just read what I and the others have said, its not wasted, lower ranked help common mats while higher ranks help rarer mats
Think of it as an MMO talent (World of Warcraft).
Lower ranks just give you the basics of the talent, when it is maxed out or higher you get better effects/higher stats of the original talent.
You can't just be like "oh i got the talent, why am I not getting OP numbers in loot?
You need to WORK towards it, otherwise its like MM stated, get endgame too fast and quit the game cause you are bored. you need to achieve it not just have it handed to you. If you do not want to put the work into a skill/talents then just go god mode and be a creative player.
My little rant sorry. Not a fan of people wanting OP skills at lvl 1-10 etc, this is coming from a WoW vet who has spent 10k+ hours in wow as a haealer on one of the top 5# U.S guild. (granted that was top 5 in 2016 LOL)
There is a way: 20% would give you a chance of 20% for a double result. Debatable if it would be more or less immersive than the 5 meat though because it would assume you would be getting a variable amount of food out of the same amount of meat.
I think a rename to meat stripes or visual hint is the preferable solution.
I don't even have a problem with it only giving 2 meat once I've bought enough. But, I don't have to field all the bitching and bug reports on the skill not doing anything. As long as it is still balanced the same it makes no actual difference to my game play so if this helps stop TFP from having to field that type of question constantly then I don't see the problem.
Just add the word "Ounces" in your mind after the word meat. So now you don't harvest 5 MEAT, you harvest 5 Ounces of Meat.
that would get so confusing. recipes would need to change, loot tables change and the list goes on and on.
#Fluff
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I don't even have a problem with it only giving 2 meat once I've bought enough. But, I don't have to field all the bitching and bug reports on the skill not doing anything. As long as it is still balanced the same it makes no actual difference to my game play so if this helps stop TFP from having to field that type of question constantly then I don't see the problem.
Just add the word "Ounces" in your mind after the word meat. So now you don't harvest 5 MEAT, you harvest 5 Ounces of Meat.
I do not understand this discussion... are we arguing for/against resetting poi's or for/against the gayfer red exclamation mark?
For the former, I'd argue AGAINST it. TFP should reserve "spaces" in unvisited chunks and create a POI there instead of resetting pregenerated ones, and if there are no more chunks then oh well, stop those quests...
For the latter, an NPC or hell even the orange smoke would be better than that damn cartoon.
i think indeed that this would be a waste of ressources ( procederal generation ) Maybe do within the next Alpha 1 or 2 Manmade Mines ( like a Corporation Mining Side ) with the same passion you did with the recent POIs and i think even the doubters would be happy.Im now allready. As you stated: Minecraft for mining, 7 Days to Die for dying.
I do not understand this discussion... are we arguing for/against resetting poi's or for/against the gayfer red exclamation mark?
For the former, I'd argue AGAINST it. TFP should reserve "spaces" in unvisited chunks and create a POI there instead of resetting pregenerated ones, and if there are no more chunks then oh well, stop those quests...
For the latter, an NPC or hell even the orange smoke would be better than that damn cartoon.
Yeh, but how do you click in the smoke? Do you make a giant trigger in the editor that covers the entire smoke or what design magic do you propose? Do tell.
Yeh, but how do you click in the smoke? Do you make a giant trigger in the editor that covers the entire smoke or what design magic do you propose? Do tell.
How hard would it be to implement following feature?
Allowing placement of multiple blocks at once, a feature I know only from Empyrion-Galactic Survival. Holding RMB would suspend placement and give you the ability to drag dummy blocks along the axis of choice, upon release they would be placed. Ctrl+Holding RMB would allow to drag out a 2D Grid of dummy blocks, upon release they will be placed.
To be honest, placing 100s sometimes 1000s of blocks individually is a chore. Would greatly improve building I think.
@madmole...@faatal
How hard would it be to implement following feature?
Allowing placement of multiple blocks at once, a feature I know only from Empyrion-Galactic Survival. Holding RMB would suspend placement and give you the ability to drag dummy blocks along the axis of choice, upon release they would be placed. Ctrl+Holding RMB would allow to drag out a 2D Grid of dummy blocks, upon release they will be placed.
