did... did i do something wrong again?We have all witnessed the reality of alliteration blindness.
I think he meant the wasteland.Oh you meant the currently existing declaration of the 'city' biome that never spawns anywhere in the game of which even the spawning xml clearly states it is no longer being used (actually a relic from before A16). So A19 will have the same non-existing city spawns, check.
We were adding more animals and didn't want to end up with bear meat, boar meat, rabbit meat, venison, snake meat, etc and then all the variants.. charred versions, broiled versions and grilled, then all the stew variants. It would clutter menus, inventory, storage, etc. But adding in a prime meat that is plentiful from bears and limited in others might make sense.
- OK, so you pulled unique meats until you come up with a firm design for food. I'm down with that - I wish I'd known that when you guys pulled it, just so I wasn't thinking it was a nerf.
- Agree 100% that simplicity is a useful tool.
Not trying to rabble rouse - just trying to explain my viewpoint which I know is shared by a number of other "olde tymers"![]()
-A
We still would like to do city masks and event manager, my prediction is something to the old populated cities similar but easier on the cpu.Bummer. So, you were just talking about the biome spawns between Day and Night![]()
Great words.We were adding more animals and didn't want to end up with bear meat, boar meat, rabbit meat, venison, snake meat, etc and then all the variants.. charred versions, broiled versions and grilled, then all the stew variants. It would clutter menus, inventory, storage, etc. But adding in a prime meat that is plentiful from bears and limited in others might make sense.
I get where you are coming from with leather. One of the key designs for A18 was to bring back *needs*. Its just one of those things that was causing more inventory clutter and felt like a sharp stick process that wasn't very rewarding. Some players like that, but in the interest of making early game more accessible it got cut. I know these processes can be fun if done right, but I'd rather limit them to workstations not just backpack tetris, like turning grass into plant fibers is just needless clicking. Leave that for the harder recipes.
Glad it was scary, as it should be.Can confirm that, had a game today and decided to stay in a big town in wasteland (2h day lenght, vanilla settings, 70~sh level, day 38). Had really good fun thinking I was invisible on the roof of a trailer park trailer (I have all wasteland books read :smug: ) My legs were shaking for fair 2 hours ingame right after 23h, radiated and birds were real fun to be scared of. The incoming zombies discovering mines on their path was like a fireworks on the background of all noises from zeds and the ambient sound of wastelands.
Almost all melee and double shotgun with few mods found in the loot.
You did well guys, again - thanks !
You could take a look on how Red Dead Redemption 2 does the meat. They have a lot of different animals but the meats are grouped, so some animals drop Venison, others Stringy Meat, Pork, Mutton or Game Meat etc. This way you can have maybe 4-5 varieties of meat and the recipes for them. I would also not go for having a grilled, cooked and charred variation of each with how currently the recipes work because indeed that would clutter it up badly. Probably should just be one, like cooked or prepared and then the recipes using only one type of meat. The kind of meat could determine the fullness it gives, in RDR2 the meat from the big predators gives the best effects.We were adding more animals and didn't want to end up with bear meat, boar meat, rabbit meat, venison, snake meat, etc and then all the variants.. charred versions, broiled versions and grilled, then all the stew variants. It would clutter menus, inventory, storage, etc. But adding in a prime meat that is plentiful from bears and limited in others might make sense.
I get where you are coming from with leather. One of the key designs for A18 was to bring back *needs*. Its just one of those things that was causing more inventory clutter and felt like a sharp stick process that wasn't very rewarding. Some players like that, but in the interest of making early game more accessible it got cut. I know these processes can be fun if done right, but I'd rather limit them to workstations not just backpack tetris, like turning grass into plant fibers is just needless clicking. Leave that for the harder recipes.
Hold my beer while I go offend someoneGreat words.
Really feels like you've been really wise lately MM.
Cool! Hope it gets attention, and gets time devoted towards it.We still would like to do city masks and event manager, my prediction is something to the old populated cities similar but easier on the cpu.
well i may have Changed the XML settings to 3x to 10xsI meant the wasteland when I said city biome. They spawn thicker at night then in many alphas, maybe not as much as way back in the day, but significantly thicker than any other biome.
That would be Nice!As an aside:Could we maybe get the [interval=""] to work at some point, for BloodMoon hordes? It works for the wandering hordes, but not the bloodmoon hordes.
Just would be a cool 'add' if you could.
No its in been in A18 for ages. At night that biome has a lot of zombies.
Masks. That was the word that escaped me, and what I had hoped you were alluding to in the prior post. Yes please, more masks. Mardi gras this game. Lots of masks. =)We still would like to do city masks and event manager, my prediction is something to the old populated cities similar but easier on the cpu.
We still would like to do city masks and event manager, my prediction is something to the old populated cities similar but easier on the cpu.