The same way you would safely hand off goods in a dangerous environment, a dead drop.I like that idea. Might be a good alternative to worrying about the continuation of low-tier quests from the trader.What’s the reward and how would you deliver it to the player in a reasonable way without the need for all these NPCs?
like in World of Warcraft - there are job boars in cities or small towns near the Inn/Pub or the Church. you take a job and come back to a town person to turn in.I like that idea. Might be a good alternative to worrying about the continuation of low-tier quests from the trader.What’s the reward and how would you deliver it to the player in a reasonable way without the need for all these NPCs?
Fascinating. I look forward to what you'll come up with. Considering the brilliance of the A18 skill rework, I have faith whatever you come up with will be well-designed. I think we're reaching the point where there's a ton of choices as to how a build can go, instead of just the 5 separate builds. Though admittedly, the int weapons still need some work; I don't think anyone does an int build that actually uses stun batons and junk turrets (besides how useful junk turrets are for base defense, obviously, but a non-int build can make use of that.)It was never intended to be a single stat build. I diversify into 3+ attributes every game, but always have one main focus. It will give players ability to get some side perks without breaking the bank, and add more 2-3 rank mini perks that are cool. Trying to have 5 meaningful ranks to every perk was a noble idea but we'll be able to do lots of cool stuff throwing that design out the window, like I did with the book perks.
To me scavenging has more opportunity, maybe a 2-3 tier science perk, etc.
I can't say I'd want to see glory kills in 7 days. I'd hate to see the pace get broken up by having to be stuck in an animation anytime I want a zombie dead, especially when there's multiple enemies around. They get really repetitive, too.I haven't seen that video in quite some time, and don't recall that. I was animating at the time I don't think I would commit to that. Glory kills could be nice, but we need to save some features for our next games, we can't keep adding stuff forever.
I play with a mod that increases both wilderness spawns and the size (and frequency?) of wandering hordes. My PC isn't that great but it runs quite well. Further, I've found that combined with an increase to zombie sight distance and an increase in day speed to "jog", I'm constantly having to be on my toes, especially in cities. It's incredibly difficult even just on Nomad difficulty, and the increase in tension is palpable. I suppose on default settings increased zombie spawns don't do much, but I feel there's potential in changing the gameplay up. But then, that's a lot of knobs to add, so maybe this is the sort of thing best left to mods.Its a balance between performance and design. More zombies standing around annoying you out in the wild doesn't really add any game play. They can't hurt you unless you let them. Cities are already slow from detailed POIs, so adding more to cities is challenging on older rigs. We don't even have city spawn groups so we can't even say its more busy in cities yet either. The plan is to write some kind of random event manager that populates predicted areas players are moving to with some mini event so everywhere you go there is a chance something big could happen, but not just spawn guys everywhere with no way to despawn them elegantly.
I dunno about swapping perks, but I know that perception seems fun in theory, but was a chore to play.I'm loving the new perk trees. I've run through 3 different builds and each one felt like a new experience because I was focusing on different types of weapons and hunting/gathering vs farming/mining.
Perception felt a little weaker than the other trees, especially questing and looting POIs. The spear is a fun new addition, but it's got really low stopping power compared to other weapons (even the perked up fists really let you smack z's around in melee). Sniper rifles are less effective in close quarters, especially when you run into a large group in a small space (like at end of the Shamway factory).
So your main firearm is optimized for single target at long range (and very loud), and when you inevitably get forced into a brawl (like with the huge groups of construction workers) you also have a melee specialization with really low stun chance and no sweep attack.
Would you consider swapping the spear and bladed weapon perks?
Now that bleeds apply a slow it would fit the sniper flavor. If you get caught in close quarters you can give them a quick slice then create some space to line up a shot.
The spear also feels like a really great weapon to sneak up and throw into unsuspecting targets because the throw does so much damage, but I lost a couple of good spears because the target took off running with it. I started putting points into Hidden Strike on my Perception build just because of how bad it was to throw my main weapon into a target and instead of dying it alerted its friends and now I've got 2 other Z's in my face and no spear in hand. The answer to that was to start carrying a secondary weapon or throwing lower level spears, but that starts to eat up your toolbar. If you're going to throw a precious Steel Spear at all you want a massive sneak bonus so the target dies instantly and you can sneak over and pick it up.
Plus, because of the extra reach on the spear, when you're first starting out on a fresh AGI build the extra reach would help you still get those sneaky stabby kills when you only have 1 or 2 points in Ninja Movement and can't get as close without waking the target up. Over all, the spear just feels like it's the optimal melee weapon for stealth kills, and Perception could use a melee weapon that's stronger in a brawl to complement its weaker ranged options indoors.
