Nope just parelluniverse things you know XD well in my universe snowdog sacrifice his... hmmm... "best friend" and became monk , half life 2 ep3 was even in newsstands. Damn good times.Adam the Waster said:Really? iv Been powering my base Via a Water wheel and Bike?
Damn i need to step up my game
Nope thoses have enterd Snowdogs @%$#
A dark place were nothing can leave... AKA they are scraped
Kinda wish the Behemoth Did came back in a way. Just make it as big as a Biker and Give it more HP then a Unpatched Brute from Halo 2 And boom!
Behemoth
I swear to Goddog, that Hes just a Clone of me in 2018
I bet iv given Roland and Madmole PTSD from my endless trash
oh no oh now it...must..be... SYMMETRICAL!!!!Outlaw_187 said:Let's not forget the Pimps have never used "covid" as an excuse for an Alpha delay.
-Food shortages because of covid.
-Toilet paper shortages because of covid
-Shortage of labor because of covid
-Shortage of @%$#s because of covid....wait....what.....forget I said anything.....
WE NEED ALPHA 20!!!!!!!
Please don't get @Matt115 started....keep everything symmetrical!!
What's the trdl; of this argument/discussion? I don't get it.
In my opinon INT is support MP class- you know - get a lot of tokens crate tools for rest of the team- 1 person farming 2 cooking , someone looting and helping INT guy with quests and int guy is making advance crafting/ base defender/traderInt perk line has several issues. The critics raise valid points pointing out inconsistencies where it doesn't make sense / doesn't match the other trees, the defenders just go "Yeah but you can just use a shotgun lol" and "yeah but that makes it different from the other perk lines, which is better for some reason!" basically as their only defense.
Int isn't awful or anything, but it does need a bit of tender love and care imo because it's just not consistent with the design logic of the other trees.
The TLDR; of issues for me at least is
* No tier 0 or even tier 1 ranged int weapon like every other tree has, so you have no use for junk ammo until way into the game, since the tier 1 int weapon can't use it either, so you don't even have your only ranged weapon until the steel age
* No tier 3 weapon at all for the baton or robotic line. When your friends are running around clearing entire bloodmoon hordes with M60s and Autoshotguns you are . . . . also using those and competing with them for ammo
* Expensive perk line. You can't invest into the robotic perk line until 5 int I believe, so even if you did have a robotic sledge somehow you wouldn't even be able to build around it until you had invested a lot of points into int
Int basically doesn't have an early game weapon or late game weapon, it's only got mid game stuff. Late game I don't even really bother with robotic turrets and just use sledges, because the turrets will drain tens of thousands of iron to do the same thing that an unperked molotov and unperked autoshotgun can do, and early game you quite literally don't even *have* an option. Unless you plan to play the entire first week using a pipe baton and nothing else, int users just have to shrug and invest in a different tree and use a club and shotgun like everyone else
Roland said:You can continue to intentionally ignore the idea of asymmetrical design all you want but it doesn’t change reality. The attributes have been designed to offer different experiences and play styles and challenges.
You guys seem to want to be able to just play the game exactly the same way regardless of the path you choose and want the name “intellect” and “strength” and “fortitude” and “agility” and “perception” to just be synonyms and have guns that are basically just reskins of the same dps machine.
Intellect is never going to have a correspondingly equal ranged weapon to the other attributes. It is a different path with its own challenges and strengths but also proven by many people to be a viable path just as it is.
Look…it’s perfectly OKAY to shoot weapons you haven’t perked out to the max. It’s also fine to not try and play a pure intelligence build if that is too much of a challenge.
Asymmetrical design is much more interesting than symmetrical design and if the only vocal people who can appreciate that are two moderators then you’ll continue to hear from us whenever you try and push for intellect to become just like one of the other attributes.
