well about that....im pretty sure that sleepers now have trigger points meaning if one gets killed they all wake up and if the player goes to a certain location no matter how detected or undetected they are they will wake up stealth is mostly pointless for poi's now if you ask me well atleast some of the tier 3's have use for it but most up don'tOn b233 it is much harder to kill sleepers without waking up the others. In fact, I haven't been able to do it. Hitting zombies now is essentially equivalent to missing a shot and hitting a wall are previously.
Do not speak "for the majority", speak only for yourself. YOU do not use secrecy.well about that....im pretty sure that sleepers now have trigger points meaning if one gets killed they all wake up and if the player goes to a certain location no matter how detected or undetected they are they will wake up stealth is mostly pointless for poi's now if you ask me well atleast some of the tier 3's have use for it but most up don't
I like this, but then what about Tier 2 Restore power quest?I don't think there are tier1 restore power quests. If you don't see an acceptable quest on your level just select one from the 5 tier1 quests offered.
Not speaking for TFP, but restore-power quests actually have buffed loot in them because it is night and often in the town center. I actually got stuff out that looked better than the stuff out of normal POIs. TFP could reason that it is a choice like going to the wasteland for the higher loot gamestage.
I think an easy fix to the trader loot would be to have tier3 restore-power quests use tier2 POIs, tier4 use tier3 POIs, and so on. This would make the quest overall easier at a specific tier while keeping the higher trader reward of that tier
i didn't say that im speaking for the majority i said IM pretty sure not saying its official i don't really see whats the problem lolDo not speak "for the majority", speak only for yourself. YOU do not use secrecy.
A few pages ago, the developers wrote that now there is a new detection system in the game and it is still being finalized.
Conclusions about its work can be made after correcting all errors.
Laughing isn't a positive?There are zero negative consequences to a downvote. Reputation can only be gained or stay where it's at. None of the reactions carry a negative reputation penalty. A like, thanks, and Prime Bless You all give positive reputation and the rest are neutral.
Hmm, I might mod that in for next playthrough to see how it works, or I can do it now and just craft new guns. Thing is though, I don't have any 44 cal ammo so far so my pipe pistol will stop being useful. I already got a higher damage reduction and slower fire rate on the pipe machine gun to see how it feels with a stronger nerf.
I've done two play throughs and I have been short on ammo for the first week (default days). If my first playthrough I had very little 9mm and a little more 7.62. In my second playthrough I had more 9mm than 7.62. In both playthroughs, the 7.62 ammo I received had to be saved for emergencies like bears, dire wolves, and dog hordes. In my second playthrough I had finally amassed a small cushion of 7.62 and that cushion disappeared after clearing the Bear Den on a quest. I have serious doubts about the ability to consistently obtain "hundreds of rounds" in the first 2 days. I haven't included shotgun shells here because I've found the pipe shotgun to be less useful than the blunderbuss. And shotguns seems to be somewhat rarer drops than in A19.
In terms of the pipe machine gun being better than the AK, it has a lower magazine capacity and I've never had enough ranged mods drop early enough in the game that mod capacity on the pipe machine gun matters.
Everyone I've spoken to on twitch has had the same issue of too much ammo early game - whether or not they are rushing quests.
But for a few examples, I'm on my 4th run of the alpha and here is my day 2; I have 200 shotgun shells, 300 9mm, and over 100 7.62. Here's a random youtube from a player not rushing quests at the end of day 3; He's sitting on having looted ~200 7.62, ~200 9mm, and 150 shotgun shells. Efficient questing does seem to be a large source of the ammo flood in the early game, but even with just a handful of quests and good looting you'll still end up with a lot of ammo early on. Variance is one thing, but I'm on my 5th world of the alpha with ammo beginning to pile up as early as the morning of day 3 consistently; each game I just stopped using melee entirely by day 2.
As for shotgun shells being not included, I still managed to pick up a pump action shotgun on day 3 in that playthrough (and auto shotgun day 5) which I would consider early enough to be relevant, but I can see how some people just don't like shotguns, different strokes and such.
There must be something specific about your playstyle or settings (day length, XP% gained) but that is definitely not my experience. In both of my playthroughs I may have had that amount of ammo by Day 7. My first playthrough was a strength build. I did not find a pump shotgun in the first week. I did not even get a double barrel until around day 4. I did not have a combat shotgun until week 3 or 4 at the earliest. You may be so used to your particular playstyle (or settings) you may not realize how abnormal those results are.
I have no doubt if someone rushes progression they will end up with more ammo than I did because their loot stage will be higher than mine. In my current playthrough, I'm on Day 18 and have 1100 rounds of 7.62, 1100 rounds of 9mm, and 600 shotgun shells. This is an agility build that is mostly melee for clearing POIs and guns for horde night. For reference, I have a Q2 AK (trader reward), a Q4 pistol (purchased from Trader), Q3 double barrel (trader reward), and a Q4 Tactical Rifle (trader reward). This is similar to my last playthrough except the trader has not offered me a pump shotgun yet.
As to loot bags from zombies I honestly haven't seen that much. I've gotten less than 10 on each horde night so far. And I rarely see them drop when completing quests. I agree that ammo is more plentiful in A20 overall. For example, I never needed to craft ammo in my first playthrough that got to about Day 50. But in terms of the first week or so, I have had much less ammo than I ever did in A19.
If that change were incorported, .44 ammo would have to drop in quantities more like the other ammo types. It doesn't now because there is no early .44 gun in the game.
There must be something specific about your playstyle or settings (day length, XP% gained) but that is definitely not my experience. In both of my playthroughs I may have had that amount of ammo by Day 7. My first playthrough was a strength build. I did not find a pump shotgun in the first week. I did not even get a double barrel until around day 4. I did not have a combat shotgun until week 3 or 4 at the earliest. You may be so used to your particular playstyle (or settings) you may not realize how abnormal those results are.
I have no doubt if someone rushes progression they will end up with more ammo than I did because their loot stage will be higher than mine. In my current playthrough, I'm on Day 18 and have 1100 rounds of 7.62, 1100 rounds of 9mm, and 600 shotgun shells. This is an agility build that is mostly melee for clearing POIs and guns for horde night. For reference, I have a Q2 AK (trader reward), a Q4 pistol (purchased from Trader), Q3 double barrel (trader reward), and a Q4 Tactical Rifle (trader reward). This is similar to my last playthrough except the trader has not offered me a pump shotgun yet.
As to loot bags from zombies I honestly haven't seen that much. I've gotten less than 10 on each horde night so far. And I rarely see them drop when completing quests. I agree that ammo is more plentiful in A20 overall. For example, I never needed to craft ammo in my first playthrough that got to about Day 50. But in terms of the first week or so, I have had much less ammo than I ever did in A19.
Yay! :clap2:
- Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values
What? Umm..
- Block shapes with 25% and 50% HP are now back to 100%
I'm seeing a lot of new players having issues with the forge, because they are trying to craft without first smelting. May I suggest renaming all of the 6 resources to 'Smelted' *resource* - EG: Smelted Iron
I know right!? Punching 10 grass is so hard.The confusing HP / resources changes are just a smokescreen to distract us from the REAL ISSUE:
TFP make another game-breaking decision; now I can't pick up those sleeping bags at the trader any more? That was an integral part of my gameplay, I'm going to be unable to enjoy the game now, they've ruined it for good.