Just some food for thought.
(I know the simple solution is to just start bringing a shotgun when questing because they're still highly effective even without the perks, but then I found I was never really using the weapons I invested perks into, except on horde night.)
When I really wanted to use my rifle in a POI I'd find a choke point and drop a spike trap in it, then make a bunch of noise. It was a fun game of trying to pick off everything that came running before they broke through, but you'd have to bust it down again before proceeding. I might update the Infiltrator perk so users can pick up any non-powered traps like spikes and mines much earlier in the tree. Then they could set up and take down sniper nests and clear by luring. (Plus I don't think I'll ever take that perk just for the reduced mine damage. Mines are so very rarely an issue unless you accidentally drive over one)
Explosives are under Perception. How is that not good against crowds?In addition, Perception builds REALLY struggle on horde-night specifically, and crowd-fighting in general.
I love letting a bunch of grenades into the crowds and if I don't have the resources I will use pipe bombs which also are pretty good when you perk into emExplosives are under Perception. How is that not good against crowds?
Lets keep this on topic with A18 balance, thanks.Any thoughts about having a Job board in each town/city ? like the hiding citizens are trying to get buildings cleared?
it was a brand new world and game. this and some poi's are filled with dirt for some odd reasonI've seen that problem with save upgrades, I assumed it was changing block data.
Perception is about laying down land mines to take care of the zombies you can't kill in time with your rifle. The problem is they don't give XP so nobody wants to use them. You have to use choke points with a perception build too and let them pile up at a framed doorway where you can penetrate several with one shot. That combined with pick up land mines should be pretty fun and effective, and you should get a silencer for your sniper. We have some stealth improvements planned as well so you can get multiple stealth shots off if you are shadowed and hidden at a good distance.I'm loving the new perk trees. I've run through 3 different builds and each one felt like a new experience because I was focusing on different types of weapons and hunting/gathering vs farming/mining.
Perception felt a little weaker than the other trees, especially questing and looting POIs. The spear is a fun new addition, but it's got really low stopping power compared to other weapons (even the perked up fists really let you smack z's around in melee). Sniper rifles are less effective in close quarters, especially when you run into a large group in a small space (like at end of the Shamway factory).
So your main firearm is optimized for single target at long range (and very loud), and when you inevitably get forced into a brawl (like with the huge groups of construction workers) you also have a melee specialization with really low stun chance and no sweep attack.
Would you consider swapping the spear and bladed weapon perks?
Now that bleeds apply a slow it would fit the sniper flavor. If you get caught in close quarters you can give them a quick slice then create some space to line up a shot.
The spear also feels like a really great weapon to sneak up and throw into unsuspecting targets because the throw does so much damage, but I lost a couple of good spears because the target took off running with it. I started putting points into Hidden Strike on my Perception build just because of how bad it was to throw my main weapon into a target and instead of dying it alerted its friends and now I've got 2 other Z's in my face and no spear in hand. The answer to that was to start carrying a secondary weapon or throwing lower level spears, but that starts to eat up your toolbar. If you're going to throw a precious Steel Spear at all you want a massive sneak bonus so the target dies instantly and you can sneak over and pick it up.
Plus, because of the extra reach on the spear, when you're first starting out on a fresh AGI build the extra reach would help you still get those sneaky stabby kills when you only have 1 or 2 points in Ninja Movement and can't get as close without waking the target up. Over all, the spear just feels like it's the optimal melee weapon for stealth kills, and Perception could use a melee weapon that's stronger in a brawl to complement its weaker ranged options indoors.
Just some food for thought.
(I know the simple solution is to just start bringing a shotgun when questing because they're still highly effective even without the perks, but then I found I was never really using the weapons I invested perks into, except on horde night.)
When I really wanted to use my rifle in a POI I'd find a choke point and drop a spike trap in it, then make a bunch of noise. It was a fun game of trying to pick off everything that came running before they broke through, but you'd have to bust it down again before proceeding. I might update the Infiltrator perk so users can pick up any non-powered traps like spikes and mines much earlier in the tree. Then they could set up and take down sniper nests and clear by luring. (Plus I don't think I'll ever take that perk just for the reduced mine damage. Mines are so very rarely an issue unless you accidentally drive over one)
Bug reports, not balance.Tried editing tools, broke my game. Keeps me stuck in God mode.
Steps:
Started a new game played for a few hours.
Decided to check out the map a little and clicked on editing tools.
Clicked world editor
Clicked "Pregen02"
Flew around a bit, noticed that I was holding all my regular inventory. I thought that was wierd but quit out after I found a trader.
Started up my game again and was stuck in God mode.
