Callum123456789
Active member
Yeah the bullet proof glass of doom in the downtown district does cause a lot of fps drops especially if there are skyscrapers next to each other.Maybe that will change with the window update they are doing.
Yeah the bullet proof glass of doom in the downtown district does cause a lot of fps drops especially if there are skyscrapers next to each other.Maybe that will change with the window update they are doing.
And, right above that there a section for town.In the rwgmixer.xml there is the following section
<property class="city">
<property name="few" value="1"/>
<property name="default" value="2"/>
<property name="many" value="3"/>
<property name="mintiles" value="14"/>
<property name="maxtiles" value="18"/>
</property>
The labels few, default, many correspond to the choices you have under the Towns slider.
You can just give it a try. Create a map with different Towns settings and check in the result if there are more or less cities on the map.
Orange is weapon related yellow is combat support perks
You are fighting a ghost here. You would just have separate skill points for combat and social skills. That way when you start out you can progress down your combat route and your life style route with out having to waste points crossing over attributes. (you would still have the ability to cross over but it would only be within combat) The separation keeps the player focused on combat builds while having managing the social elements in another window. You shouldn't have to compromise on two totally different systems. Instead the compromise should be within combat and within social skills. Do you want to play a thief type character or a tanky brute. Then on the other side do you want to be a builder, miner, barter, looter and quester. The system right know is a lot of wire crossing to get off skills that should even be in the same room.If you are willing to have some skills cost more points to level up then the current organization handles that exactly. The non-combat perks that are in your chosen attribute cost less and the ones that are in other attributes cost more.
Under your system, the same non-combat perks would always be the same every time you played. If Living off the Land was chosen to be an expensive perk to level up it would always be so every single game. In the current system, Living off the Land is cheap whenever you decide to do Fortitude but expensive whenever you choose to follow one of the other attributes so there is some variance in play.
I don't understand why you are willing to allow some skills to be more expensive and some to be cheaper but currently hate paying more for skills that outside of your chosen tree. It is the same thing but with the added bonus that you also gain some ability in other weapons.
Your Way
I choose Strength for my main attribute.
I want to farm so I pay the more expensive upgrade costs of Living off the Land
All I get for those extra costs are the perks and skills granted by living off the land.
Current Way
I choose Strength for my main attribute.
I want to farm so I pay the more expensive upgrade costs of Living off the Land
I get the LotL perks plus my headshot chances and damage increases whenever I use machine guns and knuckles.
Extra cost is extra cost. You already admitted that you would be fine paying extra cost for some non-combat perks if they were moved out of the attribute trees into a general category. So if you are fine with that added cost why are you not okay with the current added costs?
I like how you organized and showed the relative strengths and weaknesses of each tree where it concerns combat. I think that what your organization doesn't show is the advantages some attributes have in noncombat skills being cheaper if you pick that attribute (because you removed them). This is important because it makes the attributes asymmetrical in nature granting different challenges and higher difficulties depending on what is chosen.
the strong surviveAnyone who is even the least bit color blind is just scratching their head right now.![]()
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And above that is a section for "countrytown" and then above that is one for "oldwest". It depends on the programming whether you create separate sliders for each section or combine everything under one slider. Someone would have to look at the DLLs but my guess is that these sections are combined under one slider.And, right above that there a section for town.
That leads me to believe that there can be a city slider too.
waste points crossing over attributes.
Just a question like that if in a20 we're level max can we have enough points for have every perk max or we dont have enough points for everything and need to buy with strategy ??
Dont tell me to test myself for now i can't. Thanks
on this note, though not planned for alpha 21, will we eventually see TFP take another look at the skill tree/levelcap and tweak it a bit (i.e making 250 levelcap and trimming the skill tree so you only need 250 points, or maybe adding new skills to add back up to 300?You can take every perk. You end up with about 20 perks points left over that you can't spend if you go all the way to the level cap, which is 300.
That's wrong tho. The newer zombies actually use LESS resources despite looking better.HD zombies if you have like a horde of 60 they will affect your pc 10x more than the original zombie model
You aren't wasting points. You are paying a higher cost for some of the non-combat perks that you want. Again, I'm not understanding where the actual difference lies in what we have and your proposed system other than those non-combat perks being in a generic category. You stated that you are okay with some non-combat perks costing more. If you can forget for the moment that the extra points you are paying to cross over are giving you abilities that you don't necessarily care about and simply see those extra points as the more expensive cost then you'll understand that you've already got what you want.
When I cross over to get perks in a different attribute than I've been spending in, I see those perks as being more expensive with some added benefits for a few other weapons. When you cross over to get perks in a different attribute than you've been spending in, you see those perks as being more expensive with additional benefits that are totally wasted because you don't care about them. If we change it to your method the higher expense will be there for some perks but none of the extra benefits which I guess will make you happy since you don't want them but I like them since I often use a variety of weapons besides what I am most fully perked into.
We agree that at least some of the non-combat perks should be more expensive. I'm happy with the way they are more expensive now and like it better than the way you propose. The way you propose whichever non-combat perks are chosen to be the more expensive ones will always be the more expensive ones. The way it is now it depends on what your primary attribute is. Those non-combat perks will be cheap and the rest expensive. It makes it different when you choose different paths.
I do agree that more perks would be fun though.
If I wanted to max out cooking on another tree it would cost me 16 points just for the attribute alone and getting no benefit on the attribute itself because I'm crossing over without the intent to use the weapon it applies to. I'd then have to spend 5 points on cooking mastery. That in total would be 21 points just to max out one perk that isn't on my preferred weapon's skill tree.
Have combat perks and social perks be leveled up with two separate skill points so you could pursue both at the same time.
ThanksYou can take every perk. You end up with about 20 perks points left over that you can't spend if you go all the way to the level cap, which is 300.
I agree it's a decent looking piece of design, from what we've been shown, but I do have a couple of concerns regarding supporting systems required to make new crafting really shine:I think the new crafting and weighted looting system sounds inspired and who ever thought of it is a genius. I think it is going to revolutionize the game, good job pimps.
I know you were just using cooking as an example and I get your point. But I will say also that in the case of cooking as well as several other non-combat perks, the crafting recipe portions of those are gone now and separated to magazines. So a big portion of absolutely needing to max those out is gone in A21.
The fact that the 16 points is of no benefit to you is your choice by you ignoring those benefits. But they are still there.
Do you get one of each type?
Maybe I'm not understanding what you are proposing with two separate skill points but I see that as a loss of hard choices.
I like your ideas. If they were in a mod I think I would have a lot of fun playing that mod.
Well, considering you didn't waste a single skill/perk point on it, it's not a big deal anyway.Without that, however shiny our new toy is, the entire tool/weapon/armour half of the system just becomes redundant as soon as Q6 gear becomes available. That seems like a terrible shame.
Well that's why older "1-999" quality system was better - now there is no point to craft something like tools/weapons more that 1 time because repair kits are cheep - mods area easy to find so mods are too expensive to care about them - most perks in this scenario is usefull some of them are just useless like well isulted. But categories are the worst thing - because this is just waste of time. I think - skill tree for every type of weapon + magasines or books for crating and LBD for "body" would be the best optionWell, considering you didn't waste a single skill/perk point on it, it's not a big deal anyway.
Many things that are essential early game, become obsolete at a later stage. I see no difference here (again, consider the above).
If only they would bring item degradation back. It solves multiple problems with the current system.Without that, however shiny our new toy is, the entire tool/weapon/armour half of the system just becomes redundant as soon as Q6 gear becomes available. That seems like a terrible shame.