PoppaTot
New member
Nerdy glasses and enough perks into INT you can max craft by 70.You literally can't be at max crafting at 70.
Yup and yup.
EDIT: not the auger or anything locked behind perks though.
Nerdy glasses and enough perks into INT you can max craft by 70.You literally can't be at max crafting at 70.
Yup and yup.
Nobody forced you to make so many repair kits. But if you lack the self discipline to impose barriers on yourself then nobody can help it.I understand and agree with the idea of decreasing availability of bones. By day 20 in a16 i was able to make hundreds of repair kits.... making it way too easy for me.
Right, balancing or most of the menu options available aren't even needed, as long as one has self-discipline. You must be trolling, yes?Nobody forced you to make so many repair kits. But if you lack the self discipline to impose barriers on yourself then nobody can help it.
Not at all.Right, balancing or most of the menu options available aren't even needed, as long as one has self-discipline. You must be trolling, yes?
can you share some of your defensive setup where you use shotgun turrets?Also in Alpha 16 the Auto Turrets were a no-go for most players. That's why the Shot Turrets were generally used as the ammunition was very easy and cheap to make.
The only scarce ingredient at the beginning was paper but in Alpha 16.2 paper was added as a new recipe. The ingredients are dirty water, glue and wood. These ingredients were available in Alpha 16 in unlimited quantities. This eliminated the shortage and allowed shotgun ammunition to be produced in large quantities.
In Alpha 17, glue is no longer available in unlimited quantities because the only source is bones. If there was an alternative source such as tree resin, then you would have unlimited availability again and the use of shotgun turrets would be more economically viable again.
With the right mods, auger is just as fast as A16. These are Bunker Buster, Iron Breaker and Grave Digger. Plus Structural Brace for better durability and a 5th mod to fill all slots. I used the Burning Shaft mod as a 5th mod.
Fuel is no longer a problem as soon as you have a chemistry station and oil shale is mined in the desert.
I made a small comparison between the auger and the use of pickaxe and shovel over a certain period of time. I got more resources with the auger. One of the reasons was that I didn't have to switch between the tools all the time.
In A17 I have no turrets in use because the paper is missing to run it economically. In A16 I had a platform base with 8 shotgun turrents facing inwards. These have consumed per horde about 1500 rounds. I couldn't afford that in A17 anymore.can you share some of your defensive setup where you use shotgun turrets?
my setup that i experimented with was a pit trap where i waited at bottom, and then some distance away from the pit trap, i set two auto turrets on the second floor of my base. the auto turrets fired on zombies, while zombies flocked toward the pit entrance. it worked, but it used a lot of ammo. i dont think with shotugn turrets it wouldve been able to hit the zombies
There is literally TONS of paper in A17 if you can find Paper Mills. I come out of each one with 2500+ paper.In A17 I have no turrets in use because the paper is missing to run it economically. In A16 I had a platform base with 8 shotgun turrents facing inwards. These have consumed per horde about 1500 rounds. I couldn't afford that in A17 anymore.
Instead I use a modified version of the Shockbox from Grand Spartan:
Thanks for the infoThere is literally TONS of paper in A17 if you can find Paper Mills. I come out of each one with 2500+ paper.
oh, gotcha. I only play RWG. Nav is too predictable for me now. Too many saves on it.Thanks for the info
I know the paper mill but I currently play on the Navezgane Map and there is only one paper mill on this map.
I wait until RWG is fixed in A17 before I restart on a random gen world. Too many cell towers and waterworks currently on my RWG Testworld.oh, gotcha. I only play RWG. Nav is too predictable for me now. Too many saves on it.
This may have been awhile ago but I think that this is untrue atm because the perks have not been properly balanced yet (as the devs really have not had enough time to). Right now there simply are perk trees that are unappealing to almost any build and fortitude is one of those trees. No matter how I find myself playing - ranged, builder or melee being the three mains - I never spec fortitude or agility. Agility SHOULD play into a ranged build rather well too but there simply is not enough gain there to make it worth the opportunity cost.That's called having real choices where you have to actually decide between A or B instead of getting to have both A and B. You also mentioned "wasting" points in your other thread on perks you don't really want I guess but feel you have to have. I think that the designers of games do a good job when they make 2-3 things feel necessary but you can only get 1 of them. Tough choices are my kind of fun.