I'm kind of sad I could ruin my game like that with no indication that everything would be instantly broken.
TFP any help????
The logic is to try food poisoning out without mass edits needed to support it for real. If we keep it like it is, we'll raise the cost.The same way you would safely hand off goods in a dangerous environment, a dead drop.
Have a very simple fetch/buried supplies quest as a way of getting the reward.
You could also have the trader as an intermediary, the trader holds on to the goods and hands them over when the mission is complete.
On the subject of traders... wow, are they waaaaayyyyyy OP. Canned food is sold for a pittance and the quests give far too many dukes as a reward. Where's the logic in having the safe food worth far less than food that can poison you? I'm pretty sure canned food will become far more scarce and valuable when it can no longer be produced.
I thought explosives were under strength?Explosives are under Perception. How is that not good against crowds?
Junk turrets will become tier 2 weapons, not available in loot early game. At first you will craft some sort of melee trap turret, like a junk turret with a swinging sledgehammer. Tier 3 might will be some kind of robot that can move and shoot, maybe it can even carry some things for you. So nobody will have a junk turret early game. We might even make them craft only the first half of the game at least.Fascinating. I look forward to what you'll come up with. Considering the brilliance of the A18 skill rework, I have faith whatever you come up with will be well-designed. I think we're reaching the point where there's a ton of choices as to how a build can go, instead of just the 5 separate builds. Though admittedly, the int weapons still need some work; I don't think anyone does an int build that actually uses stun batons and junk turrets (besides how useful junk turrets are for base defense, obviously, but a non-int build can make use of that.)
I can't say I'd want to see glory kills in 7 days. I'd hate to see the pace get broken up by having to be stuck in an animation anytime I want a zombie dead, especially when there's multiple enemies around. They get really repetitive, too.
I play with a mod that increases both wilderness spawns and the size (and frequency?) of wandering hordes. My PC isn't that great but it runs quite well. Further, I've found that combined with an increase to zombie sight distance and an increase in day speed to "jog", I'm constantly having to be on my toes, especially in cities. It's incredibly difficult even just on Nomad difficulty, and the increase in tension is palpable. I suppose on default settings increased zombie spawns don't do much, but I feel there's potential in changing the gameplay up. But then, that's a lot of knobs to add, so maybe this is the sort of thing best left to mods.
I have no problem crafting a stack of grenades for each horde. Harvest every bed. If you are spec'd into perception you can get 2x the harvest by perking into scavenger, which makes it even easier to get springs by the 1000's.I thought explosives were under strength?
Either way, my and my buddy tossed grenades and explosive arrows into the horde over and over, but they barely made a dent.
Simply put, grenades are very expensive for their boom, and we rarely had more than ten each. (it's the springs cost, usually)
We did both stack up on explosive arrows but those mostly seem to knockdown, rarely to kill.
They're fun (though the explosion fx needs work) but they're just too expensive to use as your horde-night workhorse.
We typically both end up with AKs and we go through about five to ten stacks of rifle rounds each.
By horde four or five, we're talking hundreds of irradiated, and maybe a dozen demolishes.
Gamestate ramps up real fast when you have two players, and with the new pathing stuff, to stop you from being able to force them into a bottleneck, you can't rely on traps to do all the work anymore.
As for mines... see the stuff about the bottleneck.
Can you still five-layer three sides of your base to force zombies to come at you from the front?
I've thought the same thing several times as well. The code could probably be cut and pasted in if its in the xml.The compass direction when choosing trader quests is a really nice touch. So nice that could we please have it on the quest screen as well? Sometimes I'm wondering which quest I'm looking at in the map, but there's too many with about the same distance.
I have no problem crafting a stack of grenades for each horde. Harvest every bed. If you are spec'd into perception you can get 2x the harvest by perking into scavenger, which makes it even easier to get springs by the 1000's.
Three zombies is not really a crowd. You are wasting your crowd-pleaser weaponsI had 15 contact grenades, 20 molotovs and a box of explosive crossbow bolts (do those benefit from explosive perks?) but even if I was hitting three-to-five zombies per blast, I could spend all but the arrows in the first hour of the horde.
The melee trap sounds good, but rather than a hammer, a swinging blade might seem more useable? Not unlike the blade-traps we have, but with just one blade, and like... hand-cranked, or something? How would it be used while held, though?Junk turrets will become tier 2 weapons, not available in loot early game. At first you will craft some sort of melee trap turret, like a junk turret with a swinging sledgehammer. Tier 3 might will be some kind of robot that can move and shoot, maybe it can even carry some things for you. So nobody will have a junk turret early game. We might even make them craft only the first half of the game at least.