Some requests

-Stun baton repulsor mod knock back on charged attack
Changed to
Stun baton repulsor mod knock back on charged power attack
Its hard to beat a zombie to death when he keeps bouncing across the poi and would free me from carrying two stun batons late game.
*Unrelated to the suggestion but stun baton needs a nerf, with nerd tats being the biggest culprit. Instead of aoe shock maybe shocking a shocked enemy has a chance to shock 1-2 nearby enemies?


-Charged zombies take bonus damage from melee attacks.
Ranged builds can pop these guys from a safe distance but melee builds have little choice but to face tank


-Party member icons show injury's such as sprains and breaks
Or party member shading changes depending on injury?
Insta-healing a sprain vs break requires different medical items. Knowing which to use would be helpful.
Possibly gate behind higher levels of Physician.


-Perk, Armor mod or skill book that offers reduced critical injury severity(Raider) and tool/weapon durability use(Nerd/Miner)
Most armor bonus's can be found in other places except these two important ones.
Exoskeleton armor mods? banded armor offers small amounts of critical severity reduction as well as +2 armor? Would need to be allowed on heavy armor.


-Perk, Armor mod or skill book that offers explosive damage resistance
Insulated Liner and Cooling Mesh also offered explosive resistance, it would be nice to have that stat back.
Impact gel armor mod? Explosive weapons skill book series? Sledgehammers got a book set so "all" the weapons had one... *sad rocket launcher noises*


-New high tier recipes that use the various candies as ingredients
Even with maxed iron gut the buffs don't really last long. High tier recipes that combine the bonus from multiple candy and extends the duration/improves the effect would be nice. Maybe change the candy bars to flavor sachets? Adding them to food/drinks during cooking provides the buff, higher levels of cooking skills allow more to be combined?


-Increase how many quests can be taken from a trader at a time
Late game for me mostly involves spamming 3-6 wasteland t6 infested's a day, which i have to spend an entire day in the gyrocoptor flying to every trader on the map to get quests for. I don't even care about the loot or rewards at this point its purely for the exp and fun.
If more quests is not possible per trader then perhaps a late game item(t6 completion reward?) that shows infested quest icons for pois without actually needing to go get the quest on a 12 in game hour cooldown for that poi?


-More T6 quest locations, more t6 pois in wasteland cities, general t6 improvements
Late game you end up hitting up the same poi's day after day. Variants of the same t6 quest would help alleviate the boredom, different layouts/paths through the dungeon, loot being in different locations than normal. Just generally more t6 poi's would be good as well.
Option to increase the limits on t6 poi generation per city. I'm fine with 5 Grover highs or US Army post 7 in one city if it means i don't have to leave the wasteland.
Even higher chance for wasteland cities to spawn t6 poi's, or a way to easily check during map generation that enough spawned without relying on third party tools. Hovering over a biome in map generation mode tells you how many of each poi type generated in that biome perhaps?
Option to guarantee certain poi's spawn in specific biome's?


-Cursed armor pieces
Armor pieces that come as a higher tier than you would normally find at your level(tier 6 instead of tier 5) but have negative effects/stats alongside the regular beneficial ones. Maybe buffed stats/more bonus's? These would be avoided/risked early game but become sought after late game.
Enemies have a chance to spawn as higher levels/stronger types. Instead of getting a radiated you get a charged or infernal, instead of getting zombie moe you get wight.
Chance for zombie revival, they were already dead what made you think killing them would solve the problem?
Super infested quest chance? Zombies that are spawned by you deal/take damage as though they have higher game difficulty setting?
Faster heat generation. Scarier, larger and more frequent wandering hordes come at you.
 
-Charged zombies take bonus damage from melee attacks.
Ranged builds can pop these guys from a safe distance but melee builds have little choice but to face tank
With a Q6 Steel Spear, I can power attack any zombie in the head and as long as I hit it cleanly and don't miss the head, I can send them flying with one hit. No need to tank anything. Now, depending on the weapon and your skill with it, it can be easier or harder to do this. I know that if I were to use knuckles or knives, I'd take a lot more hits because of being so close to the zombies, but others do it just fine. If you use a weapon that you're comfortable being in close combat with enemies without being hit, then you really only have to worry about being swarmed or having them come at your from behind when you don't see them. I really don't think bonus damage for melee that isn't already included in perks and armor is necessary.

banded armor offers small amounts of critical severity reduction as well as +2 armor? Would need to be allowed on heavy armor.
Certain armor mods are not allowed on heavy armor because it was found to make players completely immune to damage when combined with different perks and buffs.

-More T6 quest locations, more t6 pois in wasteland cities, general t6 improvements
Making a T5 POI (that's what a T6 Infested quest uses) takes a LOT of time. They continually make more POI, including high tier POI, but it just takes time to do. By the time the game is finished (v4.0), I'm sure there will be at least a few more T5 POI in the game. If you want more and are on PC, there are a LOT of great custom POI out there to choose from. As far as where they appear, that depends entirely on what tiles are in a town (for town POI) and some T5 POI only appear on one single tile, so are very limited. TFP said they are doing work to improve that (probably by adding more tiles, though they didn't say what their plans were), but it's a lower priority compared to other things. If you're on PC, you can use custom tiles that have more places for those T5 POI to increase the number you can find. Most are 100x100 and those are just very limited for where they can be placed in vanilla right now.
 
