Isnt it 500m?The xp distance is 100m by default.
Actually I do. But you're not normal Kage (that's a compliment btw).Then you dont know me very well lol. I can think of all kinds of cool stuff to do late game. And I don't hurry to it either.
That sounds really good.What I would have done is split evenly but toss in a small bonus for every extra player in the group.
I think we need more end game. But what I see some asking for is everything we have now, just slow it all down. Less xp, slower mining, less loot and stuff like that. That's where I have a problem. I want my buddies doctor3d and jax to have long extended gameplay but not at the expense of slower progression that hurts players like me that play at a slower pace. Besides stretching out gameplay that's already there is easy and lazy.I'm telling ya - you reach that same problem much much much faster than before...Shouldn't it be slower and slower as the game continues to develop and add more and more...That's all I'm saying. You're preaching to the choir about starting over...I do - do that. The problem is you got to do that even sooner..
And..ya..I love exploring the new POIs..but I don't 'need' to. That was my point.
It's good you did them first though - my problem is now i'm so OP that it's not scary when they fall from the ceiling. One-shotting ferals and two-shotting zombie bears. For science I stood and let an army zed beat on me for several seconds just to see what danger he actually posed. It took many seconds to get me nervous. Your health refils soo fast and I never get stunned. Get hit run back, your health is right back to 100% due to the perk. I've not even used hardly any bandages at all in this playthrough past that first slog. If it stays like this we will have to mod the hand damage for every entity. I think insane already does 200% more damage than default does. I don't maybe they changed that too though. Maybe it's just less now.
Lol very true. And its 100m on default for sure. Someone asked me to raise it on my server but I said no. Forces groups to stay together and is the single best thing about the aloha in mp. Best mp addition ever, any alpha.Isnt it 500m?
Actually I do. But you're not normal Kage (that's a compliment btw).
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That sounds really good.
there is so much potential in the longevity of looting with the changes to the schematic system being consumed in recipes; except you seem to loot almost anything you need, anywhere you go, before you really need to craft things.the stone axe repair is INFURIATING.... for half a day until i loot 2 nailguns, a hammer and 5 wrenches.
and that one sentence probably can be applied to almost everything i've seen so far.
Alone, I get 700 XP for a normal zombie. In a 2-man group, I get 629 XP. Grouping up nearly doubles the rate of experience gain and is easier to accomplish since we can kill zombies more easily when working together. It's way unbalanced in its current state.I'm not super happy with the XP distribution function but it's workable.
What I would have done is split evenly but toss in a small bonus for every extra player in the group.
I get the risk idea, as far as mining vs looting. But it's not about risk, it's about real life time investmeant. My time means more to me than any risk a zombie can provide. I'm annoyed when i need to mine and I'm being punished progression wise because of it. And let's face it, xp is king in alpha 17.the feeling i get is a17 brings a much needed overhaul to the backend structural support to the base game, and everything around it is still being fleshed out (i hope).
i said this elsewhere
there is so much potential in the longevity of looting with the changes to the schematic system being consumed in recipes; except you seem to loot almost anything you need, anywhere you go, before you really need to craft things.
i don't agree that mining should net equal xp to zombie killing, since you're doing it at no risk (and i do love to mine) but it should probably reward more than it does. building DOES come at a risk and should receive some love, but also not equal to zombie slaying.
more specified loot per location would be dreamy.
(edit to clarify- i AM enjoying myself tons. but there should be some changes to the base game that shouldn't rely on modding)
Theres a post from Joel saying they will nerf zombi xp a bit, and that the buff for builders will be double of what it is now.You are machine lol. Well cant wait to see 5.
And no, I dont think the fun pimps will give us builders enough love xp wise. I was saying this in my stream yesterday. I hear tales of the pimps nerfing zombie xp by 30% and I kinda freaked out lol. Someone said, mining is getting a buff. I said it wont be much lol. If you spend 24 hours killing, exploring and looting and end up with, say 10k xp then you should get 10k xp for 24 hours of mining and building. Just example numbers btw.
I love the builder perk idea. Get on it Joel![]()
yes, can agree there also. same coin, different sidesI get the risk idea, as far as mining vs looting. But it's not about risk, it's about real life time investmeant. My time means more to me than any risk a zombie can provide. I'm annoyed when i need to mine and I'm being punished progression wise because of it. And let's face it, xp is king in alpha 17.
Early game becomes exceptionally boring once you know what TFP wants you to do first in this particular alpha. Figuring that out was the challenge indeed, because their priorities for players seem to shift over time.I can't imagine being Roland. Reading this forums would be the most confusing thing ever. This thread is a great example. OMG this game is too easy now! It's so easy, I had to turn the difficulty down! OMG!
I have more mods than I can use, as I said in OP, even modding up several "duplicate" guns just to make them a little different.2- It´s not not the gun but the mod... mods are the high level good stuff and we are still looking for a lot of mods ^^