To be honest, placing 100s sometimes 1000s of blocks individually is a chore. Would greatly improve building I think.
This is already a thing in Debug Mode. It doesn't make sense in a survival mode though because you can erect a base quicker than game design would want you to.
I expect needing to invest higher in the skill in order to receive that 1 extra hunk of meat from Chicken, Snakes, and Rabbits
The harvesting perk is still working imo.
(if they keep the same harvesting % increase *I would still change it though*)
Bear: get 7 hunks of meat. 7 meals. @20% get 1 extra. @40% get 2 extra, @60% get 4 extra. @80% get 5 extra. @100% get 7 extra (just using the whole not the decimal).
Hog/alpha Wolf: get 6 hunks of meat. get 6 meals. @20% get 7 now. @40% get 8 now. @60% get 9 now. @80% get 10 now. @100% get 12 now.
Deer/wolf get 5 hunks of meat get 5 meals. @20% get 6 now. @40% get 7 now. @60% get 8 now. @80% get 9 now. @100% get 10 now.
Chicken: get 2 hunks of meat get 2 meals. @20% none extra. @40% none extra. @60% get 3 now. @80% none extra. @100% get 4 now.
Rabbit/Snake: 1 hunk of meat from each. @20% none extra. @40% none extra. @60% none extra. @ 80% none extra. @100% get 2 now.
Why hunt the wee animals when I get more bang for the buck from the larger ones?
If I am needing to hunt the wee animals, I don't expect them to satisfy my needs, but only enough to get by.
IMO They don't really need to do the harvesting perk like it is either. Use the "destroy" part of the harvesting mechanic.
Perk lvl1 get a 50% chance to get 1 extra meat from harvesting an animal (upon destroying it). Ex: So a snake will 50% of the time give you 2 hunks of meat.
Perk lvl2 get 1 extra meat. *So now any animal will produce 1 extra meat no matter its size* Ex: Snake produces 2 meat now.
Perk lvl3 get a 50% chance to get 1 extra meat upon destroying. Chance for 1 additional extra hunk of meat. Ex: So if it hits. A snake will produce 3 meat* if not you still get 2 meat from it.
Perk lvl4 get 2 extra meat. Now any animal gives 2 extra meat no matter it's size. Ex: Snake will give 4 meat from it.
perk lvl5 get 3 extra meat. Now any animal gives 3 extra meat no matter it's size. Ex: you are so good a butchering you get 1 extra bonus meat from a snake to make it a total of 5 hunks of meat.
(adjust the recipe to reflect. 1 hunk of meat = a basic meal)
Seeing '50' meat gives the false impression you have 50 meals, when in reality you only have 10 meals. *Yeah, I know. I play the game and still it gives me the "This is just weird" thought.
You'll get just as many new people going WTheck?! Why does it take 5 hunks of meat just to make 1 meal?
^ all I can go on is the small amount of people I get to play the game giving me the same reaction is all.
This is already a thing in Debug Mode. It doesn't make sense in a survival mode though because you can erect a base quicker than game design would want you to.
You still have to gather the ressources, which is the most time intensive task, and upgrade the blocks individually. I don´t think it would scew balance significantly. And if it does it could be adjusted over the crafting timers of frames, or else. So I think that argument is invalid.
Is it possible to mod that debug feature into survival mode?
You still have to gather the ressources, which is the most time intensive task, and upgrade the blocks individually. I don´t think it would scew balance significantly. And if it does it could be adjusted over the crafting timers of frames, or else. So I think that argument is invalid.
Is it possible to mod that debug feature into survival mode?
I think it's completely valid, especially depending on base size... I build prefabs for fun, and it's SUPER DUPER easier/quicker (and by a significant amount) when I place large amounts of blocks at once... but I kinda think that's exactly what you're looking for, otherwise, what IS the benefit? Using your own argument, if it's not a time intensive task, then why do you want it? =)
But to answer your question, unless they separate a console command to enable poi building mode in which you can then assign it an access level, I don't think there's a way to "enable" it per say, in survival mode.