Certainly some weapons handle close quarters better than others, though it doesn't change the fact that all melee builds have to get in close and take the hits. If your playing melee in a t6 you are always swarmed.

Banded armor being allowed on heavy armor would necessitate a cap on damage resistance, i think you can reach 90 armor rating as it is?
Alternatively it could just not apply the +2 armor while still applying the added modifier were that to be added.

Yeah making a t5 must take a very large amount of time, that's why i also suggested variants. Use the same poi but open walls/doors in one area and close them in another. That way you can re-use the same poi multiple times and it will be different each quest without adding more locations to the map. The poi itself is already built, just need to change a few pieces here and there.

Take Grover High as an example, you start the quest by climbing a ladder to the roof, what if there was a variant where the door in front of you was open and you entered that way instead. The loot could be relocated to one of the classrooms and the pathing changed accordingly.
I imagine variants would be a great way to add late game variety without needing to deign and build entirely new poi's
 
Charged zombies take bonus damage from melee attacks.
Like this idea in theory but given that charged zombies do a stupidly high melee, I dont even wanna get close to them. Hell when I see them i fall back


Increase how many quests can be taken from a trader at a time
You can do it in settings
Party member icons show injury's such as sprains and breaks
Or party member shading changes depending on injury?
Insta-healing a sprain vs break requires different medical items. Knowing which to use would be helpful.
Possibly gate behind higher levels of Physician.
Would love this
 
Like this idea in theory but given that charged zombies do a stupidly high melee, I dont even wanna get close to them. Hell when I see them i fall back
That's why i made the request, most builds CAN fall back. Melee can fall back, jump around, retreat to choke points etc the same as a ranged build can, but eventually they will have to go toe to toe. Its actually not even the damage that's the main problem, its the massive screen shake they cause, which lets them get 1-3 free hits off. At 50 damage a hit even in full heavy armor with damage reduction perks its a major issue!
 
Like this idea in theory but given that charged zombies do a stupidly high melee, I dont even wanna get close to them. Hell when I see them i fall back
What difficulty are you on? Sure, they can hurt you when they hit you, but I go toe to toe with them all the time. One power attack to the head sends them flying just like any other zombie unless you're on a high difficulty. Another one or two will kill them. At least with a Q6 steel spear with mods installed. At worst, if you hit for lower than normal damage or don't get a clean hit on the head, you might have to hit them a couple more times. They aren't really a big deal. The orange guys are the ones that take more hits, but you can still send them flying with 1-2 power attacks to the head and 2-4 more power attacks kill them. Yes, I back up to keep them from hitting me as I hit them and sometimes I won't do it quickly enough and they'll get a hit in, but it isn't really a problem. Even without high tier armor and without any mods to increase armor and without heavy armor, I just shrug off their attacks when they do hit me. Only if I get surrounded by too many at once and I lose control of them does it get dicey. If I can keep them in front of me (doors and hallways work great for this), even a LOT of them don't bother me. At the point in the game I'm at now, most zombies I see are blue or orange, and the rest are almost always feral and I still go toe to toe with them.

You can do it in settings
I almost said that, but they're talking about something different. They want more from a single trader. You can adjust settings so that you can do however many you want and get credit for them, but you still can only personally take 5 quests from one trader. The setting only changes how many you can turn in for credit per day but doesn't change how many you can take. Still, with RWG maps, traders are close enough, especially by the time you're doing tier 6 quests, that you can easily drive to a nearby trader to get more quests without wasting much time. And if your map is set up so you have a couple large towns fairly close together, one trader's tier 6 quest could easily take you near to the other trader anyhow since tier 6 quests are often 1-2km away (or more). And you can cover a couple kilometers on a vehicle with a supercharger very quickly. Maybe you lose one quest in a day because you had to go to another trader, but maybe you don't. Just depends on where the quests are located and how your map is set up. The other option is to play the game with another person and you can take 10 quests (5 each) from one trader.

Either way, having the ability to change how many you can take from one trader wouldn't be bad. Or even just a refresh button that will let you refresh the list of quests, though that should probably only allow a refresh when the list is empty or the list only includes night quests or buried supplies quests so people don't just keep refreshing in order to keep doing Crack-A-Books or other quests that are high interest quests.
 
What difficulty are you on? Sure, they can hurt you when they hit you...


I almost said that, but they're talking about something different...
Survivalist/Insane in my case, they take quite a few hits to the head for me. Perhaps i'm just being stubborn and refusing to use the batons knock back mod, it just makes killing them take 4 times longer! I have full heavy and all the damage reducing perks and they hit for 50 damage each for me. I can go from 300 to 50 in 2 seconds if don't notice a blue construction worker in time. Despite that i love their addition to the game.