One of the signs of the coming of the Kraken is a crazy and raw Dev diary. The alt thread is no more.(p.s. counting down until this entire topic is moved to the Discussions thread)
BOOBSOne of the signs of the coming of the Kraken is a crazy and raw Dev diary. The alt thread is no more.
Ah, yes.One of the signs of the coming of the Kraken is a crazy and raw Dev diary. The alt thread is no more.
Excellent.NukemDed said:btw, boobs seem to give the best overall qol pekrs imho
hard to beat
no encumbrance at night
land mines dont detonate when stepped on
cigar
and more i forget right now.... cheershic
Fantastic. Really neat.Roland said:You can continue to intentionally ignore the idea of asymmetrical boobs all you want but it doesn’t change reality. The attributes have been designed to offer different experiences and play styles and challenges.
Asymmetrical boobs are much more interesting than symmetrical ones and if the only vocal people who can appreciate that are two moderators then you’ll continue to hear from us whenever you try and push for intellect to become just like one of the other attributes.
That can't be.stallionsden said:Boobs have been ruled out for the vanilla game.
I see. Culture.Adam the Waster said:Damn i need to step up my game
Nope those have entered Snowdogs @%$#
A dark place were nothing can leave... AKA they are scraped
Kinda wish boobs Did came back in a way.
Boobs.
I swear to Goddog, that Hes just a Clone of me in 2018
I bet iv given Roland and Madmole PTSD from my endless trash
It's boobs.What's the trdl; of this argument/discussion? I don't get it.
He gets it.BOOBS
BOOBS
BOOBS
And BOOBS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I agree with that, but it's mostly just the inconsistent design philosophy that I think makes it seem wonky, especially because . . . there's no reason for it to be wonky besides just "It is the way it is"
Like, what exactly is lost by Int having a tier 0 blow pipe you can make out of a pipe, that shoots junk ammo? What detriment to the int class, other players, and game as a whole, is there for the Int to fall in line with the others and have a week 1 melee and ranged weapon combo that actually scales with their point investment?
Strength is also where most of the "support" perks are, including the entire cooking and mining line, but . . . it also just has a functional weapon combo at all stages of the game
Matt115 said:Well i can't agree about smg- smg have diffrent type of ammo so : sledge turret- cheap ammo , small dmg , small shot speed, smg turret - expensive ammo but bigger dmg and shot speed for longer distance - shotgun turret- big dmg but slow - perfect to keep small rooms safe. So turrets would be just base defense system not "weapons"
I would change INT into "gasoline" weapons- flamethrower and circular saw similar to elite zombie from nza4. INT weapons would be powerfull as hell on short and medium distance but need gasoline. this would make give 2 unique weapons + baton maybe stun gun too so 4 weapons
That is strictly a personel choice.And this is the key, even if you wanted to stay away from strength, you almost cant as a solo player. The temptation of playing strength ("Just one more time.") is compelling.
Int perk line has several issues. The critics raise valid points pointing out inconsistencies where it doesn't make sense / doesn't match the other trees, the defenders just go "Yeah but you can just use a shotgun lol" and "yeah but that makes it different from the other perk lines, which is better for some reason!" basically as their only defense.
Int isn't awful or anything, but it does need a bit of tender love and care imo because it's just not consistent with the design logic of the other trees.
