Laz Man
Fun Pimps Staff
Haha, good point. There should be a GPS perk in the int tree or book...You can't be stupid when you choose the intel branch![]()
Haha, good point. There should be a GPS perk in the int tree or book...You can't be stupid when you choose the intel branch![]()
I think Junk turret is fine. It's great against single targets but ok against multiple targets. It also requires a lot of skill points to level up unlike melee and ranged weapons.The junk turret is OP against animals. Example, use it on a zombie bear, put it down, sit and relax. Zombie dog gets killed in 2,3 shots.And that is unperked into Turret Syndrom and an unmodded turret.
It is mostly the stun effect that is so powerfull and should be tuned down. But I think it should also do less damage to Animals. Or at least against the Zombie Dog
Mechanical parts and springs easier to craft and find? In this case, they should be removed. Heck, whenever I see the word easier in this forum, I'm getting a year old. Now I'm 157 but I'm hanging on."Mechanical parts and springs are not craftable"
This is a very,very bad move devs. You should make mechanical parts and springs easier to craft and find, not the other way around. There are many items that use mechanical parts and springs used to be expensive as well.
I just wanted to agree whole-heartedly/The Crossbows, blunderbuss, and Hunting rifle (all single shot, auto reload weapons) when fired from ADS mode, lock you into ADS mode, if you dont want to be locked into that you have to cancel the animation.
It can become disorientating, and hinders normal movement and view, especially with a scope equipped.
MM had said he made a ticket to see if we could get the option to disable auto-ADS. I dont know if that worked out, but the single fire weapons I think should be tested a bit if you dont already know what I mean.
From a balancing perspective these weapons are already not the most preferred, the added awkwardness to combat this causes I believe should be looked at.
A potential fix would be either a menu option to disable all auto-ADS, or like we used to have, tap RMB to auto-ADS, hold RMB for only manual-ADS with no lock in.
So which do you think takes more effort? Levelling up specific skills, gaining the tech-base (forge, crucible, skillbooks, ect) then gathering the raw materials (via mining, scavanging, ect) Finally culminating in created the item that you want.I think you have this idea backwards, but with the direction this game is taking (again) it probably does fit.
Id rather see the lazy people who want to drop a point make lower quality stuff and those who get off their ass and look for things be rewarded, but hey thats me. I like rewarding work.
Frankly I feel stupefied by your reply. I don't know what's worse, the devs trying to water down the building element and focus solely on stupid ♥♥♥♥ing looting, or by the very fact you don't like a little complexity in the game.Mechanical parts and springs easier to craft and find? In this case, they should be removed. Heck, whenever I see the word easier in this forum, I'm getting a year old. Now I'm 157 but I'm hanging on.
Your assumptions about how I play after 5000 hours of fun and intensive use of all the mechanics of the game are sadly ridiculous. If you are unable to enjoy the game as it is and, at the same time, unable to mod it in a way that suit you, I can't help you.Frankly I feel stupefied by your reply. I don't know what's worse, the devs trying to water down the building element and focus solely on stupid ♥♥♥♥ing looting, or by the very fact you don't like a little complexity in the game.The game is ALREADY too easy. I want to make it HARDER but more rewarding. I want to focus on building a base instead of looting 24/7. I want to craft a humongous castle and max out the size of the horde just because. It's literally a voxel game and you're treating it like a fortnite PUBG clone.Currently you just max lucky looter and are guaranteed to find ludicrous loot that you normally need singular maxed out perks to find. E.g. you require maximum intelligence to craft an anvil but you can get anvil from schematics with a little bit of looting. I found two cogs and learn n elixirs in a house with max lucky looter which requires expensive and rare ingredients AND a maxed out cooking skill which is ridiculous.
Finally I'm starting to see a pattern here. Where the devs are so bad at this game ,including yourself, that they have to water down the mechanics of the game . I also believe this has started to occur only recently in A17 maybe with the addition of a member who is solely responsible for balancing the game . This person probably has no experience to do this task . And frankly I'll get even more vulgar about it in the future.
Your 5000 hours lack of knowledge that the drawbridges require huge amounts of springs alone makes me very angry.Your assumptions about how I play after 5000 hours of fun and intensive use of all the mechanics of the game are sadly ridiculous. If you are unable to enjoy the game as it is and, at the same time, unable to mod it in a way that suit you, I can't help you.
Why, to force everyone into mining? 18 is about choice and not needing every perk. Same goes with people who think there is too much cement in loot. Not everyone wants to stare at ore for hours at a time. Get to day 200 and tell me how much ammo you are swimming in. You'll probably put loot and harvest on 200% to keep up.With how easy it is to craft ammo in the mid game. I think ammo found in loot needs to be a lot less. because I got a pistol day one and have never looked back.
