You mean that the max stamina degradation is now so low?Lol dude, I have never in A16 or A17 made a farm. Like, at all. I think a lot of crying was because you made a big oops-oops with max stamina degradation, not because of food.
No I meant that there was a version of A17e where you would be drained of maximum stamina within half a day, doing menial things. Thus you had to eat like crazy. But that's not related to the overabundance of food of course.You mean that the max stamina degradation is now so low?
Well, there were rivers of tears about it being as high as it was...
That would be an improvement to my mind. The penalties for death may have to be raised in other areas to compensate. Basically, you can penalize the player as much as necessary if the effects aren't felt until morning. Just please don't punish the player for dying by throwing them back into battle - the same battle they didn't survive the first time - with even less chance to survive the remainder of that battle, over and over again. Death loops are hellish in principle. If you're knocked out early in a boxing match, they don't take out your mouth guard and make you keep fighting through twelve rounds. They call the match complete, and you accept defeat.Add a drop nothing on pve death and make it default? would solve the problem, currently you need to do it via mods unless running a server, as its currently not in the options. Could even set it to only apply during horde night hours 22:00 till 4:00 am, if having it always active is too much.
Yes! the basic idea is that experience points can not only get but also lose.Experience points can also be taken away if the player fails the traider quest )))
Dead is dead is not hardcore in my eyes. These players avoid the higher gamestages and start over with the easy zombies.Eventually I'd like to do dead is dead, and a version with lives. Maybe lives are bought with perks. So you waste perk points buying a spare life but its costing you valuable progression to have a spare life or two sitting there. Dead is Dead is pretty hardcore, I'd like some way to keep going but pay a steep price for it. 50k dukes, or lose 10 levels, etc.
Maybe at some point, we are tying hit points to your level now, so the death penalty might need some work.
It's not the difficulty, it's the fear.<snipped for space>
Entirely true.A game with an ironman type permadeath should make 100% sure that the death was not caused by a glitch, bug or unfair gamemechanic.
It would require a UI change to make it clear, especially if you want to be able to specify how many of which alternate items you want to use in a recipe. For the vanilla game, there are only a couple of places where it would really help - like glue for instance. Right now, we can only make glue with murky water. We could have a second recipe to make glue with clean water but then there are two "identical" recipes in the list and you have to make sure you get the right one. It's not a big deal but it would be a nice QoL improvement as well as giving the game a bit of polish.Maybe I'm misunderstanding, but if there’s only one recipe shown in the UI, how does the player know what the alternative ingredients are? The last thing we want is to further hide how to do things.
All it would really take is having a description key added for a recipe, rather than always using the output material as name. Even better if an alternative icon could be set, or overlay for the icon. But this probably is not in scope at all, though not sure what will happen with the icon overhaul they are doing.It would require a UI change to make it clear, especially if you want to be able to specify how many of which alternate items you want to use in a recipe. For the vanilla game, there are only a couple of places where it would really help - like glue for instance. Right now, we can only make glue with murky water. We could have a second recipe to make glue with clean water but then there are two "identical" recipes in the list and you have to make sure you get the right one. It's not a big deal but it would be a nice QoL improvement as well as giving the game a bit of polish.
Where it would really change the game is in modders' hands because new items and recipes are a huge part of what modders bring to the table. Creating a more powerful framework for them to work with would open up a lot of possibilities for mods.
My only concern with having animals eat crops is that it could turn a garden into a meat delivery service rather than a control on farming output.Regarding farming, I believe it can’t be balanced by just changing some numbers. The math doesn’t work out.
Under the current system, crops grow exponentially. That’s in opposition to a progressive learning curve, where things start easier and get harder over time. No matter how you adjust that exponential curve, it’s going to be too hard for players at the low end of the curve or too easy for players at the high end of the curve. You'll never find values for vegetables per stew or yield per plant that accommodate both ends of the spectrum.
Now, you can dismiss the problem by concluding that you shouldn't bother fixing it because food isn't a big part of the game, or that experienced players are just too good to be worth balancing the game for them. But I would point out that other parts of the game do have a balanced progression curve, namely the game stage and heat systems. These systems already accommodate all kinds of players well, from the 10 hour player to the 1,000 hour player, by scaling the zombie threat based on how successful you’ve been.
Farming could draw inspiration from these systems to have its own progression curve. What's critical is that there be some mechanism whereby the more plants on your farm, the more challenge you're given. This could take many forms. I would favor a system directly analogous to the above, where rabbits and deer attack your crops, and their number and frequency is related to the number of plants making 'heat' in a chunk.
Most of the pieces for that, both art and code, you already have. And that's good in part because it means there's gameplay there you already have, too. I.e. there would already be different ways to counter animals attacking your crops. Whereas if crops randomly die for no reason, what does the player do about these random failures? Buy a perk? Engage in some new farm-specific gameplay you have to code? Nah. Just lean on the tower defense, traps, gunplay etc. you already have.
But again, I'm not attached to animals eating crops in particular. I'm just looking for some way that a bigger farm is harder than a smaller farm.
1) Make another set of animals. Call them Infected Deer, Infected Boar, etc.,My only concern with having animals eat crops is that it could turn a garden into a meat delivery service rather than a control on farming output.
It was kind of silly, though the game was less "realistic" at that point in its development anyway so it didn't seem so strange then.The thing I fear about the zombie crop trampling is that it would be just like it was before it was removed. I never played the game during that, but from what I've seen in videos, the zombies seem to actively seek crops out. I find that a little ridiculous and against their nature. A trampling mechanic if something like a zombie, horde, animals, or a vehicle goes over them, fine... but to make the crops targets for zombies is silly.
Well, now the problem again goes back to the first point of them being a meat delivery service, but instead for sham chowder and hobo stew.1) Make another set of animals. Call them Infected Deer, Infected Boar, etc.,2) The infected types, are the ones that eat your crops and are aggressive; Will attack if provoked. They have very small amounts of fresh meat the player can harvest from them (if any), the rest is rotten or infected meat.
3) The infected types come during wandering horde and blood moon events.
4) The out in the wild found deer's are not infected. They have the standard amount of meat you can harvest.
Hobo stew is the only thing you can use rotten meat in a recipe. At least from what the 17.3 recipe xml say atm, and that can't be opened up till you use points to get it.Well, now the problem again goes back to the first point of them being a meat delivery service, but instead for sham chowder and hobo stew.