MechanicalLens
New member
Maybe someday you'll realize there are no absolutes in this game. Period. None.
Other than Rekt not liking you.

Maybe someday you'll realize there are no absolutes in this game. Period. None.
Why is everyone arguing about usefulness of sledgehammers if I wrote about the usefulness of perks? And not only for sledgehammers, not only for weapons...
Dear fans of using sledgehammers to kill single zombies, please do not aggro on my post, I am in favor for strengthening your favorite style of play, not for removing it
Javelin Master
50% damage for 5 level perk for bad weapon, srsly?
The Infiltrator
There are not many locked chests in the game, lockpicks are cheap, in the late game the drill replaces lockpicks, there are no bonuses other than the chance of being hacked, but could be given a bonus
Treasure Hunter
At least it gives a bonus to quantity of items, but by the time we get it, we will not receive tasks for treasures, it is absolutely not worth an improvement even by level one
Hunter Heavy Armor
We can find and buy level 6 armor, 25% penalty reduce too little
Pack Mule
High levels useless because on this time you already have enough pockets and bags not to improve this skill at all, i never take it
Well Insulated
Many clothes and there are no real penalties for cold and heat in game
Pummel Pete
Skull Crusher
You can tell your stories as much as you like about how you can withstand BM with one baton on the easiest level of difficulty, but these perks are too boring and too weak to swing in a normal game. There are always more profitable perks, and the moment you can max out these perks you will not need to use these weapons
The Brawler
Same
Pain Tolerance
Not entirely useless, but overall, is someone improving this? In my opinion, the game lacks a mechanic of damage reduction in its pure form and damage reduction in a percentage form. Another boring perk. No matter how you improve your sustain, you will never be a meat tank with a big club that can withstand a crowd of zombies.
Healing Factor
Not sure but 40 health points per day? Come on, you can just abuse death or eat 2 cans of canned food. At a high level of perk it also has no value, in battle it will not help and having the opportunity to take the fifth level of the ability you will already acquire first-aid kits. Maybe need a bonus to maximum health or a buff on all incoming healing at high levels
Iron Gut
At first glance, not bad. But why do we need to hold our breath at all? Does anyone have a problem with dysentery? Plus a 1-5% bonus is ridiculous. Even if this is a direct decrease in the chance of poisoning, then even at the last level of improvement you will not be able to eat rot or drink dirty water (why?) So all we get is 25% reduction in hunger and 50% of the duration of effects. Despite the fact that it is in the same branch as farming. Not tempting at all
Rule 1: Cardio
Good perk at the first level of improving, but why are there levels two and three? By this time, you will already have a transport, by level three for sure. The second and third skill levels require strengthening
Archery
Same as Javelin Master, very boring and weak perk for super bad weapons
Deep Cuts
Is someone really fighting with a bone knife instead of a club? or with a hunting knife instead of a grenade launcher?
Light Armor
Same as heavy, yes bonuses are better but in absolute terms they are same
Parkour
What is it for? For those people who cannot jump over the cliffs in fifth level tasks?
Hidden Strike
From The Shadows
All stealth should be removed from the game for obvious reasons
In quests, you cannot use stealth due to trigger traps
In bloody moon, zombies always see you
Outside of quests and a blood moon, you hardly have any problems with zombies at all
Electrocutioner
Same as Javelin Master
Diragor said:The last weekend I started a new world with a friend and used the Nitrogen World Generator and created a only Wasteland Map with a small Snow and Desert Biome. And damn was it horrifying to play. I LOVE IT!!! The wasteland feels like real survival and finally the world isn't epty there. You always need to expect the worst. Walk into a mine or a dog follows you or the damn bears![]()
We had so much fun and Now I got a question for the RWG.
Will it be a bit more complex like the nitrogen generator? Like create bigger cities and towns. Cause Vanilla RWG always feels too empty. Also I wish there would be an only Wasteland option cause the forests are too boring for players with 1000+ hours![]()
yes, yes to all of this, though i still don't like to go out at night...Khalagar said:Yessss
I really hope there's some more features to bring back that "new to the game" horror. I still vividly remember the first time I played the game and was holed up in a PoI absolutely TERRIFIED at the sounds of the zombies outside the walls trying to find me as I cooked my meat and light was shining through the windows because I didn't cover them up well enough etc. They of course ripped through the walls while I was crapping my pants and trying to hide on the stairs and break the stairs so they couldn't chase me up. Literally spent every night in that crappy half ripped down PoI crouch walking and hiding in absolute terror
Now days I just go do quests at night even with running zombies since they just don't seem to aggro or group up in enough numbers to be a major threat even early game. They just don't seem to have anywhere near the aggro radius they used to even when I've got forges and campfires going in what should be open sight
Honestly, I would really like if there was just a feature to make the zombie senses SUPER sharp at night. It would be great if nights were absolutely horrifying and dangerous to go out in.
