I must disagree. Strategically, I think it’s very beneficial to keep points in reserve and spend them just when you know you’re going to get good use out of them. For instance, there’s no benefit to lowering the buried treasure radius before you’re even on a treasure quest. Though they do seem to be iterating on perks, so that more of them are useful all the time.Well it's not like the skill tree is a moving unit so if you have any planification going on you really don't need any spare points "in case of". At least not a dozen of them that's for sure.
Aesthetic justice is a great term, haha.Agreed. I thought with the last graphics overhaul, they would have included characters. At this point the characters aren't doing the rest of the game aesthetic justice.
Just remember, using what you find is a cornerstone of survival. Too much choice and excess are luxuries which work against survival.There are all these different archtypes now so its not about using what you find, its about finding what you want to use, so everything now drops equally. And if you don't like it, scrap it to parts and sell it or save your parts up for a good weapon. A brown weapon T2 weapon only sells for about 40 dukes if its in pristine condition, so I don't really see the issue with finding lots of guns. Its America, most people have at least 10 guns.
Exactly this.Just remember, using what you find is a cornerstone of survival. Too much choice and excess are luxuries which work against survival.
I mean, I know we all want choices. But RNG should still be a factor, making some choices easier and some choices harder in a given game. If the player doesn’t have to take what they can get - if they can dismiss low-hanging fruit, at least in the early game - it’s not a survival game anymore.
Made me lol!I hear this on a regular basis but thanks.
If you can spare some of that acid, I could more accurately determine the rock type.*Pours acid on his eyes*
Yeah I know.. it's tough to find underwear which fits.Looks cool, but seems too big, like game-changing big.
7DTD expansion: 7 Lunar Cycles to Die?Bad idea, everyone knows that there are nazi zombies on the dark side of the moon.
I think the current design for A18 supports that. Anything that isn’t a weapon type you have perked into is garbage. Anything you scrap that is not what you are looking for to match your chosen perk tree will scrap into specific parts that won’t help you. Selling that stuff to the trader gets you some coin but not very much.Just remember, using what you find is a cornerstone of survival. Too much choice and excess are luxuries which work against survival.
I mean, I know we all want choices. But RNG should still be a factor, making some choices easier and some choices harder in a given game. If the player doesn’t have to take what they can get - if they can dismiss low-hanging fruit, at least in the early game - it’s not a survival game anymore.
And here we see the fundamental flaw. Certain weapons should be more powerful!I think the current design for A18 supports that. Anything that isn’t a weapon type you have perked into is garbage.
this describes it pretty well already... but it doesnt explain why "all weapons are garbage until you specc into it" is a bad designchoice.I mean, I know we all want choices. But RNG should still be a factor, making some choices easier and some choices harder in a given game. If the player doesn’t have to take what they can get - if they can dismiss low-hanging fruit, at least in the early game - it’s not a survival game anymore.
Baseball bat parts.. for real???I think the current design for A18 supports that. Anything that isn’t a weapon type you have perked into is garbage. Anything you scrap that is not what you are looking for to match your chosen perk tree will scrap into specific parts that won’t help you. Selling that stuff to the trader gets you some coin but not very much.
So you will be getting lots of weapons but most of it won’t be relevant to what you want. You can certainly use it but only at its most basic stats which are randomly generated for every weapon.
Case in point: In my most recent restart I found the baseball bat schematic on day one so that clinched me going with a strength build specializing in clubs. The baseball bat is an awesome weapon so of course I wanted to get one crafted but the recipe is insane and only can be done using baseball bat parts.
Just like everyone has noticed, I found lots of weapons in the next couple of days but none of them could be broken down into baseball bat parts so —not useless exactly but not helpful towards getting what I really wanted.
There is a real psychological bond that you form with the weapons you’ve perked into but don’t have yet. Nothing else is good enough so it creates a type of scarcity amidst the abundance. Yes, you’re finding lots of weapons but you still feel like going out and searching for the right ones for you and there are so many that it makes the specific type you’re looking for more rare.
Yeah, I hope that it isn't like I am thinking it is. I don't want to collect baseball bat...parts!?!? in order to initially use it.Baseballbat parts.. for real???
He said recipe, that does not sound like attachments or mods at all...Yeah, I hope that it isn't like I am thinking it is. I don't want to collect baseball bat...parts!?!? in order to initially use it.I am hoping it's more along the lines of mod attachments..
Like a Weighted 'knob' mod, to make it swing faster.
or spike attachments for the barrel, for extra damage and increased bleeding effect.
or grip tape. Stuff like that..
I am still holding out and hopingHe said recipe, that does not sound like attachments or mods at all...
would make the world feel more persistent and "natural" - and less trivial, gta-random style.Any thoughts yet on adding simple enemy nest spawns in a future build?
This could add some interesting dynamics and challenge to random areas like the possibility of a dog pack that runs in a city, or a bear that has a territory in the woods.
I'm imagining an invisible helper block that acts somewhat like a spawnpoint for sleepers over an area, keeping track of NumberOfMembers and is destroyed when the member count is reduced to zero.
In the case of a bear nest in the woods, it would simulate a bear patrolling its territory. Until you kill the bear, there will always be an increased chance of a bear being somewhere in that vacinity.
In the case of a dog nest in a city, if you run away without killing the entire pack, you will still need to deal with remainders when you come back. The helper block could also replenish the pack by 1 more member every game day up to a max member count so hunting down every last one of them would be beneficial if you want to safely extract resource from that area.
Would work much the same as spawns in a POI, but out in the world, covering a larger area.
Sort of puts the possibility of "Boss Battle" confrontation outside of POIs and into parts of the map; to be conquered or otherwise avoided until you are stronger.
"Hey guys we are removing gun parts because they are kind of useless and bad design"He said recipe, that does not sound like attachments or mods at all...
I mean... when his mommy trolland and daddy trolland really really wished hard... then came the bees and the fl-...speaking of the troll face how did someone come up with trolland?