The campfire with the orange smoke is a nice idea for a quest starter. Before reading that one, I was thinking clear quests could have a dead relative to the home/business owner at the entrance that you would loot for instructions/start of quest. After activating, there may be a chance that dead-quest-activating zombie could get up and start chasing you. The instructions might include a timer before a wandering horde interrupts you, seeing as a gunfight ensued prior to your arrival and nearby zombies have been drawn to the noise. I like the sleeper zombies just fine, but before they were introduced, I had hoped there would be zombies you could loot with the same textures so that you wouldn't know if any particular zombie in a poi was a loot bag or a sleeper.
I think it's completely valid, especially depending on base size... I build prefabs for fun, and it's SUPER DUPER easier/quicker (and by a significant amount) when I place large amounts of blocks at once... but I kinda think that's exactly what you're looking for, otherwise, what IS the benefit? Using your own argument, if it's not a time intensive task, then why do you want it? =)
But to answer your question, unless they separate a console command to enable poi building mode in which you can then assign it an access level, I don't think there's a way to "enable" it per say, in survival mode.
It may be time intensive, but again could be adjusted over many factors. It´s just not fun, a mind numbing chore for me, that´s what I want to skip, not time per se. And most people have fancy designs for their bases, so there is still plenty of areas in any given base that require single block placement.
yeah, perfectly fine with it. I expect needing to invest higher in the skill in order to receive that 1 extra hunk of meat from Chicken, Snakes, and Rabbits
The harvesting perk is still working imo.
(if they keep the same harvesting % increase *I would still change it though*)
Bear: get 7 hunks of meat. 7 meals. @20% get 1 extra. @40% get 2 extra, @60% get 4 extra. @80% get 5 extra. @100% get 7 extra (just using the whole not the decimal).
Hog/alpha Wolf: get 6 hunks of meat. get 6 meals. @20% get 7 now. @40% get 8 now. @60% get 9 now. @80% get 10 now. @100% get 12 now.
Deer/wolf get 5 hunks of meat get 5 meals. @20% get 6 now. @40% get 7 now. @60% get 8 now. @80% get 9 now. @100% get 10 now.
Chicken: get 2 hunks of meat get 2 meals. @20% none extra. @40% none extra. @60% get 3 now. @80% none extra. @100% get 4 now.
Rabbit/Snake: 1 hunk of meat from each. @20% none extra. @40% none extra. @60% none extra. @ 80% none extra. @100% get 2 now.
Why hunt the wee animals when I get more bang for the buck from the larger ones?
If I am needing to hunt the wee animals, I don't expect them to satisfy my needs, but only enough to get by.
IMO They don't really need to do the harvesting perk like it is either. Use the "destroy" part of the harvesting mechanic.
Perk lvl1 get a 50% chance to get 1 extra meat from harvesting an animal (upon destroying it). Ex: So a snake will 50% of the time give you 2 hunks of meat.
Perk lvl2 get 1 extra meat. *So now any animal will produce 1 extra meat no matter its size* Ex: Snake produces 2 meat now.
Perk lvl3 get a 50% chance to get 1 extra meat upon destroying. Chance for 1 additional extra hunk of meat. Ex: So if it hits. A snake will produce 3 meat* if not you still get 2 meat from it.
Perk lvl4 get 2 extra meat. Now any animal gives 2 extra meat no matter it's size. Ex: Snake will give 4 meat from it.
perk lvl5 get 3 extra meat. Now any animal gives 3 extra meat no matter it's size. Ex: you are so good a butchering you get 1 extra bonus meat from a snake to make it a total of 5 hunks of meat.
(adjust the recipe to reflect. 1 hunk of meat = a basic meal)
Seeing '50' meat gives the false impression you have 50 meals, when in reality you only have 10 meals. *Yeah, I know. I play the game and still it gives me the "This is just weird" thought.
You'll get just as many new people going WTheck?! Why does it take 5 hunks of meat just to make 1 meal?
^ all I can go on is the small amount of people I get to play the game giving me the same reaction is all.