I'm not knocking your suggestion, only your objection. Survival is about making do with what you have. You can't guarantee things, so you will have to adapt. Item degradation and broken stations are along those lines. TFP already has given people other avenues for overcoming these obstacles, and that's good enough.Or you could stop punishing players for playing the game. Not even Dark Souls has item degradation. Listen, you people are far too concerned with how other people play your game. Eliminating OP loopholes is one thing. Purposefully making the game play punitive and passing it off as difficulty is another.
I actually like the idea of degrading tools. It is a survival game afterall. Plenty of other games also use degradation as well. Just because you don't like it doesn't mean others don't. If they decide to change something your always free to mod it out.Or you could stop punishing players for playing the game. Not even Dark Souls has item degradation. Listen, you people are far too concerned with how other people play your game. Eliminating OP loopholes is one thing. Purposefully making the game play punitive and passing it off as difficulty is another. No one needs T6 items anyway. Why not make an elaborate quest line where you need to do a string of favors for various NPCs/Traders in order to achieve the ability to craft T6 items. Players will be presented with the quest once they have achieved the ability to craft T5 items.
Example:
Making trader workstations RNG broken is punitive and not fun. The outcome is set. If they are broken there is nothing you can do about it.
Making all the trader workstations broken by default until you do a specific quest for the trader is value added game play that presents the player with a choice.
Currently, the only kind of quests in the game are Bethesda style radiant quests. When there is nothing left in a Bethesda game but radiant quests, the game is over.
Does that one work with no dmg?Even the ones with height splitted in 2 blocks are too steep for vehicles and will take damage - so in A18 the 4block set was included.
No vote on item degradation. TFP's been taking out tedious functions of the game each alpha no need to add a new one. Why even bother with random stats if it's going to break eventually anyway?
As a pure melee build I often wonder why this was never addressed. The zombie hand reach has remained the exact same over multiple Alphas. It doesnt make sense how you can swing a bat and whiff a zombie but at the exact same time and distance a zombie can be in mid swing and hit you.Melee needs work. When I'm backing up and I power attack with a sledge hammer and miss the zombie shouldn't be able to hit me when we attack at the same time. I'm moving away from his attack. I have a weapon which gives me what...2 or 3 feet more range. Yet the zombie can score a hit and I can't?
well Dark souls are completely different genreOr you could stop punishing players for playing the game. Not even Dark Souls has item degradation. Listen, you people are far too concerned with how other people play your game. Eliminating OP loopholes is one thing. Purposefully making the game play punitive and passing it off as difficulty is another. No one needs T6 items anyway. Why not make an elaborate quest line where you need to do a string of favors for various NPCs/Traders in order to achieve the ability to craft T6 items. Players will be presented with the quest once they have achieved the ability to craft T5 items.
Example:
Making trader workstations RNG broken is punitive and not fun. The outcome is set. If they are broken there is nothing you can do about it.
Making all the trader workstations broken by default until you do a specific quest for the trader is value added game play that presents the player with a choice.
Currently, the only kind of quests in the game are Bethesda style radiant quests. When there is nothing left in a Bethesda game but radiant quests, the game is over.
The dead horse begins to twitch! Hold her!!! :chuncky:Sounds like a great mod. The current repair and degradation system is shippable.
Damn Straight! That would be an awesome mod.Sounds like a great mod. The current repair and degradation system is shippable.
Yeah, pretty much. That's what Joel was talking about.I will be happy if you reach that stage then - every shape can be selected. The Block tool selecting shapes itself is a very nice addition! :smile-new: Now only all block types have to be included in the lists...
just use land claimed block!gas generators and battery generators should be able to be moved without a land claim:jaded:
MM said the reach is adjustable in the xml but when I went to look, damn if I couldn’t find anything but most of that stuff in the xml I don’t understand anyway. I’d love to tweak by xml but if I can’t figure it out, I’ll have to grab your modlet. The reach really needs tweaked because it does not match animations & hasn’t for several alphas....better than A15 but still needs adjusting.As a pure melee build I often wonder why this was never addressed. The zombie hand reach has remained the exact same over multiple Alphas. It doesnt make sense how you can swing a bat and whiff a zombie but at the exact same time and distance a zombie can be in mid swing and hit you.
I have a modlet that requires no work on a users part in the Mods section under my name, it reduces the hand range slightly so that it is not as frustrating to melee at close range. This also works wonders on servers that experience hit lag. Not sure if I am allowed to link it here but it should be easily findable if interested.
We've discussed at length a new fracture system that did collateral damage to adjacent blocks but I don't know if we'll ever do it, we should leave some things for the sequel.Nvm, we're on the same page.
I've heard a few complaints about the "pickaxe that does 249 damage" situation, maybe the damage to surrounding blocks would be based on how much you overkill the block on the last swing.
Should there be zombies that have this power too?
Yeah, pretty much. That's what Joel was talking about.
Right now it's just too tedious when the setup for every block is always the same so it could be coded to auto-multiply them.
It would be nice to have a density tool for terrain shaping.Check this design out: