NoamChomsky
New member
hooking a motion detector up to the drawbridge was one of the first things i wanted to do with the electricity system.The idea is simple, link few doors/garage doors/hatch/drawbridge to electricity system
hooking a motion detector up to the drawbridge was one of the first things i wanted to do with the electricity system.The idea is simple, link few doors/garage doors/hatch/drawbridge to electricity system
How about at least having larger storage / backpacks / baskets be game configurables? Then the default could be kept the default, while some servers / players could choose to cater to scavengers. Kind of like LCB size, drop-on-death/exit and such being configurable.This backpack thing is that it teases many players. With few ppl that play around a lot (1000+ hours) we were thinking of different types of player characters with upgradable perks. Such as bigger backpack or more stamina. Or beer resistanse.
Lets say we have 3 types - a looter/scavanger, marine, medic/farmer. It will mess and both add and remove good stuff from the game but it`s what could be best way to add bigger backpack without destroying experience in MP/PVP
In SP - god I hope we have at least an upgrade or a lootable bigger (very rare) backpack. Or a pickup truck.
Possibly yes. And I wouldn't say bitching as they do have a place in SP, but I havent seen very many even discuss the BM on a MP until recently now that people are getting knee deep into gamestages and Day 200 plus. Sure there are other more important things, but its important we don't push EVERY conversation to "lets wait until Beta" because Beta is usually feature locked and balancing time. And BM on MP servers is something that needs discussing BEFORE being feature locked.Someone mentioned BM's?
...oh. Blood moons.
Um, they need work, but as many times as they've changed since they we're introduced, I've no doubt they'll change again.
Let's female dog about them in beta.
(Or will that be too late?)
I like the monthly idea. It gives people time plus if balanced correctly with gamestages that monthly visit could be absolute destruction.i do wish the hordes were a nightly thing, like is feeding time.. and the blood moons were monthly.
The problem here is that we have irreconcilable differences about which camps we are in.TBH (and this is just my opinion) some elements of the game needs to be grounded/based on reality or it just starts to get silly and can no longer be taken seriously. It's just a matter of how far you feel it should be stretched for better game play. I don't think anyone is trying to push that we can't carry nothing more than 1 or 2 items. I'm in the camp that at least some form of "Item management" needs to be in the game and having a 72 slot bag is a bad thing... (imo) You shouldn't be able to carry your whole base in your backpack and you're just going to need to prioritize what you should or shouldn't take.
So yeah, the "Reality" argument should be pitted against "game play" a lot in this type of game.
Set your game option to feral and zombies will gps to you at night. There are already wandering hordes on some nights but a lot of times they just run past without engaging. But if you set the game mode to feral any wandering hordes and any zeds spawning in the area will actively hunt you until the sun rises every night.i do wish the hordes were a nightly thing, like is feeding time.. and the blood moons were monthly.
Thank you, I'll check this out. For me the game seems to move too fast. and the moon cycle is a week long.. lol. feels weirdSet your game option to feral and zombies will gps to you at night. There are wandering hordes but a lot of times they just run past. But if you set the game mode to feral any wandering hordes and any zeds spawning in the area will actively hunt you until the sun rises.
I believe you can change the days for Bloodmoon in the xmls from 7, 14, 21, 28, etc. to 30, 60, 90, 120. At least you could in earlier iterations.
Be careful though. In the past there was a bug that would make it so wandering hordes would run during the day if the game was set to feral. Not sure if they fixed it or not. Its not so bad but can give you quite a fright when you see a bunch of bikers come over the hill running towards you at full speed...Thank you, I'll check this out. For me the game seems to move too fast. and the moon cycle is a week long.. lol. feels weird
Your suggestion has pretty much solved part of the issue and a good compromise to both sides of the coin. Why not have a delivery service in the game? Why not have the player go to a trader and "purchase" a moving service that will move your storage? You wouldn't need to have a backpack any larger than you have now and ppl would still have the "Item management" aspect of the game as well. Plus you give the trader another use in the game.The problem here is that we have irreconcilable differences about which camps we are in.
