Moldy Bread
New member
I have it set to long days, but just by crafting, mining and killing lots of zombies.I’m curious about how you get to Blue level steel tools by day eight.
I have it set to long days, but just by crafting, mining and killing lots of zombies.I’m curious about how you get to Blue level steel tools by day eight.
Honestly, I don't like the days just zooming past. But I have played with shorter days, even then Day 7 is a piece of piss. Just add spikes and cobblestone and you are set.Maybe try with 60 or 50 minute days then. You’re giving yourself 4x as long to prepare. I’m not saying the Day 7 Horde isn’t easy but it is a bit more thrilling when you only have a small flagstone/ cobblestone fort with a few spikes and much weaker weapons.
Everything you said about cities I agree with. Hopefully they will be able to increase outdoor zombie spawns in addition to sleepers.
Try "always run" to up the excitement and slow down the progress. This way it also does not matter so much how long the days are. (having 90min days and complaining about having blue steel tools at day 8 is a bit misleading)Honestly, I don't like the days just zooming past. But I have played with shorter days, even then Day 7 is a piece of piss. Just add spikes and cobblestone and you are set.
The cities no longer have their scary atmosphere. Like I said above, I would love to craft custom cities.
Traders.I’m curious about how you get to Blue level steel tools by day eight. I’m usually still at orange or perhaps yellow by day 7 and don’t even have a workbench until after day 8 let alone the ability to craft steel.
Yes, I’ve seen Royal’s min/max shopping network tutorial....Traders.
The Tazmanian Devil is actually my favorite Looney Toons character.You forgot murderous rage.
I know the few times we played together, he'd leave with the junk and come back with nice stuff. =)Yes, I’ve seen Royal’s min/max shopping network tutorial....
I was curious what method Moldy was using to speed race the progression beyond the difficulty curve of the game. Looks like time dilation is his flavor.
I have heard of people able to do this IRL. They can leave the house with an old pipe or crowbar and come back with cash, jewelry, TV's etc. They must have their bartering skills maxed.I know the few times we played together, he'd leave with the junk and come back with nice stuff. =)
Good times, good times.
It's especially impressive since they come back with the crowbar, too.I have heard of people able to do this IRL. They can leave the house with an old pipe or crowbar and come back with cash, jewelry, TV's etc. They must have their bartering skills maxed.
not to mention Fully Functional Stealth System too.I have heard of people able to do this IRL. They can leave the house with an old pipe or crowbar and come back with cash, jewelry, TV's etc. They must have their bartering skills maxed.
Unnatural and unholy breaks. People want more content, not stopgaps to fill the time between alphas. Yeh yeh, I know, it's coming, but it had better be a lot. =)Level gating and erasure of spam crafting for XP are examples that show they are willing to impose brakes upon players.
I have yet to find a server with 120 min days. I always assumed Day 49 is when things get interesting for vanilla versions. Modders have changed the game so much that progression means everything even when they try to slow it down, and still they focus on blood moons in feeble attempts at increasing difficulty. I try to ignore the posts that whine about difficulty and becoming too easy too fast, it just shows their ignorance for the game as a whole, its like they learned one way to play the game and cannot fathom there is more than one way. I hope TFP doesnt cater to that class of whiners, it would ruin the game for the rest of us.Don’t get me wrong. The difficulty of the game and how well it keeps up with player progression does need work. I don’t disagree with Moldy on that...but those that come on and complain that the game is over too soon and becomes too easy too fast are just asking TFP to make the game more restrictive. Making 60 min days the ONLY option....
Changing traders in some way to prevent economic min/maxing your way to purple gear in the first week, etc.
Level gating and erasure of spam crafting for XP are examples that show they are willing to impose brakes upon players.
That crowbar is the key to "good bartering". Gets you through doors, past locks, into crates...I have heard of people able to do this IRL. They can leave the house with an old pipe or crowbar and come back with cash, jewelry, TV's etc. They must have their bartering skills maxed.
I remember this conversation the first time around when levelled enemies were first introduced.Dukes:The wet concrete everything is way too many dukes for trade. Maybe 1/10th the amount would be a little better.
Someone mentioned limiting the amount of dukes a trader has at the start of the day sounds good too.
Difficulty:
Making a primary hub (again) where its total chaos (I'm talking some radiated starting day 1) would be fun and no one could then say the whole game was too easy then. Loot should be great in that hub as well.
natural break, i had nothing to do with it!Unnatural and unholy breaks. People want more content, not stopgaps to fill the time between alphas. Yeh yeh, I know, it's coming, but it had better be a lot. =)