Adam the Waster
Well-known member
I still think craftable kits would be cool for extra buffs. Or even perks
I'd still call it an item in its own slot. It just apparently can't be removed according to Roland and is more of a buff than an item because of that. faatal had already said you couldn't give it to anyone else, and since it is upgraded for higher tier biomes, it makes sense to just have it act like a buff rather than be an item that can be moved around. The effect is the same. The term "kit" is probably misleading and wasn't how it was described by faatal. It's just what everyone else started calling it. It's a single item (or buff) that gets upgraded, and not a kit of multiple things.Oh, I apparently misunderstood the earlier descriptions. I thought you were assembling a kit of protections. So you just naturally gain resistance? It's part of you?
I'd still call it an item in its own slot. It just apparently can't be removed according to Roland and is more of a buff than an item because of that. faatal had already said you couldn't give it to anyone else, and since it is upgraded for higher tier biomes, it makes sense to just have it act like a buff rather than be an item that can be moved around. The effect is the same. The term "kit" is probably misleading and wasn't how it was described by faatal. It's just what everyone else started calling it. It's a single item (or buff) that gets upgraded, and not a kit of multiple things.
It might not be a simple XML mod, that's true. But I would guess you could make a harmony mod that gives you that item/buff when completing the challenge. It may even be possible with a simple XML mod. You can set the rewards for challenges, so that immunity item should be listed as a reward. That may mean it's possible to give it upon completion without needing the trader. Hard to know until we get 2.0. It could just be a variable that you set for the player, which would be easy enough to do. The starter quest to find buried supplies is done that way.True, though if it means no crafting. If it takes a trader and you don't have any traders, then something will have to change. Maybe it would be enough to change the duration of the temporary protection items. If those are crafted items...
Who is the artist that made this beauty? We must speak their name!Desert spitter. I love this guy much better then that crappy AI Art. Well done pimps
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We need more zombies that look like this
Oh, I apparently misunderstood the earlier descriptions. I thought you were assembling a kit of protections. So you just naturally gain resistance? It's part of you?
In a back and forth I was suggesting the separation of weapon perks in the perk trees and how it's hard to keep flexibility and make diverse builds when you have to root yourself into the attributes.
What about miner 69erYes. When you finish the achievement row and visit a trader you just gain the protection and it's part of you.
Got it. The weapon perks are all still aligned with their attributes. No weapon skills were moved to the general category-- at least not as of this past week.
Yes. When you finish the achievement row and visit a trader you just gain the protection and it's part of you.
Got it. The weapon perks are all still aligned with their attributes. No weapon skills were moved to the general category-- at least not as of this past week.
I figured but at least we have another tab that doesn't use attribute points and are finally adding more perks.
Are you allowed to share with the rest of the class the new perks (or some of them) and what they do?True and it shouldn't be hard to mod some weapon skills into the general category.
That should be possible. The starter quest is also a challenge and this gives you 4 skill points, but it can also give you items. However, an item that appears in your inventory would be a bit boring. Instead, you could get a special treasure map as a quest reward that leads to a chest with a predefined content.I wonder if it would be possible to make it appear as soon as the challenge is complete instead of needing to visit the trader.
To make traders less OP one could simply modify their inventory so that they only sell parts or resources. The quests could also be removed from the game and the challenge rewards replaced with consumables like something to drink or eat ("You killed 50 cops. Have a blueberry pie.").Easiest would be to just leave the traders in the game and only use them briefly four times to get the kit. Not sure why people who supposedly hate the traders need to delete them from the world. Just don’t go through their gates….
Are you allowed to share with the rest of the class the new perks (or some of them) and what they do?
I hopeDisclaimer: Unlike Roland or Sylen I have no access to the internal builds. So this is pure speculation. My advantage is I am not bound by any non-disclosure promises
I would guess they have added more perks for armor, up to one per per armor set. Each perk would be installed in the attribute that makes the most sense. We have 5 attributes and 3 categories of armor, that way 15 armor sets are needed. They could just make it 1 perk for 3 armors or 3 perks individually. In the latter case each attribute would get 3 new perks just for the armor.
I don't know... it's possible. But there are fewer than 10 in the general category. Armor by itself is 3 if they leave it as it is (light, medium, heavy) and it makes a lot of sense to move to the general category. I could see Master Chef and Living Off the Land as being in general. Advanced Engineering and Grease Monkey make sense in Intelligence, imo. It doesn't matter that they are useful to most people. That's not a good reason to move them. If you moved things to general just because they are used by most people, you'd have half the perks in general. I am guessing here, of course, but I think general is for perks that don't actually fit where they are now (that's what faatal mentioned). Lockpicking is almost always in an agility related tree in games, so I don't see that changing either. Miner 69er and Motherload fit pretty well in Strength, so I don't expect them to change. Hunting (Animal Tracker) and Cardio fit pretty well where they are as well, so I don't think they'll go anywhere. But the Huntsman would be good for general. And I could probably see Better Barter, Daring Adventurer, and Physician in general.I hope
Miner 69er
Mother load
Most crafting perks like advance engineer, master chef, grease monkey
Armor perks
Lock picking
Living off the land
Hunter perks
Cardo
Fall under general perks cuz some of these you need for a good play through
And hope we get new perks like health nut.
I don't know... it's possible. But there are fewer than 10 in the general category. Armor by itself is 3 if they leave it as it is (light, medium, heavy) and it makes a lot of sense to move to the general category. I could see Master Chef and Living Off the Land as being in general. Advanced Engineering and Grease Monkey make sense in Intelligence, imo. It doesn't matter that they are useful to most people. That's not a good reason to move them. If you moved things to general just because they are used by most people, you'd have half the perks in general. I am guessing here, of course, but I think general is for perks that don't actually fit where they are now (that's what faatal mentioned). Lockpicking is almost always in an agility related tree in games, so I don't see that changing either. Miner 69er and Motherload fit pretty well in Strength, so I don't expect them to change. Hunting (Animal Tracker) and Cardio fit pretty well where they are as well, so I don't think they'll go anywhere. But the Huntsman would be good for general. And I could probably see Better Barter, Daring Adventurer, and Physician in general.
Again, that's just my view on it. And it also depends on the new perks they are adding in order to get 10 per attribute. If they need the space for something that fits better in an attribute, they might move something to general that might not otherwise have been moved. It's also possible that one or more of the general perks are new perks.