As for quests, yes i wanted the ability to take more than a single quest from a trader. Part of my problem is that once i reach the wasteland i refuse to do quests elsewhere unless i have no other option. All the strongest zombies are there, why would i go anywhere else is my logic. So even if there are 20 traders on the map, perhaps only 10 will have wasteland quests which only lasts 2 hours irl. Then i have to spend another irl hour or even more, visiting each trader for quests again.
Perhaps tying the ability to take more quests to higher tiers of daring adventurer? Could give more quests offered, increased number of rewards offered and grant the ability to take more quests at a time. Though if all that got added to the skill it would become too powerful as well as need to be moved to general so all classes can take it.

Your comment on quest hand in limits reminded me as well, why does the quest limit even apply to t6 quests? Because getting new quests take so long i only hand in after completing all the wasteland quests i have. This means i could have anywhere from 5 to 20 being handed into traders in a single day.
Its a minor detail though, by the time you are spamming t6 quests you really don't need the rewards.
 
Your comment on quest hand in limits reminded me as well, why does the quest limit even apply to t6 quests? Because getting new quests take so long i only hand in after completing all the wasteland quests i have. This means i could have anywhere from 5 to 20 being handed into traders in a single day.
Its a minor detail though, by the time you are spamming t6 quests you really don't need the rewards.
This is just a guess, but resetting POI has benefits for people and there may be hosts or servers who wouldn't want players to have the option to reset an "infinite" number of POI each day. If they were to make it a setting, then it would give the option to control it to the hosts/servers while still allowing people who want a different number to change it easily.

As far as your preference for how to do quests, I think that may be a very specific preference to you that might not be as common for other players (or maybe it is). I would suggest looking into using Teragon to make maps instead of RWG if you're really focused on staying entirely within the wasteland at high levels. You could then set up a map that has a far larger wasteland area, making it far easier to do quests within the wasteland and to have more tier 6 quests there. Alternatively, you can also just edit your biomes.png file for a map you made with RWG and make a larger wasteland. Of course, that won't change where traders are or where spawn points are, so you might spawn in the wasteland and a trader may be in the "wrong" biome. If that doesn't bother you, that's a very easy thing to do and can be done in any image editor, including MS Paint.
 
This is just a guess, but resetting POI has benefits for people and there may be hosts or servers who wouldn't want players to have the option to reset an "infinite" number of POI each day. If they were to make it a setting, then it would give the option to control it to the hosts/servers while still allowing people who want a different number to change it easily.

As far as your preference for how to do quests, I think that may be a very specific preference to you that might not be as common for other players (or maybe it is). I would suggest looking into using Teragon to make maps instead of RWG if you're really focused on staying entirely within the wasteland at high levels. You could then set up a map that has a far larger wasteland area, making it far easier to do quests within the wasteland and to have more tier 6 quests there. Alternatively, you can also just edit your biomes.png file for a map you made with RWG and make a larger wasteland. Of course, that won't change where traders are or where spawn points are, so you might spawn in the wasteland and a trader may be in the "wrong" biome. If that doesn't bother you, that's a very easy thing to do and can be done in any image editor, including MS Paint.
I cant imagine not being able to reset poi's, they are the only way to get infested's. Once i finish the forest quests and head to the burnt biome infested's are the only quest i would take if possible!

I have noticed on the server i have played on over the years that the majority of players stay in the forest biome and never seem to leave. So i suspect i am in the minority in how i play. How can you be level 80 and still be living in the forest? I think its a visual/audio thing rather than difficulty though. Maybe forest should be the fourth biome instead of the first.
 
I cant imagine not being able to reset poi's, they are the only way to get infested's. Once i finish the forest quests and head to the burnt biome infested's are the only quest i would take if possible!

I have noticed on the server i have played on over the years that the majority of players stay in the forest biome and never seem to leave. So i suspect i am in the minority in how i play. How can you be level 80 and still be living in the forest? I think its a visual/audio thing rather than difficulty though. Maybe forest should be the fourth biome instead of the first.
I didn't mean not to allow any quest resets. But by limiting quests, you prevent someone from resetting dozens of POI per day. With the benefits of doing resets like that, hosts or servers may not like it if it wasn't limited. But again, that's just my guess. And a setting for it would allow changing it without preventing hosts and servers from limiting it if they choose.

Regarding biomes, I rarely have my main base anywhere other than the forest, even if I'm questing and doing things in other biomes. You're right, at least for me and others who have commented on it here, that it's an aesthetics thing more than anything else. Though, with the new plague spitter and frostclaw zombies, I have even less interest in my main base being in desert or snowy forest biomes. I don't want to constantly have to deal with bees and I don't want all the terrain around the base getting broken by boulders. I have no problem putting a horde base in other biomes, but not my main base. From what others have said about aesthetics, I think that's a common reason, though others may have different reasons, some including difficulty.

Making the forest the hardest biome would at least put people in the hardest biome at the end, but it wouldn't really make sense for it to be the most difficult biome. I don't think many people would want that, and I doubt TFP would make that kind of change.
 
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