Don't do dumb MMO ideas please.yes those would be great!
with all the outhouses in the game, try adding the outhouse quest like the one from WOW called "Doing your Duty"
you had to go to a Lodge and you take the Anderhol's Slider Cider (Maybe another various of Grandpa's Elixir?) and use the nearby
outhouse to retrieve the Partially Processed seeds. or get some sort of reward related to a rare plant or crop or something!
Where do they mill new baseball bats after the apocalypse? Same for gun smithing sites? The original bases should be over-run or otherwise inaccessible without prior clearance.Probably the durability would be better, but I feel like postwar weapons would be a lot more effective at zombies killing since they could be specifically made for that purpose. Maybe that could be reflected by an increase in available mod slots.
From what I saw going into the 'modify' screen the machete was a hair faster when the mods were the same for both it and the fireaxe.Interestingly, enough if you compare a machete vs steel fire axe. Go with the steel fireaxe and compare the stats. Not only does the steel fireaxe deal more damage than a machete, but it also swings faster as well. I mostly see blades as a weapon for stealthy characters, especially if you have perked out in the "cut in the wounds" or something like that, at max level it has a 100% chance to cause a bleeding effect on NPC's. Hit zombie once and let it run out. While with a club it's more of a brute force weapon, knock em down and keep em down, one hit, two hit.
If you gave us enough points to max out everything though, like we asked many times..Thats not very efficient maxing out both light and heavy armor perk trees though.
Industrial manufacturing is not designed for quality but to produce high quantities at low cost. Therefore, the quality of one-off products is usually better than that of mass-produced products.Where do they mill new baseball bats after the apocalypse? Same for gun smithing sites? The original bases should be over-run or otherwise inaccessible without prior clearance.
A custom built "aluminum bat" will be inferior to a machine shopped one every time. There should be a "make = find" dynamic and it should be directly tied to what MM was yelling about a few alphas ago, "Risk = Reward."
giveselfxp <number>If you gave us enough points to max out everything though, like we asked many times..
This. The shotgun is subpar when dealing with later gamestage. And by subpar I mean it blows lolIf the shotgun is going to be the weapon of choice for the brawler playstyle, it's going to need some love. I maxed out all gun perks and had a full modded lvl 6 shotgun and it never felt "good" at end game.
I would buff the range, shell capacity and rate of fire to make it feel viable endgame.
Please add this madmole.That might be the way, I always loved those.
I'm no expert... But chopping wood with a machete??!? That's definitely not what that thing is for...Blades strike me (ha!) as more multi-purpose weapons. The hunting knife should be really good for gutting carcasses, because that’s what it’s for. The machete should be really good for chopping wood, because that’s what it’s for. In other words, I think you’ve got the right idea that they can save you an inventory slot, but maybe the tradeoff there isn’t balanced in vanilla.
It always depends on the individual. For example, I have more fun building bases and collecting resources than killing zombies and looting POIs. Having the freedom to do what you enjoy the most is one of the features that makes this game special.Yeah, but gameplay wise that's boring.
I did research this for ComSenMod, to make sure my change to make the machete as good on wood as an (iron) fire axe was reasonable, and I believe it was. What I'm getting at is, at a more basic level, a machete is as much a legitimate agricultural tool as it is a weapon. I think when we're immersed in zombie lore, we can lose sight of that. But thankfully this game has zombies and crafting/building, so it comes up. It's reasonable for the player to expect a machete to work well as a tool - better than, say, a cavalry sword that isn't designed for plants at all.I'm no expert... But chopping wood with a machete??!? That's definitely not what that thing is for...
Bushes, plants, sticks, grass. Yes.
Wood. No.
At the risk of pedantry you are correct that a machete is generally used for cutting through undergrowth. A significant portion of that undergrowth consists of bushes and sapling which are... largely... made of wood.I'm no expert... But chopping wood with a machete??!? That's definitely not what that thing is for...
Bushes, plants, sticks, grass. Yes.
Wood. No.
Any thought given to adding a visual indicator for MOB bleeding? No way to tell currently if one has made an animal or zed bleed.I don't know I prefer blades and use a fireaxe. It has far superior range than clubs, does massive damage and you can just walk away while they bleed out and die. Apples to oranges IMO.
I would guess the difference is between speed and impulse/mass. The machete is able to swing at high speed making it possible to cut branches who tend to be flexible and simply evade a relatively slow moving fire axe. It doesn't work well with hard or laminar wood though as you need impulse to get deep into the woodAt the risk of pedantry you are correct that a machete is generally used for cutting through undergrowth. A significant portion of that undergrowth consists of bushes and sapling which are... largely... made of wood.
You'll not be cutting down the mightiest tree in the forest with a machete but if it can't get through a few reasonably thick branches either you need to sharpen it or you're not swinging it hard enough.
Yeah, that sounds about right. With all cutting edges being equal the varying factors are velocity and mass. A hand axe of similar size to a machete tends to be a lot heavier and carry its weight towards the axe head whereas a machete has the centre of gravity closer to the pommel.I would guess the difference is between speed and impulse/mass. The machete is able to swing at high speed making it possible to cut branches who tend to be flexible and simply evade a relatively slow moving fire axe. It doesn't work well with hard or laminar wood though as you need impulse to get deep into the wood
The fire axe on the other hand has the bigger impulse, good for massive trees and doors or walls, anything that doesn't soak up the impulse through yielding.
my suggestion was to use ranks of heavy/light armor perk to reduce that mobility penalty, not cardio. why use 1 perk branch when 2 would make the choices matter more?I see what you mean. I think its close but might need a little love yet. Another way to handle it is not affect movement speed much in light or heavy, but affect sprinting stamina drain instead, then you can move fast for a bit, but it will cost you. Right now I literally remove my armor to travel because its so slow until I get a vehicle. Then with perks like yeah cardio you could travel in armor at least.
No.giveselfxp <number>
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