It is not a mass multiple player game, Trading is not part of this concept. That is why they nerf the Trader so much. So I think for this game scope it is good trading system.Not cool dude... not cool
It is not a mass multiple player game, Trading is not part of this concept. That is why they nerf the Trader so much. So I think for this game scope it is good trading system.Not cool dude... not cool
Don't hold your breath (ha irony)There is a chance, but how big it is we will find out when water get fixed![]()
E hasn't vacuumed things up in a few alphas. It does drag them to you but you have to E mash and target every single item to actually get them into your pack. I miss this feature while mining after a gravleancheYou hold E and it vacuums things up too you know.
Madmole, please ignore this loon.Killing zombies is riskier but should the reward be greater xp? Isn’t the reward a cleared and safe area or loot that was guarded but is now available? If you are just out hunting zombies to farm xp that seems counter intuitive to survival unless it was a job assigned to you by the trader for a valuable reward. IMO, no xp reward simply for killing zombies is best. Xp for completing a mission to clear them yes. Otherwise the reward is removing them as an obstacle to your objective. Nerfing zombie loot was a good step. Now xp needs to follow.
I mean, Borderlands have a trading system and its a 4 player coop max. Diablo, Titan Quest, Sacred, Torchlight, etc. Non of those are MMO, all of them have trading system, so i don't know what you mean.It is not a mass multiple player game, Trading is not part of this concept. That is why they nerf the Trader so much. So I think for this game scope it is good trading system.
True.E hasn't vacuumed things up in a few alphas. It does drag them to you but you have to E mash and target every single item to actually get them into your pack. I miss this feature while mining after a gravleanche![]()
Yeah staring at a menu waiting for both players to drag and drop items and both click I agree when zombies are coming is a speedy way to do it lol. We're not adding easy ways to do stuff you can do already which actually heightens the experience IMO. Chasing the bandage down the hill in a frantic moment is what this game is all about.Let me try to help.
Usecase:
As a player, I want to be able to trade items directly to another player, so that in dire situations we can switch items between eachother with relative speed and ease without dying.
I put in a ticket for that a while back.Oh my God! I want it, I need it, I want to taze people!!! Please!
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Can we please please please get a drawbridge that is an odd number wide? 3 or 5? OR a door that is 2 blocks wide ... either would work.
You obviously didn't pay the dukes protection fee so they beat the tar out of you, took your stuff and left you for dead and one of Noahs couriers found you and put that note on your body (haven't you read the tutorial), and gave you some supplies for when you wake up. Obviously they weren't giving you the shirt off their back.And why we're naked. I really want to know why I'm naked in the middle of nowhere. I mean, I like to think that I have enough sense that if there's a zombie apocalypse i'm not going to run out of the house in my underwear carrying a jar of water and a can of chili. I'd at least have shoes.... And where those air supply drops come from ... obviously there's someone still alive out there who's nice enough to make air drops .... why aren't they coming and picking me up and getting me the heck out of there?
Yeah I don't think there is any problem with the current balance for xp distribution. You can gain xp doing whatever you like now in decent quantities.I believe he gave you a serious answer to your post. He was quite correct, Mining, Harvesting Resources, Farming ... all give GOOD experience now. Killing zombies isn't the only way to get experience any more. No, you don't get 600 xp for killing a single stone ... but you can kill a lot more rocks and plants in a short time than you can kill zombies, especially in early game.
No, you're not going to get experience just from walking from point A to point B ... but if you loot containers and chop down trees or rocks while you're walking from point A to point B you'll get much needed resources AND experience.
The point of this is that people don't HAVE to just kill zombies to be able to progress ... if that's what you LIKE to do ... then go for it. But they've given a viable alternative to support players. And I'll be completely honest ... it takes a bit of time, but once I get my garden up, and get a few ranks of the farming perk ... I make MORE experience harvesting than I ever did from killing zombies. I've made 200 levels doing almost nothing but farming and mining and building. And I **LOVE*** that.
I'm sorry you're not able to find the balance you want from the game. Maybe you're just not giving it enough of a chance?
You can change eye color and change nose width and whatnot.Hey Fun Pimps, I was wondering if there is going to be an updated character customization system. Character customization in this version only allows you to customize size of body/face without changing eye types, nose types, mouth types, etc. Thanks for all the hard work and dedication to make this game what it is now.
