Recent content by Pr00ch

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    PC Poll - Which progression system did you prefer?

    Learn-by-doing is the answer, and has been since 2018... frankly, it seems like someone on the dev team has some personal vendetta against it for some reason lol. I genuinely return to A16 from time to time and despite the mountains of new content that have been added in the current build, I...
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    PC Alpha 20 Dev Diary

    That'd be true if there were no attribute gates. Otherwise you simply can not diversify without effectively locking yourself out from content. Some perks require 7-10 points in their respective attributes, which cost 2 points each starting with 6, and 3 points for level 9 and 10. Because of...
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    PC Alpha 20 Dev Diary

    Absolutely spot on, the level gates are probably the single worst thing about the leveling system right now, along with the seemingly multiplayer-centered balance. It's obviously just a duct tape fix, but mod out level gates, set the points per level to 3, and the game becomes...
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    PC Changes To Farming

    Ha, I envy you. A14-A16 was some of the most fun I've had in video games. Now all I feel is "eh"
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    PC Changes To Farming

    Just another one in a series of perplexing design choices. The game really did peak in A16, and it's been all downhill from there. 
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    PC Alpha 19 Dev Diary

    Boy do I miss learn-by-doing
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    PC How bad is it for bunker lovers these days? (Haven't played since like Alpha 16)

    Pretty bad, not only are zombies professional excavators now, but A17 has generally drastically changed the progresison, too. You can't really have a lot of different things going at the same time, because the perk system gatekeeps you from it. You need to either specialize, or grind out the...
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    PC My A18 feedback

    Oh I absolutely agree with you, OP. A17 and A18 did some wonderful things, but at the end of the day none of them really matter when the new progression system which replaced Learn-by-doing is just so inferior. I think the game peaked at Alpha 16, hopefully at some point a mod will come out to...
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    PC Alpha 18.2 one step forward two steps back

    "one step forward two steps back" seems to be TFP's motto ever since A17. Progression still is worse than A16, and that's even ignoring the lack of Learn-by-Doing
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    PC Alpha 18 Dev Diary!!

    I didn't like it because it never really was worth it to repair stuff over just making a new one, especially with the mental barrier of it detoriating. It might make more sense logically, but I don't think it translates into good game design. This also kind of ties to the "Simplification"...
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    PC Alpha 18 Dev Diary!!

    Perhaps consider including different tiers of repair kits? One that repairs an item up to 25%, one to 50%, and so on. Or change the repair system entirely, one way that comes to mind is the way Fallout New Vegas does it, where an item can be fixed with another item of the same kind, and (after a...
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    PC Alpha 18 Dev Diary!!

    Challenge is one thing, artificial difficulty is another. Misfires would just put the players at the mercy of a RNG, which is a slippery slope that can easily land you in artificial difficulty territory.
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    PC Feedback for The Fun Pimps on Alpha 17

    I just really wish I could disable zombies digging in the game options, i like comfy underground bases also zombies are mountain goats lol I wish they couldn't climb and stand on very steep hills, they're even better at it than the player
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    PC UNUSED- The Features that time forgot!

    I used to do a lot of farming in A16 because I could make meat stew, which was very beneficial for the wellness stat. Not so much in A17 though. I think wellness was a good idea, though it only should go in one direction - reward the player for staying alive with more stamina/health, but don't...
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    PC Game level based spawns make the game predictable and removes a sense of discovery

    Another thing that might work is some sort of temporary rubberbanding in the beginning of the game to make it easier to set yourself up, and then gradually remove it. This is how Rimworld does it, with the colonists "expectation" mood bonus. Don't Starve does this too in a way through starting...
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