Gimme dem roaming hordes that spawn in massively increased frequency at night and can sense noise / heatmap / cooking meat from hundreds of blocks away. Mini horde night every night!
yeah something where i don't have to go play Geek squad to have fun! keep it up!faatal said:Stealth still works. Feral sense is basically zombie hearing and seeing x2.5, which is mod-able in xml and may be tweaked before release.
We should just rename all difficulties yo something likeHaven't you learned that you upset peoples ego and epeen when you suggest turning down the difficulty?![]()
Gazz said:We should just rename all difficulties yo something like
- Harder
- Stronger
- Meaner
so all of them sound like an increase =P
I step aside here also. Still afraid of going out at night, but when I do it's "meh...what exactly was I afraid of...it's all the same as during days but only with dark background".Adam the Waster said:yes, yes to all of this, though i still don't like to go out at night...
I think this is a cool idea. Imagine blinded Zeds going aggro at random environment after you hit them and they perform revenge at whatever they get in touch to...maybe a wall, a tree, or even a fellow Zed, which might lead into a "Zombie-hits-Zombie-aggro-brawl-bubble" if you do it right.It might be cool if the sneak attack weapons had a chance to cause a blinding condition, on headshot, based on your "from the shadows" skill.
Then the blinding condition could cause you to do full or partial sneak attack damage.
Would make the sneak skill more valuable during horde night, or situations where stealth does not work.
Might be too strong, or not worth screwing with though.
Gazz said:We should just rename all difficulties yo something like
- Harder
- Stronger
- Meaner
so all of them sound like an increase =P
- In No Way Is This Hard
- Not So Hard
- Getting To Be Hard
- Hard
- Harder Still
- Absolutely Hard
Guppycur said:Any talk of exposing blood moon feralocityness to xml, maybe via a buff, for expanded possibilities?
agree, i may do out if i say i died, but i still stay in my home. Now if im armed to the teeth and armored to the ball. then i got np going out.I step aside here also. Still afraid of going out at night, but when I do it's "meh...what exactly was I afraid of...it's all the same as during days but only with dark background".
Well not actually, because there's a lot more direwolves and serious animal stuff spawning around, but considering zombies...well they're just faster XP-points because they run into my sledge instead of walking towards it.
I don't even know if I'm fair here because I have towards 700h ingame now (which does make me not being a total noob anymore around here in the forum), and I forgot how terribly frightening my first touch (nights) with the game felt.
But does this really have a point?
Should I increase difficulty? Maybe.
Should I reconsider my mind trying to include/compare first-time players with the same knowledge I gained with my "hundreds of hours" of experience? Definitely.
What does this lead to?
Everything you're good at becomes somehow easy for you.
I pull my hat to the devs that they try to consider every playstyle and every level of experience the player has, and try (doing good as far as I can see) to adapt for everyone.
Khalagar and Adam have a point...the game seems to have become too easy over time.
But is it the game getting "lame", or is it us becoming better at what we do?
We know all the - also not-so-obvious - game mechanics, so we as experienced players have that advantage that "noobs" can't even see.
Nights should be terrifying again, I would love...but what would it mean for beginners?
I recently had a short discussion with Promethean Winchester here (which I now understand better than initially), he also has a point.
So to conclude this:
I have great confidence in what efforts were taken considering difficulty chosen by the devs.
Make A20 great again. (A19.5 would be apprechiated too if being released by...let's say now)
For me:So, what are you guys most excited for in A20? For me its the new shape menu and building updates. Can't wait to see what POIs TFPs build as well as what the community can make.![]()
To be honest, I never stopped during horde night to figure out who is a normal zombie and who is a feral. I would have never noticed this if you hadn’t done some digging and posted about it.MechanicalLens said:So I've looked through the XML's for gamestage groups in A19 and it seems that feral soldiers never spawn during horde nights... It begins with regular soldiers and then jumps right to radiated after a while. Will this be looked at for A20, as an "inconsistency" of sorts.
True that. Nevertheless, the spawns are all handcrafted to be "random but gamestage-limited" choosing deterministic entity sets, so while they certainly work, once ALL the entities and special entities are in the game, they will most certainly be modified by hand again with new sets of "cool pools" of entities.MechanicalLens said:So I've looked through the XML's for gamestage groups in A19 and it seems that feral soldiers never spawn during horde nights... It begins with regular soldiers and then jumps right to radiated after a while. Will this be looked at for A20, as an "inconsistency" of sorts.
Didnt really say that I needed to know that.