Disagree. With 16 alive there are more clusters of zombies doing much more group damage, putting urgency to spray and pray vs carefully tap for headshots. Also on late game hordes you'll kill 500 zombies instead of 250, simply because more zeds are always at your base pounding on it doing damage. With only 8 alive you can pretty much kill them before they arrive, have less vultures, less puke, less everything, its a completely different game.How does max alive have anything to do with ammo used? I’d use the same ammo killing 100 zombies with 16 alive at a time as I would killing 100 zombies with 24 alive at a time.
I disagree with your disagreement.Disagree. With 16 alive there are more clusters of zombies doing much more group damage, putting urgency to spray and pray vs carefully tap for headshots. Also on late game hordes you'll kill 500 zombies instead of 250, simply because more zeds are always at your base pounding on it doing damage. With only 8 alive you can pretty much kill them before they arrive, have less vultures, less puke, less everything, its a completely different game.
I play with 16 zombies enabled. I get through a load of ammo. It seems lots to start with (I don’t tend to mine so looting and buying ammo is my way) it depletes fast but having the option to run and gun caters for my way of playing for early game.I disagree with your disagreement.![]()
Penetrator + 7.62 ap == less ammo spent for more zombies. Just make them line up which is incredibly easy and there you go. More zombies means less ammo usage unless I am missing something ofc.
I'm still running a save from 2 months before the first XP. If there isn't obvious issues there is no reason to restart. Staying in EXP for months would be pretty unprofessional.A17-18 Dev time
Is it just me or the release from experimental to stable to short. i would like to see a longer dev time between experimental to stable less then a month is a way to short. i understand that the team and some players want to see the newer version asap.
can we add a few more things to dev timeline so the time from experimental to stable is at least 3-4 months ?. In addition a more user-friendly way to get notified on a new version being released more then a week in advance ie. steam notification. why am i asking this? because i would like to see a more enjoyable and less buggie release of the "stable" version and time to adjust from the the last to new versions. Players want to continue the playthough for a long as possible without getting an update that causes them to start all over again
I hope this gets read and the it can contributed to future updates
Mine has like 25k.Powered industrial garage doors only take 1300 damage whereas the regular garage doors have 14000.
OK, so everyone forced to go Penetrator route just because someone wanted less ammo in loot?I disagree with your disagreement.![]()
Penetrator + 7.62 ap == less ammo spent for more zombies. Just make them line up which is incredibly easy and there you go. More zombies means less ammo usage unless I am missing something ofc.
I support.I just turned off heatmap for auger/saw, forge,chem,bench in theFrankly I feel stupefied by your reply. I don't know what's worse, the devs trying to water down the building element and focus solely on stupid ♥♥♥♥ing looting, or by the very fact you don't like a little complexity in the game.The game is ALREADY too easy. I want to make it HARDER but more rewarding. I want to focus on building a base instead of looting 24/7. I want to craft a humongous castle and max out the size of the horde just because. It's literally a voxel game and you're treating it like a fortnite PUBG clone.Currently you just max lucky looter and are guaranteed to find ludicrous loot that you normally need singular maxed out perks to find. E.g. you require maximum intelligence to craft an anvil but you can get anvil from schematics with a little bit of looting. I found two cogs and learn n elixirs in a house with max lucky looter which requires expensive and rare ingredients AND a maxed out cooking skill which is ridiculous. Farming has been nerfed time and time again yet I somehow find endless amounts of food everywhere I go. I now can't build steel tools and items because I need to find other tools first. This is completely illogical and stupid. At least allow me to craft those parts which I somehow could craft with iron but am too retarded to craft with steel. Even guns aren't that hard to assemble either.
The entire game removes the realistic component instead of adding more. You can somehow harvest human corpses but you can not harvest zombie corpses . You can even zip elements now even though you can't hold the items seperately . You can build farming plots from rotten meat even though that meat should be absolutely infectious . Reality in this game often times contradicts itself .
Finally I'm starting to see a pattern here. Where the devs are so bad at this game ,including yourself, that they have to water down the mechanics of the game . I also believe this has started to occur only recently in A17 maybe with the addition of a member who is solely responsible for balancing the game . This person probably has no experience to do this task . And frankly I'll get even more vulgar about it in the future.
Do you know if the penetrator perk works with junk turrets?I disagree with your disagreement.![]()
Penetrator + 7.62 ap == less ammo spent for more zombies. Just make them line up which is incredibly easy and there you go. More zombies means less ammo usage unless I am missing something ofc.
It is called minmaxing. If you want to go a certain (non-optimal) route that is your play style and that is fine. If you want to say there is too little certain thing when doing a certain route then there is a problem. Buffing/nerfing a thing or things to suit a certain play style cascades to other play styles and most probable result will be your desired style feels fine and balanced while some other style now becomes most optimal and some decent styles go to ♥♥♥♥.OK, so everyone forced to go Penetrator route just because someone wanted less ammo in loot?
I would also love to see more street lights in the cities, and have q to repair and restart the power plant, which would result in streetlights working at night.Think you may be onto something. The difference between finding the schematic and/or perking into a weapon is that the perk allows you to craft a better quality item but the schematic allows you to craft the weapon/tool parts while both allow you to craft the weapon/tool.