoughts?
Doesn't it bump up the loot stage?Turn On The Power Quest: I'm seeing a lot of streamers complaining there's nothing to offset the increased difficulty of a night quest. Thoughts?
As much as I like added difficulty in this game — and I can probably list hundreds of ways Id like to increase it. This would not make it on my list by a longshot.Boars as well now. I'm fairly sure this wasn't the case previously.
-Arch Necromancer Morloc
That depends on whether "bow" is meant to be "bow" or "all weapons in the archery skill". The primitive bow sucks(ed), but so do other primitive weapons. But I think there's an issue with the perspective here. If you think Strength and Fortitude are balanced, then bows were useless. If you think Strength and Fortitude are OP, then bows were fine.
Turn On The Power Quest: I'm seeing a lot of streamers complaining there's nothing to offset the increased difficulty of a night quest. Thoughts?
It doesn't look like it. On kage848 stream's on Saturday he had lootstage 14 outside POIs, lootstage 19 during the quest, and lootstage 21 on a POI he had visited just before.Doesn't it bump up the loot stage?
You are covered in gore from your fights with zombies, so of course any cut can get you zombie-infected. Besides, the bear might be incubating but not yet transformed, and wolves might be just vectors.As much as I like added difficulty in this game — and I can probably list hundreds of ways Id like to increase it. This would not make it on my list by a longshot.
This seems like the proverbial, “Its not a bug, its a feature”. Please TFP, just sit back think of how weird this seems for any of the non infected animals.
If you like that it adds diffuculty, I get it, just pick a way to add difficulty that isnt as sloppy as this.
That's also not accounting for other run of the mill infections which are probably still kicking around in the non-zombified wildlife just waiting for an open injury to start incubating. Infection in game is curable by penicillin, processed from the mold growing on the sham sandwiches and the now defunct moldy bread, and immune system boosters (herbal antibiotics and honey). This kind of implies it is a generalized term now and there isn't just a zombie virus kicking around anymore.You are covered in gore from your fights with zombies, so of course any cut can get you zombie-infected. Besides, the bear might be incubating but not yet transformed, and wolves might be just vectors.
Then you will be bummed to hear the rumor that grass regrowing is back. I haven’t confirmed it but If it’s true, it will kill my ocd neatness thing lol. Also if it’s true, how about putting down a claim block keeps it from regrowing in the protected area?? Not a game killer just an ocd killer.I am happy with the new short grasses and terrain textures. My only wish would be that putting a land claim block down would mow all the tall grass within the land claimed area (and maybe give it menu option on the LCB radial in addition to show/hide boundary). I have a very poor substitute as a mod that make the whole world look like The Duke's crazy brother Mowin' Matt went wild on the world.
Anything can be explained away if u are creative enough. It doesnt change the fact that its a stupid game mechanic. At least make it so i get infected from walking into an iron spike for consistency sake, lolIt doesn't look like it. On kage848 stream's on Saturday he had lootstage 14 outside POIs, lootstage 19 during the quest, and lootstage 21 on a POI he had visited just before.
You are covered in gore from your fights with zombies, so of course any cut can get you zombie-infected. Besides, the bear might be incubating but not yet transformed, and wolves might be just vectors.
That is only one aspect of the change. Seed loot chances (and locations where you can loot them from) has increased. I have found corn seed in toilets. There are new loot containers where you can find seeds.
So if your only source of creating a farm is from a single seed you find, then yes the odds are not very good. If, however, you include finding seeds in the wild, then your chances are better. Percentages may change, but we need to examine the farming change based on all the changes made throughout the world.
1 food? I'm pretty sure it must be 2 food with unperked Living of the Land.
Generally, if you don't invest at least one point into the perk you will not get a self-sufficient production going. Making seeds from food is not advisable, so just plant seeds you find and use the plants you get for food.
Or you can just die every night or so, to revive with 100% food parameter, since u only loose a bit of XP, because Devs scrapped Wellness system. That way u can forget about farming at all.
This is an interesting principal. I just pitched yesterday how to make looting your 45th cooking pot more interesting, and all workstation mods to be more specific. Lets give them quality so they reduce cooking time by x%, or do whatever %better as the quality goes up, then cooking pots beyond the first one are interesting to check the stats on and useful for more than scrap iron.
Because that first cooking pot is a hell yes, and the 2nd and everyone after that you feel meh about and wish it wasn't even in loot any more and you had found something else. This solves that and makes late game cooking / forging even better because all the mods would be rescaled.
The first line proves my point that people who don't like to replant don't like farming as a feature. FYI, manual replanting isn't the linchpin that turns farming in this game into a farming sim.....by a long shot.
As to your point about dying to erase debuffs and regain food, water, and health.... I am with you 10000% and I've been voicing my opinion that at the least there needs to be an option to turn on persistent status after respawn for those who don't want death in a survival game to be the cure-all for everything we are trying to survive against. Does ANYONE really care about the XP delay to the next level? I get that it can't be the default setting because new players would get into a death spiral they could not recover from. An option, though, would be nice.
My top three options wishlist:
Zombie Spawn Slider
Persistent Status After Respawn
HUD visibility
I have noticed I have been finding more seeds so that's a fair point.
I'm not really worried so much about having seeds available to plant, I was more noticing that it's not really worth it at all to turn 5 food into a seed.
Yeah with the perk it makes it a little more appealing but I'm still not sure that 5 potatoes for 2 potatoes plus a 50/50 chance for a seed is worth it. Does the number of crops you need to make a seed go down with more perks?
I don't really farm much as all so my mind is just thinking of it academically as I don't really have skin in the game regarding the change. I just farm whatever seeds I find and that's been enough for me.
I don't really care about the XP, it's true. But I really, really hate dying and become very disappointed in myself for it. Having a harsh consequence seems just nasty.![]()
Yes, reduce. Stealth works the same by reducing light and noise levels, while feral sense decreases the thresholds needed to see and hear the light and noise.
So I'm curious, what settings is everyone playing on currently?![]()
Survivalist, daytime jogging, feral sense on all the time, no loot respawn, rest I think I left on default for nowSo I'm curious, what settings is everyone playing on currently?![]()
Na, it's not a bug. Infection comes from wolves too and they aren't zombies.
AI does not know if you are reloading, so bad luck?
If you are caught in a death loop, then you have lost. Why not? After all, death penalties might be optional. In fact, we already have this with the removal of items, but it could be more varied. Rebirth after death should be a second chance, not a rewardI agree and disagree on the injuries carrying over. I know what you mean about about losing that sense of progress when you are starving / dying of injuries etc and are trying to solve the issue, then it gets "taken away" when you die and you are stronger than ever. I'd be fine with injuries carrying over after deaths, if all of the injuries were fun / not anti fun. Infection and abrasion etc are not a game breaker, it's mostly just concussion and broken leg that are really annoying because they basically remove player agency.
Deaths should probably matter more, but they don't want to create death loops. It's hard to think up ideas that would be fun punishments, without them causing death loops. Things like your respawn location summoning a roaming horde that targets you would be a neat challenge and make you think twice about "spawn on my bed or near it", but then it's death loopy.
Same with something like "dying causes your armor to take X damage". Would make you have to use repair kits and think twice about dying, but then it makes you more likely to die again