I'm in the camp that would like larger storage, and particularly larger mobile storage. I find it unrealistic that we'd be able to be level 200 and build out own skyscrapers with fully automated turret defenses and nobody has managed to salvage a 24 foot box truck or a semi tractor in order to ship piles of stuff in between bases. Which is not to say that I want to see those kinds of player-driven vehicles added to the game, I'd be happy with a mega-mini-bike-storage and some suspension of disbelief. But from a gameplay perspective I don't like having to choose between abandoning bases with all kinds of stuff in them vs. doing a dozen runs across the map to ferry stuff.
If you wanted to fit this into the existing game without increasing the amount of scavenging that users could do, then maybe just some way of dropping off items in storage at traders and transferring them between traders. Then you ferry stuff to a trader, have it "shipped" across the map (imagine fleets of brown UPS trucks in the background), and then can pick it up at another trade all the way across the map and ferry it to your new base. As long as you build somewhat close to traders, then its not too hard to ferry lots of stuff around. But then you can't hit a town with 2,000 slots of storage open and strip it to the bone in one pass.
Not completely irreconcilable. I like your idea of having massive mobile storage options gated to > level 150 as an abstraction of what you mentioned as far as trucks etc. For that point of the game where you have conquered the survival aspect and are wanting to do large projects of excavation or building it makes sense. I just don't like it for the early and mid game when you should be forced to choose this or that. Come back for a second trip or not. Most complaints I see are not for when they are level 150 it is for when they are level 5 and they want to carry all their tools, and changes of clothes, and food and water, and several weapon options, AND be able to clear a town of goods without having to make more than a couple of trips.The problem here is that we have irreconcilable differences about which camps we are in.
Sorry Roland, I don't agree. I don't want it doubled, but a extra row would be good to have. I forgot to write down what I carried as I moved from the worthless town I spawned near to the one I hope will be worth living in, but there were several cans of food. Why? I saw one boar on day one and I killed it. I saw on day three a deer and I killed it. Three meat from boar and four from deer. The first town didn't have any gardens but I did get a lot of canned food from the apartment building. Besides the stone, fiber, wood, feathers, cloth, dukes and water, I had yucca juice, bandages, knife I bought at trader, leather, torches, duster, puffer coat, poncho and I found a wrench, fireaxe, pick axe and shovel. Rest was canned food. I saw no wolves, bears or direwolves (which made me happy) and even when in the desert and plains no vultures (which was weird). The tool belt has axe, bow, arrows, knife, frames and torches.You were but my muse Meganoth. I understand you were not wanting to carry your kitchen sink around with you.![]()
But I do think the current backpack size is good for the basic unmodded game.
I know Amazon helps a lot with their engine, trying to get it main stream. They helped Star Citizen convert.They also seem to have a habit of killing out stuff I love so uh no thank you on them doing that to 7 days.
A sawzall would be a more appropriate demo tool. I agree though, a power demo tool would be nice.I made this suggestion before, but I'll put it here again.
For mid-late game tools we have the Auger (mining), Chain Saw (wood), and the Nail Gun (building/repair); however we have nothing for dismantling. My suggestion is to have a Power Drill that we can collect the parts and build; case, motor, parts, and we can use the same battery as the nail gun.
You can then add in a battery charger to hook up to the electrical system. Using the Nail Gun for repairs or the Power Drill for dismantling will decrease the charge on the battery. The battery would then be removed from the tool and added to a slot in the charger.
You sound like you have plenty of experience in this field, is this an experience from real life? I hear that's what happens when you piss off Hells Angels. :smile-new:Its not so bad but can give you quite a fright when you see a bunch of bikers come over the hill running towards you at full speed...![]()
seed name?!!?are you kidding? nitrate is everywhere. one map I was on by day 3 i had mined 30 nodes. and it is dropped from rock, gravel, and underground ores like candy on Halloween. I find it mainly in the plains area. it super common there.
