the_envenom
New member
Thanks for telling me about this!I've read somewhere that A22 will focus on animation somehow. So finger crossed we will have decent eating animation... and sound design


Thanks for telling me about this!I've read somewhere that A22 will focus on animation somehow. So finger crossed we will have decent eating animation... and sound design
already reported and fixed in a22.Is it intended to also throw around your mates when hitting a zombie with a charged hit and a repulsor mod?!
Speaking of that, sometimes you can walk through another person and sometimes you can't. It would be nice if you always can.already reported and fixed in a22.
i actually liked it that way... tired of telling team mates to get out of my way.ooops
The fix wont come until A22?? kinda figured we would see an A21.1 or something. The wife is going to be @%$#ed if I keep throwing her around the room for another year and a half lol.already reported and fixed in a22.
i actually liked it that way... tired of telling team mates to get out of my way.ooops
Nope all defaults at 100%. Most of those auto turret bundles give like 150 or 300 9mm ammo or a full stack of shotgun ammo and like 2 of each turret. Not to mention blade trap bundle gives like what 10 blade traps?Do you play with 300% XP multiplier? Because I do (and 300% block damage) and I noticed that crafting gets thrown back because of how quickly I rise on gamestage. It's a double edged sword, as radiateds and wights are found very early on, but at the same time, the quest rewards and loot are insane. Since the physical time you spend looting gets overshadowed by the gamestage, you are not able to pick up enough magazines to "battle" the loot you are already able to get.
So for loot quality, that's my own "fault". But I do agree 100% with you that ammo is just ridiculous, and it has been ridiculous since A17. Never have I ever stockpiled on so much ammo and used it so needlessly with more to spare. And it was like that since day 1, loot a few buildings and raid a shotgun messiah, and you're already reaching more ammo than you need to use early on, with the ability to actually use that ammo with the pipe weaponry.
However, spending ammo is kinda required, since zombie attack hitboxes and reactions are still buggy, and difficulty comes in the form of bullet sponges and zombie numbers, so run and gun is kind of mandatory. And I'd wager that if I played with no multipliers, and had a steady gamestage, I would have even more ammo to spare, because I wouldnt be facing high tier zombies so early on.
I'll also add explosives and molotovs to the list, as crafting a molotov is wasting fuel, while a quick t1 quest has a high chance to give you 10 for a reward as well as pipebombs and contact grenades.
I'm not complaining though, as the game is quite fun like this, but the fun comes in the form of mowing down big hordes of enemies on bloodmoon, rather than the rest of the game. Clearing PoIs becomes a boring task with very little risk, unless its one of those BS triggers that has been talked about. I'm also going to show my dislike for those end dungeon loot crates that completley destroyed the meaning of scavenging.
you should be playing on a safer server (where youre wife isnt) and in a different room of the house (especially one with a couch for you to sleep on) leave the dog box alone fido needs his space.The fix wont come until A22?? kinda figured we would see an A21.1 or something. The wife is going to be @%$#ed if I keep throwing her around the room for another year and a half lol.
Nice to hear A22 is already in development. Hopefully we'll see a shorter release cycle.already reported and fixed in a22.
i actually liked it that way... tired of telling team mates to get out of my way.ooops
already reported and fixed in a22.
i actually liked it that way... tired of telling team mates to get out of my way.ooops
Love the new update, even though I know you're on break, just a small request for next update/alpha. Can you add actual eating animations, anything I eat, blueberry pie, pumpkin pie, sham, can of peas, anything, it's meat in the eating animation always!!!
Same for drinks!! Exact same glass jar.....
I don't think this is that far unbalanced (maybe a little), like maybe you could spend a bit longer in each tier perhaps to drag the game out a bit longer... But firstly I'd expect a trader to have better stuff than I can make myself, other people are selling to him and has other suppliers - if you can just make it all, why bother questing or using your dukes for anything? Imho you want them to be ahead of the curve.
Secondly, after 2 or 3 weeks, I think most players would expect to have some decent weapons by that amount of time - that's like 20 to 30 hours of gameplay, how long do you want it to last before you start getting decent stuff?
The problem is the trader have better thing than i can craft, in weapons or tools i don't even have points in skills or even learned from magazine.
You can find quality 5 iron spear, without invest skill points or without learn magazine.
All time invested on searching magazine for knife and points invested in agility and the perk of knife, was useless, the iron spear from trader was better.
So why use skill tree and magazine when trader let you bypass all?
Is a big unbalanced progression problem, because let you skip entire main parts of the game.
A survival game of this type isn't something you should finish in less of few hours.
And if Developers want players to reach this point in few hours then magazine system is bad balanced because is more slow.
Considered the magazine system is their actual line of progression, where a developers said they don't want tiers to overlaps, is more probable traders/quests/loot to have problem of balance progression, because tiers not only overlap, but players can easily skip quality/tiers totally.
Developers should add a sort of system(probably "internal") to have an effect similar of magazine have on crafting progression, but applied to traders/quests/loot.
The actual one not work and create balance problem Developers have fixed with magazine system for crafting.
Also if the trader only has stuff from your perks, to around the level of what you can craft, then there's zero point in traders - why would you bother with them? You'd just craft the items because it's cheaper to do that than going out of your way to quest and earn money to get decent stuff.
Speaking of zero point:if he never can craft a better weapon than he has, then there is zero point in buying or searching for magazines.
Speaking of zero point:
My main weapons are both ones from the trader, because they are better than the crafted ones.
My quality4 compound bow which I got as a reward from a trader quite some time ago, has slightly better damage and the same amount of mod slots than the quality5 one I was finally able to craft, after finding the necessary magazines.
Not the greatest moment I had in the game
Btw is the amount of modslots in weapons and armor a fixed value for each item?
Can anybody provide a list where I can look up how many there can be for each weapon/armor type and quality?
Couldn't yet figure out any consistent logic behind it.
Regarding the current discussion about balancing: Possibly more weapons should be added besides adjusting how items are acquired and when. The same also applies to a larger number of more dangerous zombies and animals. If I have more weapons / zombies available I can balance the game more. At the moment there seems to be a quick jump from "beginning" to "endgame". The Gyrocopter serves as an example: it is actually "Endgame" and can be reached late. But I couldn't think of anything that is as difficult and late to reach as the gyrocopter in the game
Your argument is the same argument he is using for crafting, if he never can craft a better weapon than he has, then there is zero point in buying or searching for magazines. We players get a lot of dukes from quests and there is no "going out of your way" to quest. Quests rewards are so good that there is no **in-game** reason to NOT do them, you have a good chance for OP items for nothing and on top the money to buy sometimes OP items from the trader stock. And with lots of dukes to spend buying is as cheap as crafting a good weapon.
I agree on this. Its much more believable that a trader (in a compound) will have all sorts of shiny things you could possibly not be near able to craft. Imagine going to a car lot when you're still riding a bicycle and all they sell is bicycles. You expect them to have cars and some you cannot afford, not "come back next week and its all motorcycles and a few super bicycles... all at reasonable prices for you!"I do think the trader should be able to offer better things than you can craft