FranticDan
Survivor
Is the 50% reduced storm dmg in now when using the biome specific consumable?
And the increased loot drop in storms?
And the increased loot drop in storms?
Actually just started that series today and saw where he said that was a change the mod he is using made. Honestly don't understand that as the 4x4 isn't remotely sealed so there's no way it would fully protect you from anything environmental. Might could extend the time till you take damage, but that's it.
Is the 50% reduced storm dmg in now when using the biome specific consumable?
And the increased loot drop in storms?
Honestly, I'll be surprised if ti stops being pre-release when 4.0 goes stable.What is listed here is "Here is what changed since V2.3 b8". In other words, the list in this thread is in addition to what was listed for b8 and the original 2.3 experimental thread. So, yes.... those are still included.
Yeah, that's my assumption as well. It doesn't protect you from damage. It just drives normally instead of sliding.
It will be pre-release until 4.0. That won't change.
These are not dangerous storms, just rain and a little cold.I still hope that the storms will be rebalanced and won't kill the player anymore, but instead will apply strong debuffs that gradually reduce maximum health, stamina, and movement speed over time.
This will greatly improve storm gameplay:
- No more medkit & bandage spam to survive the storm, since you can't heal beyond your max hp.
- No more wasting time in shelters when you don't have unexplored POIs nearby. You can be sure that you won't die from the storm itself while moving to another POI, but you can easily die even from weak zeds.
- Desperate players can go outside and fight zeds in harsh conditions to get more loot bags, risking their lives like never before.
Yes, nothing serious. Just a little rain that makes it possible for even a player in full T6 gear to die.These are not dangerous storms, just rain and a little cold.
I was referring to your suggestion.Yes, nothing serious. Just a little rain that makes it possible for even a player in full T6 gear to die.
I think once you take shelter then you should be able to heal yourself via storm damageI still hope that the storms will be rebalanced and won't kill the player anymore, but instead will apply strong debuffs that gradually reduce maximum health, stamina, and movement speed over time.
This will greatly improve storm gameplay:
- No more medkit & bandage spam to survive the storm, since you can't heal beyond your max hp.
- No more wasting time in shelters when you don't have unexplored POIs nearby. You can be sure that you won't die from the storm itself while moving to another POI, but you can easily die even from weak zeds.
- Desperate players can go outside and fight zeds in harsh conditions to get more loot bags, risking their lives like never before.
Yes, I'm talking about exactly that too. If you imagine debuffs to be something like -2% to stats, then you have completely misunderstood what I wanted to say. Currently, storms simply kill players in a boring way, and are easily countered with healing consumables, so not too dangerous but more like annoying. My idea changes this concept, making it so that spamming healing items will not save the player from a big penalty to their max hp & stam. When you enter the storm, you will lose, for example, 20% of your max hp and stam, and this penalty will increase up to 80% (wasteland) over time outside shelter. And yes, unfortunately, there is no longer a temperature system in the game, otherwise I would say it would be cool if there were extremely low dangerous temperatures during storms.I was referring to your suggestion.
Storms should be dangerous; that's how they were designed. They just need to touch on a few things and they'll be fine. Debuffs are more related to temperature and status effects. They can complement each other, but you can't base the storm on just a stamina debuff, because then you completely trivialize storms.
Yes, I was just thinking the same thing! After returning to the shelter, the lost stats from the penalty could gradually recover over time. If you've been exposed to the storm for a long time, you will need more time to rest and fully recover your lost max stats.I think once you take shelter then you should be able to heal yourself via storm damage
That will be more réalist, i agree, wait to see in the 2.9Oui, c'est exactement ce dont je parle. Si vous imaginez que les affaiblissements se traduisent par une réduction de 2 % des statistiques, vous avez complètement mal compris. Actuellement, les tempêtes tuent les joueurs de manière ennuyeuse et sont facilement contrées par des consommables de soins. Elles ne sont donc pas trop dangereuses, mais plutôt agaçantes. Mon idée modifie ce concept : spammer des objets de soins n'épargnera pas le joueur à une lourde pénalité de PV et d'endurance max. En entrant dans la tempête, vous perdez par exemple 20 % de vos PV et d'endurance max, et cette pénalité augmentera jusqu'à 80 % (désert) avec le temps hors abri. Et oui, malheureusement, il n'y a plus de système de température dans le jeu ; sinon, je dirais que ce serait bien si les températures étaient extrêmement basses et dangereuses pendant les tempêtes.
Oui, je me disais la même chose ! Après avoir été retournées à l'abri, les statistiques perdues à cause de la pénalité pourraient se rétablir progressivement. Si vous avez été exposé à la tempête pendant une longue période, vous aurez besoin de plus de temps pour vous reposer et récupérer complètement vos statistiques maximales perdues
I would opt for craftable protective gear, which would basically work by slightly reducing damage temporarily until it breaks. Seeking shelter makes sense since it's supposed to be a kind of hurricane storm, not a normal storm.Yes, I'm talking about exactly that too. If you imagine debuffs to be something like -2% to stats, then you have completely misunderstood what I wanted to say. Currently, storms simply kill players in a boring way, and are easily countered with healing consumables, so not too dangerous but more like annoying. My idea changes this concept, making it so that spamming healing items will not save the player from a big penalty to their max hp & stam. When you enter the storm, you will lose, for example, 20% of your max hp and stam, and this penalty will increase up to 80% (wasteland) over time outside shelter. And yes, unfortunately, there is no longer a temperature system in the game, otherwise I would say it would be cool if there were extremely low dangerous temperatures during storms.