Then that's literally not max crafting, bro.Nerdy glasses and enough perks into INT you can max craft by 70.
EDIT: not the auger or anything locked behind perks though.
There used to be the problem that brass was scarce. Now we have steel ammunition that can be produced almost indefinitely.Correct me if I am wrong but are there not supposed to be choke points in certain materials? What is the point if everything is easily available?
At the moment I have enough bones but I visit a dog center and the bear den once a week to get the bones from the dogs and the bears. But it's not likely that the developers will assume that an average player will do something like this.Bones are one of the very few items that is actually in high demand - in a17 there is almost nothing I can't get in asinine quantities really easily. Bones are not even that hard to get - I almost never have less than 100 spare glue/tape. We do not need fewer items that are harder to come by - we need more.
Listen - surely one can set self-imposed rules on himself to spice up his gameplay. Nothing wrong with doing that. But it's ...remarkably asinine to blame other people for playing the game normally and "not restraining themselves" or dismiss their complaints by saying that they can just use "self-discipline" and solve everything.Not at all.
I've seen players running around in the horde night on the street with the AK47 and then said it was too easy for them. Then they switched to bow and arrow and the club. There's no option for that anywhere but they just decided to do it and stayed with it. Just self discipline.
Or watch the Ramblin Man and Dishong Tower series from glock9 on Youtube. He has imposed restrictions on himself and is also a dead is dead player. He could make it easier for himself but he has chosen these restrictions and sticks to them.
The thing you need the most repair kits for is the auger and this was already the case in A16. So if you thought you had too many repair kits, you never had the auger in continuous use. The repair kits were gone extremely fast.
The weapons hardly needed any repair kits already in A16. In A17, you're practically drowned in weapons. It's not even worth repairing them but simply using them until they don't work anymore and then disassembling them.
The repair kit was never meant to have the niche purpose of repairing a 24/7 working auger though. The whole concept of repairing is it being an item sink. If it exists and serves no purpose, that is clearly a shortcoming of the game. Similarly, do you understand the concept of an economy? There is no "economy" if something is unlimited and accessed at a whim.If there was an alternative source such as tree resin, then you would have unlimited availability again and the use of shotgun turrets would be more economically viable again.
If someone completely clears a whole forest and then complains that he have too much wood. What would you say ?Listen - surely one can set self-imposed rules on himself to spice up his gameplay. Nothing wrong with doing that. But it's ...remarkably asinine to blame other people for playing the game normally and "not restraining themselves" or dismiss their complaints by saying that they can just use "self-discipline" and solve everything.
I can tell you what the developers did.If that was the case, TFP, or any game devs, wouldn't be hard at work balancing the item economy or any other aspect of the game. Players wouldn't be asking for options to tailor their experience and so on.
Then explain to me where the economics of wood, stone, iron, nitrate, and coal are. I can get gigantic amounts of it. I just have to mine or harvest it.The repair kit was never meant to have the niche purpose of repairing a 24/7 working auger though. The whole concept of repairing is it being an item sink. If it exists and serves no purpose, that is clearly a shortcoming of the game. Similarly, do you understand the concept of an economy? There is no "economy" if something is unlimited and accessed at a whim.
In the end, it comes down to this. Whether if bones should be rare.The whole thing doesn't sound to me like bones should be rare.
You don't spend it on bones, you spend it on harvest perks which give you more resources on everything, so its a huge win of a perk. I usually have loads of bones. Hit the pig farms for tons of bones.Personally, the waste is more about the timing of when I spend on some perks vs having to spend at all.
And for bones, I personally struggled at day 32 A17.1b9. had very few animals, very few bone piles, very few bones overall. Seems like a weird throttling mechanic. Them bones.
But as for wastefulness, it feels like a waste to, right now be spending skill points for bones, when I'd rather be saving those skill points for a Jeep.