Aim higher.Meh, I don't really care that I cant take the traders farm. I really do not like the punch mechanic though because it is far too easy to target seeds rather than the plant you want to take. It just creates random annoyance without any gains.
I would be happy if seeds had to be picked up like crafting stations though. Hold e to 'dig' your plant back up.
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Racist![]()
I kid I kid. Made me do a double take.
The air drops are Noah spreading the good will to survivors so they join his cause against the Duke.In regards to player spawn state (naked) and airdrops, you guys are looking way too deeply into things. Spawning naked is a simple mechanic that gives the player a sense of progression as far as getting some gear together. Plant fiber should have more downsides though, like an itchy buff that makes you stop and scratch every now and again to encourage the player to either take some anti-histamines or to find some dead guy's Wranglers.
Airdrops are an event that makes the player stop what they are doing to go after a sudden goal. Airdrops in my opinion, should be randomly based as far as time of day goes (Imagine having an airdrop spawn in the middle of the night, suddenly you have to weigh risk vs reward. That's good) and the gear inside should be a lot more varied.
Is this going to be canon in the game?The air drops are Noah spreading the good will to survivors so they join his cause against the Duke.
Aim higher.
Ok now lets get technical. Are you comparing unperked killing versus unperked gathering/building? I'm feeling that you perked into combat and got a lot of xp because you like doing that and perking into it makes sense. If you have high quality tools, and the construction/gathering perks the amount of XP you get building is fairly OP. So I think it is fairly balanced and your use case is a fighter dabbling in construction.That has not been my experience, at all. It is still much faster to level up by killing zombies than it is to do anything else, especially looting and harvesting. In my experience, roughly 3-4 days harvesting and looting is equivalent in XP to one day of killing zombies (in-game).
This was far worse in earlier A17 versions, and has definitely been improved in A17.2, but it's still unbalanced in favor of zed-killin'.
Having said that - killing zombies puts you at a far greater risk of death than looting or harvesting, so maybe that's appropriate. No risk, no reward. So if TFP don't rebalance this again, I'm not going to be too upset.
No xp for killing zombies? Thats a horrible idea. What if down the road we get options to disable traders? I want to play an all snow rwg world with no traders for a hardcore play through and I'd need my xp from killing zeds.Killing zombies is riskier but should the reward be greater xp? Isn’t the reward a cleared and safe area or loot that was guarded but is now available? If you are just out hunting zombies to farm xp that seems counter intuitive to survival unless it was a job assigned to you by the trader for a valuable reward. IMO, no xp reward simply for killing zombies is best. Xp for completing a mission to clear them yes. Otherwise the reward is removing them as an obstacle to your objective. Nerfing zombie loot was a good step. Now xp needs to follow.
It never had an identity crisis, we let one guy squat on AI/VEHICLES/BUFFS/AUDIO for way too long with no progress. Buffs were an integral part to doing the skill system we always wanted to. All we could manipulate then was health and stamina, now we can manipulate anything. What we wanted was A17. Its not balanced yet, but its getting there. We got Faatal and the AI and vehicles rock now, and we had robert redo the buff system, and a new guy for audio. We hired a guy to do the perk system and it was supposed to have been done in June and then he quit in September and I got handed the mess and redesigned it and implemented it in 2 months. So I did a 6 month system in 2 months, so no wonder there was some backlash and balance issues.That's your opinion, here's mine:
I think zombie exp is fine and here to stay and I also think there should be more zombie loot. Back when this game was more survival horror I would have agreed with you but that changed when this game became more RPG. This game is now closer to Skyrim/Diablo than Resident Evil/Project Zomboid and all this exp shelling is the bed The Fun Pimps made when they went in their current direction. Now people want to level up and unlock cool perks, and have gotten accustomed to being rewarded towards that endeavor by doing almost everything in the game.
This game has had a mini identity crisis for a while and seems like it didn't really know what it wanted to be until recently. So I say go full tilt and give us more ways to get exp, a lot more zombie loot, better looting game, scarier dungeons, more diverse biomes and etc. Expand on what we got now instead of trying to change the game again, especially this late in it's development.
Please also give some love to the tools. In my opinion, these have not been given enough attention in A17.More specialization, new weapons to fit attributes, better balance, incentives to loot and more clearly defined player archtypes should be a lot better.