Temperatures are expected to be reintroduced in future versions, meaning that storm hazards could be complemented by temperature debuffs.And yes, unfortunately, there is no longer a temperature system in the game, otherwise I would say it would be cool if there were extremely low dangerous temperatures during storms.
I think they are talking about starting at a 20% max health/stamina debuff and then it increases over time, with wasteland getting the greatest increase of up to 80% reduction. Considering this is max health and stamina and not just health or stamina damage, 80% of 200 would give you 40 health/stamina and no amount of healing would increase it beyond that, making it far easier to die until you recover by being in shelter or out of the storm. Even the 20% debuff you start with would still drop you to 160 if you're at 200. Since that's max and not something that you can heal, that's still at least noticeable even if it wouldn't likely result in dying more. But assuming the idea is something like max reduction of 40% for burnt, 53.3% for desert, 66.7% for snow, and 80% for wasteland (just tossing out numbers as an example), then even in the burnt forest, you'd drop to 120 max health/stamina if you were at 200, and that can start to become a challenge when fighting, depending on difficulty.I would opt for craftable protective gear, which would basically work by slightly reducing damage temporarily until it breaks. Seeking shelter makes sense since it's supposed to be a kind of hurricane storm, not a normal storm.
What you say, about reducing HP and stamina by 20 percent, is too little and easier than healing yourself with medkits, which basically do the same thing, because you can never be above 80-90 HP consistently due to the damage, but of course you have to spend resources. This is where the special protective equipment I mentioned would come in. By up to 80 percent, do you mean in all biomes or just the wasteland? In addition, other items in the game such as drinks would easily counteract that stamina and speed debuff, so it's important that storms are dangerous. They just have to give the player a way to protect themselves that isn't spamming medkits or magic potions. I also have more ideas for things that could be implemented in storms, but I'm realistic and I know that tfp isn't going to complicate their life with this.
I think limiting the maximum HP could work. Essentially, it's the same as now but without using medkits, with different caps depending on how long you spend outside. However, you could use other buffs for stamina that make it regenerate faster, so it wouldn't matter much if you had a cap, unless it was very strong. In addition, extreme temperatures <when they are in the game> should give debuffs, so the storm should have its own dangers <such as objects flying in the wind that can hit you> and work together with the temperature and biomes in my opinion. Another negative point I see is the duration of the storms. They last too short a time for these debuffs and caps to really affect you when you're outside, unless they are fast or instantaneous.I think they are talking about starting at a 20% max health/stamina debuff and then it increases over time, with wasteland getting the greatest increase of up to 80% reduction. Considering this is max health and stamina and not just health or stamina damage, 80% of 200 would give you 40 health/stamina and no amount of healing would increase it beyond that, making it far easier to die until you recover by being in shelter or out of the storm. Even the 20% debuff you start with would still drop you to 160 if you're at 200. Since that's max and not something that you can heal, that's still at least noticeable even if it wouldn't likely result in dying more. But assuming the idea is something like max reduction of 40% for burnt, 53.3% for desert, 66.7% for snow, and 80% for wasteland (just tossing out numbers as an example), then even in the burnt forest, you'd drop to 120 max health/stamina if you were at 200, and that can start to become a challenge when fighting, depending on difficulty.
I'm not sure if I'd like that kind of thing, but I'm not sure I wouldn't either. It would certainly make storms more interesting than just taking damage until you die or just spamming healing.
Yes, you understood my idea perfectly. Obviously, these are only approximate numbers, and it would require better testing in the game to understand which values would work the best. I agree that this system is not perfect, but it could work very well, it's is easy to implement even for a modder, and it would also go well with any new armor modifications: for example, Storm Goggles that can be found in military containers in mid-late game & attached to any helmet to reduce storm penalties by 20%. With such goggles, even in Wasteland you won't lose more than 60% of your max hp and stam.I think they are talking about starting at a 20% max health/stamina debuff and then it increases over time, with wasteland getting the greatest increase of up to 80% reduction. Considering this is max health and stamina and not just health or stamina damage, 80% of 200 would give you 40 health/stamina and no amount of healing would increase it beyond that, making it far easier to die until you recover by being in shelter or out of the storm. Even the 20% debuff you start with would still drop you to 160 if you're at 200. Since that's max and not something that you can heal, that's still at least noticeable even if it wouldn't likely result in dying more. But assuming the idea is something like max reduction of 40% for burnt, 53.3% for desert, 66.7% for snow, and 80% for wasteland (just tossing out numbers as an example), then even in the burnt forest, you'd drop to 120 max health/stamina if you were at 200, and that can start to become a challenge when fighting, depending on difficulty.
I'm not sure if I'd like that kind of thing, but I'm not sure I wouldn't either. It would certainly make storms more interesting than just taking damage until you die or just spamming healing.