The 1st person animations were actually hand-keyed (no mocap) from what I understand. They don't even look mocapped because they're quite stylized with overly assertive movements. Some references from youtube: 1 2
But maybe you were talking about 3rd person animations?
My biggerst animation...
Me too! I am fully expecting cooking and farming to go to the general skills tab. Maybe meat harvesting as well?
I can also imagine influence perks might go there as well but I'm not sure what would replace them. But everything else makes sense and sits well where it is currently.
I'm mostly...
You can unlock 3/5 in shotguns by just spending 3 points in strength and equiping a cigarr. From there you can get 3/4 heavy armor and maxed out miner69:er + motherload if you want, which synergize well with int builds.
It's almost too easy
I'm honestly suprised the cigarr still gives +1...
After playing games like Valheim I've come to enjoy biome as a form of progression a lot as it gives you a strong sense of "moving forward".
I think this update is basically a continuation of the previous one where traders were being made biome specific. We can only assume that all this is...
I don't think it was ever intended for players to pick certain skills in order to manipulate loot tables in their favour. Forge ahead is such an universally useful magazine for crafting with many other skills depending on it that having any perk boosting it at all seems a bit odd to me.
Biggest issue I see are the crafting related bonuses which encourage an annoying cycle of: swap armor -> do task -> swap back. The farmer set is a good example of this. Most players will just us it when doing planting/harvesting and then switch back (and keep it in a box next to the crops...
It's actually 15% per tier, and if you include the 10% mod slot power bonus, a fully modded tier 6 stone axe would deal almost twice as much damage as a fully modded tier 1 stone axe. It's wild!
Why does having mods equipped increase weapon damage anyway?
Sexualization/objectification of women in video games have also decreased massively since the 90s, especially in fairly recent titles, at least in the west. I don't know how much this has actually contributed to welcoming women into gaming, but it probably helped.
Why would a higher quality AK deal more damage to begin with? It's all video game logic if you really think about it. Now if you wanted to make range scale linearly with quality I think it would be pretty easy to make a modlet for that
I would love to see that. However, the fact that they didn't decide to do this with the new weapon models tells me it would most likely require a lot of work to overhaul the reload system. Having the pump- and lever actions reload "shot by shot" is the norm in shooters so I can't imagine TFP not...
Crafting is already limited as it is because it can't produce level 6 items, so the issue here mostly regards the early game. The parts required for tools and weapons items are most reliably aquired by scrapping lower level versions, so even if you just crafted a level 3 machine gun, that level...
Eh, why not both? He equates ease of modding with the game being technically simple because he apparently thinks using xpath is coding or something. Neither does he seem to understand what game optimization is.
I think it would have been cool to have book specific quests from the trader. For example it could be something like "Go and exterminate 100 zeds using your fists and I'll give you a Bar Brawler book of your choice." Some criteria could be made for accepting the quest, like having a couple of...