The problem here is that we have irreconcilable differences about which camps we are in.
I'm in the camp that would like larger storage, and particularly larger mobile storage. I find it unrealistic that we'd be able to be level 200 and build out own skyscrapers with fully automated turret defenses and nobody has managed to salvage a 24 foot box truck or a semi tractor in order to ship piles of stuff in between bases. Which is not to say that I want to see those kinds of player-driven vehicles added to the game, I'd be happy with a mega-mini-bike-storage and some suspension of disbelief. But from a gameplay perspective I don't like having to choose between abandoning bases with all kinds of stuff in them vs. doing a dozen runs across the map to ferry stuff.
If you wanted to fit this into the existing game without increasing the amount of scavenging that users could do, then maybe just some way of dropping off items in storage at traders and transferring them between traders. Then you ferry stuff to a trader, have it "shipped" across the map (imagine fleets of brown UPS trucks in the background), and then can pick it up at another trade all the way across the map and ferry it to your new base. As long as you build somewhat close to traders, then its not too hard to ferry lots of stuff around. But then you can't hit a town with 2,000 slots of storage open and strip it to the bone in one pass.
The problem here is that we have irreconcilable differences about which camps we are in.
I'm in the camp that would like larger storage, and particularly larger mobile storage. I find it unrealistic that we'd be able to be level 200 and build out own skyscrapers with fully automated turret defenses and nobody has managed to salvage a 24 foot box truck or a semi tractor in order to ship piles of stuff in between bases. Which is not to say that I want to see those kinds of player-driven vehicles added to the game, I'd be happy with a mega-mini-bike-storage and some suspension of disbelief. But from a gameplay perspective I don't like having to choose between abandoning bases with all kinds of stuff in them vs. doing a dozen runs across the map to ferry stuff.
If you wanted to fit this into the existing game without increasing the amount of scavenging that users could do, then maybe just some way of dropping off items in storage at traders and transferring them between traders. Then you ferry stuff to a trader, have it "shipped" across the map (imagine fleets of brown UPS trucks in the background), and then can pick it up at another trade all the way across the map and ferry it to your new base. As long as you build somewhat close to traders, then its not too hard to ferry lots of stuff around. But then you can't hit a town with 2,000 slots of storage open and strip it to the bone in one pass.
U-haul trucks for temporary usage. Then there is PODS, a steel shipping container that gets dropped off in your driveway then you pack it up and then they come and ship to your new house. Just make a temporary storage unit just for moving base. Should be expensive but not heavy in farming materials, maybe should cost 20k+ payable to the newly added travel agent at the trader complex.Not completely irreconcilable. I like your idea of having massive mobile storage options gated to > level 150 as an abstraction of what you mentioned as far as trucks etc. For that point of the game where you have conquered the survival aspect and are wanting to do large projects of excavation or building it makes sense. I just don't like it for the early and mid game when you should be forced to choose this or that. Come back for a second trip or not. Most complaints I see are not for when they are level 150 it is for when they are level 5 and they want to carry all their tools, and changes of clothes, and food and water, and several weapon options, AND be able to clear a town of goods without having to make more than a couple of trips.
Someone was just recently complaining that cans of water aren't stackable to 15 like the bottled water is because they wanted to take several to stay hydrated but also wanted the slots for other stuff. That's some good tough decision making that can have lethal consequences if the wrong choice is made and things go sideways. Being able to carry everything early in the game wrecks such choices. Now I get that some people don't want to play a game where they have to make tough choices and have to struggle but their preferences should be a mod since what they aren't enjoying is the genre that this game was advertised as being. It's like buying a Daytona 500 style racing game and then asking for them to remove the track and make it cross country because its more interesting. Maybe so, but it won't be a Daytona 500 racing game any longer.