I think you forgot to mention It’s a “perfectly balanced mechanic” in a game that has been designed and balanced around its presence in that particular game. There is no natural law that makes it perfectly balanced in all cases.
In my opinion the real friction with the lockpicking system is...
I really don't understand people's attachment to smell. Why would freshly slaughtered meat attract zombies more than the unwashed survivor? People act like Smell was removed just to ■■■■ them off rather than it got left on the cutting room floor when non-performant systems were refactored...
Just to respond to some of the most recent posts here.
In both 1.0 and 2.0, I am crafting unperked weapons because I cannot find them in loot. And traders never have anything because I generally don't put points in intellect. This is the core of my balance complaint. I find the game more...
Adding that setting would lead to tons of griping about performance. Everything is a trade off and there are no free lunches. You can have lots of dumb zombies but they will never be able to properly path to you. Clearing POIs with dumb zombies is not fun. And in my opinion Horde nights with...
The only real way to fix this would be to have one pathing AI for POI spawns and one for Biome spawns. Dumb zombies in POIs were a hot mess when quests were first introduced. The problem is that the overhead from having two different pathing AIs could cause its own performance problems.
I think this is somewhat true when it comes to non-weapon books but less so with your perked melee weapon. I have always found that I progress very quickly in the perked melee weapon and have to be efficient if I want to quickly progress other skills like tools, workstations, and vehicles. I...
It was a tier 4 military base in the forest. It's the POI with the basement bunker on the left and the wooden housing dormitory on the right. I have also seen radiated zombies in lower tier infested quests. Difficulty set to nomad but that's not really relevant here as my criticism is about...
I am not looking to loot a Q5 T2 weapon in the first 2-3 weeks of play. But I would like the game to have a natural progression and for looting to keep pace with the types of zombies you face. I would like to loot low quality t1/t2 weapons and tools that I don't have perk points in before I can...
I think there is a balance to be had which TFP are far from. Pre 1.0 by the time you could craft something you would have already looted better items or gotten them from a trader reward. Now, you won't be looting anything of value until very, very deep into the game. Every single weapon or...
So far I have completed two play-throughs in 2.0 of the first 2-3 in game weeks. Save for Quality 1 pistols, hunting knifes, and wrenches, every tool or weapon I have used I have crafted. The other tools and weapons I have been able to loot have been completely underwhelming. Everything else...
This is not about easy or hard, it's about feeling rewarded for doing things. However, I recognize that there are different strokes for different folks. That said I'm not sure why you believe that your personal preference in this regard is any more legitimate than mine. There is no right answer...
I thought the initial change was good because it incentivized horde nights and killing wandering hordes. Zombie loot bags are one of the few good dopamine hits in the game because you are rewarded for a core activity with the chance at receiving good/useful loot. Personally, I found the change...
No thanks. You can always just up the XP% in the settings if you want to progress faster. I'd rather not be progressing faster than the gear I can loot/craft because of a book that I need to read for the full set bonus.