FranticDan
Surviver
I'm surprised Junk Miner requires 1,3,5,7,10 strength instead of 1,2,3,5,7 like the other mining perks.
Are we getting a re-creation of Arizona’s famous Meteor Crater?
No need to nerf perks, when you can up the difficulty. I actually can't remember something getting nerfed in this game actually.Perks I expect to get nerfed: (by half)
Pack Mule: absorb damage effect. From 50% chance to take no damage to 25%.
Strength Mastery level 5. From 50% less damage taken for 10 seconds after strength weapon kill, to 25%.
Siphoning Strike. From 10 health regen per melee kill, to 5.
Fortitude Mastery level 4 and 5. From +50 max health, to +25.
Hard Target. From 50% less damage taken while moving, to 25%.
All of these are very strong and will still be strong even if they give half their benefit.
I don't mind the icons but they could look better. Same for jars. But yeah any changes they make we are stuck with.It might be a relatively minor thing, but I find the new canned food UI icons to be a big downgrade in terms of at-a-glance inventory management. Everything is the same shape and all the labels faded, with the text annoying to see. Yes, there's clear colour differences, but I suspect colourblind folks will be especially annoyed with the canned food icons now.
It's pretty clear that what happened was they only wanted to have to make a single canned food mesh and animation, so the UI has to suffer to match, but I spend way more often dealing with the inventory than I do watching eating animations.
Now, personally, I'll just mod the old icons back in and that will be the end of it, but I really am tired of unnecessary self-inflicted downgrades coming with every upgrade, and console players will not have this freedom to fix yet another small breakdown.
Sounds fair, is it a bug that Zambs can see through 1/2 cube shapes then?Blocks have colliders and colliders do rotate with the block or collisions would be incorrect and ugly.
it could be navezgane exclusive like the canyonWikipedia suggests it is 1,200 meters in diameter, so it will fit on a map, but is too big to be a POI or a Tile.
If you're okay with a meteor crater about the size of the Walmart parking lot standing in as a replacement, then RWG can handle it, else you're going to need Teragon or a return of RWG's stamps (if they're allowed to scale up that large).
With two higher tier zombie levels that clearly do more damage and are harder to kill, I don't see any issue with those perk levels.Perks I expect to get nerfed: (by half)
Pack Mule: absorb damage effect. From 50% chance to take no damage to 25%.
Strength Mastery level 5. From 50% less damage taken for 10 seconds after strength weapon kill, to 25%.
Siphoning Strike. From 10 health regen per melee kill, to 5.
Fortitude Mastery level 4 and 5. From +50 max health, to +25.
Hard Target. From 50% less damage taken while moving, to 25%.
All of these are very strong and will still be strong even if they give half their benefit.
It isn't really the same thing, though. The current method just gives you a boost if you go to a new biome, but you can get the same things in the forest. The new method prevents you from getting everything in the forest. I don't mind the first, but I expect I'll disable biomes hazards just so I don't have to deal with the loot cap.As for all the loot cap debates, I guess I have to point out the game kind of always had a biome loot cap, unless you were at loot stage eleventy-billion, and if you made it that far, well... you earned it!
So in a way it's like the devs are saying they're not confident in their own lootstage mechanic? It's like not trusting your car's bumpers so you bolt on a 6-inch rusted iron block over the existing bumpers. Just goofy stuff.
side thought: THIS idea would make for a fantastic DLC map. visit ground zeroit could be navezgane exclusive like the canyon
I like the thought, it's the size of average game city, and the stamps are that size and a bit larger.Wikipedia suggests it is 1,200 meters in diameter, so it will fit on a map, but is too big to be a POI or a Tile.
If you're okay with a meteor crater about the size of the Walmart parking lot standing in as a replacement, then RWG can handle it, else you're going to need Teragon or a return of RWG's stamps (if they're allowed to scale up that large).
I'm on mobile
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Also on ecos video I see the irons on the smg are fixed. I hope the rest are tooView attachment 34494
The camera far clipping plane is reduced based on how strong fog is and since storms increase fog, the clipping plane does get closer.@faatal
Did you ever think of using the new storms, as a way to really lower LOD since
distant things can't be seen in detail through the storms?
Edit: Important question, Watching waywardeko stream, the progression levels are not
grayed out, so does that mean if you, go to the waste a few seconds at a time conceivably
that badge would override all of the other badges, or were they supposed to be grayed out?
It depends on what you mean by a 1/2 cube. If a literal cube cut in half, then they would be seeing through the other half if sideways. If flat like say building a solid wall, then no they should not be seeing through it.Sounds fair, is it a bug that Zambs can see through 1/2 cube shapes then?
Sounds fair, is it a bug that Zambs can see through 1/2 cube shapes then?
It depends on what you mean by a 1/2 cube. If a literal cube cut in half, then they would be seeing through the other half if sideways. If flat like say building a solid wall, then no they should not be seeing through it.
I play exclusively on insane, nightmare, feral sense.No need to nerf perks, when you can up the difficulty. I actually can't remember something getting nerfed in this game actually.
Read my comment above to what I said, I didn't notice your comment when I replied to someone else.With two higher tier zombie levels that clearly do more damage and are harder to kill, I don't see any issue with those perk levels.
I play exclusively on insane, nightmare, feral sense.
These new perks IMO are way too strong as is, I've taken into account the new enemies coming to v2, and did my damage calculations from the dev stream and translated them into insane difficulty.
Nerfing the perks I listed in half will still be plenty strong.
I don't need test data as our own testers have seen the issue and even with full blocks, so it is probably just a raycasting positioning or offset issue or some logic with the SeeCache. It just needs to be looked at when I get a chance.Javabean867, it sounds like if this is happening and it's set to not have any openings, it would help them to test and see the problem if you exported your base as a POI and then shared a link to that in a bug report so they can add it to a map and spawn zombies and see if the zombies can see them. You could try listing the exact blocks being used and explain rotations, but that will be harder to try and verify. An exported base would be a great way for them to test it and see if they can reproduce the issue.
I don't know as Allan deals with buffs, perfs, books, ect, which is mostly xml work. I only look at it if there is a code issue.@faatal has there been ways to resist getting broken arms and legs in v2? In v1, there's zero ways of lowering the chance of getting instant breaks. Not sure if they're an oversight when breaks were added to the zombie bear and dire wolf, or if it's intended.
Seems like an oversight due to the lack of localisation stating "Does not include crit resist to broken arms and legs" in the various ways that resist all the other crits.