The TLDR; of issues for me at least is
* No tier 0 or even tier 1 ranged int weapon like every other tree has, so you have no use for junk ammo until way into the game, since the tier 1 int weapon can't use it either, so you don't even have your only ranged weapon until the steel age
* No tier 3 weapon at all for the baton or robotic line. When your friends are running around clearing entire bloodmoon hordes with M60s and Autoshotguns you are . . . . also using those and competing with them for ammo
* Expensive perk line. You can't invest into the robotic perk line until 5 int I believe, so even if you did have a robotic sledge in the first day somehow you wouldn't even be able to build around it until you had invested a lot of points into int
Int basically doesn't have an early game weapon or late game weapon, it's only got mid game stuff. Late game I don't even really bother with robotic turrets and just use sledges, because the turrets will drain tens of thousands of iron to do the same thing that an unperked molotov and unperked autoshotgun can do, and early game you quite literally don't even *have* an option. Unless you plan to play the entire first week using a pipe baton and nothing else, int users just have to shrug and invest in a different tree and use a club and shotgun like everyone else
I agree with that, but it's mostly just the inconsistent design philosophy that I think makes it seem wonky, especially because . . . there's no reason for it to be wonky besides just "It is the way it is"
Like, what exactly is lost by Int having a tier 0 blow pipe you can make out of a pipe, that shoots junk ammo? What detriment to the int class, other players, and game as a whole, is there for the Int to fall in line with the others and have a week 1 melee and ranged weapon combo that actually scales with their point investment?
Strength is also where most of the "support" perks are, including the entire cooking and mining line, but . . . it also just has a functional weapon combo at all stages of the game
9) Weapons
- Pipe Rifle
- Pipe Pistol
- Pipe Baton
- Pipe Shotgun
- Pipe Machine Gun
For the INT tree, My big question is: does the drone's heal get impacted by the drone owner's Physician perk? e.g. 25%, 40%, 55%, 75% added healing? Does the player who owns the drone also get the XP from the heal? and if so, is that XP boosted by Physician bonus? That synergy is going to be really important co-op for folks who want to double down on supporting their friends.
Regarding INT tree balance; Personally speaking, I've always felt like 'Demolitions expert' should be in the INT tree. IMHO The tree with advanced engineering better reflects someone who's actively producing explosives and has the know how that best reflects how to maximize their effect. Perception makes sense with hand eye coordination of tossing say, a grenade -- but is hand eye coordination really more important than the knowledge and act of preparation for chemical/electrical/mechanical components of explosives? If the explosives aren't made well, it doesn't matter how good your hand eye coordination is if the explosive doesn't go boom (or goes boom too soon).
Sledges and junk turrets can hold the line, but explosives are the perfect supplement to support when they get overwhelmed or you need to repair/reload them. Plus, IIRC INT has 8 skills and PER has 10. Arguably not much of a stretch to move it. Plus, Demolitions expert is already pretty asymmetrical vs. other weapon groups and it 100% fits the base defense/support aspect of INT.
Toss in some tools for demolition/area denial and it really reinforces INT as a base defender. A flamethrower for example could also have the added utility of clearing out plants/trees/grass from an area in the wilderness for a build or quickly clearing sight lines before a horde.
INT weapons feel like they need some balance tweaking. I've never found the baton useful enough to warrant putting points into it. If the stun had a guaranteed proc that recharged every 5 seconds(reduced time required on perk spent), I'd use it more often. I wish there was a ranged taser or another ranged weapon with high stun chance/duration low damage for co-op(bean bag cannon). My other major concern on the INT tree is ammo efficiency on the junk turret. I wish the turret perk had a much higher damage vs. fire rate ratio (which would help with ammo efficiency). Sledge turrets have greater utility since they're more reliable and don't hemorrhage resources.
You are mentioning balance, but then your argument goes on about it "reflecting someone" who has high intelligence instead of hand eye coordination. That is not a balance argument.
8 perks instead of 10 is possibly a balance argument but ignores that the perks itself have vastly different value. I would say demolition is one of the prime PER perks, without it PER would be the pariah of all attribute classes.
In my view the sledge turret is by far the most ammo-saving item on horde nights in the game, ahead of electric fence and blade trap. But junk turrets are more useful in POIs as safety/support device. Since I lately played too much MP where we always had a miner in the group I can't judge ammo efficiency correctly, but I can say that as a precaution against dying junk turrets are excellent.
Downside: It lacks flexible combat, period. You better plan before you fight and pivot from a fixed position. Unexpected fast crowded attacks are its Aquiles' heel when not prepared.