That last sentence almost makes me want to see it in the game now. LolThey would stop at the Turrets and set the player as aim.
And when dinner is over they took the minibike and drive to the next player.
That last sentence almost makes me want to see it in the game now. LolThey would stop at the Turrets and set the player as aim.
And when dinner is over they took the minibike and drive to the next player.
and pick up your bedroll and drink all your beerAnd they would stop at your workbench to fix up a few machetes...
So, it was my last point then. I just didn't understand. Typical. Lol.When you clear an area of zombies then run slightly out of range then come back and there's new zombies, it's jarring and gives you the feeling like "Hey, that's not right". It's not long before you realize you can force zombies to despawn instead of fighting them, or shuffle their types and locations for your benefit.
Wait one second! Hacking me up and eating me is one thing, but stealing my bear is -- wait, was it the cold beer? They can have the warm stuff.and pick up your bedroll and drink all your beer
Always mark your 'unwanted' beer with a small blue dot on the bottom of the can. For those 'guests' that over stay their welcome, and drink your beer. Especially those that never bring any to the camp fire.... blue dot those buggers.......Wait one second! Hacking me up and eating me is one thing, but stealing my bear is -- wait, was it the cold beer? They can have the warm stuff.
Oh.. I did hear that parts went away on guns, but I thought it was the "parts" for guns that went away... Not the whole assembly system... Oh well, this game keeps it fresh every alphaIf things work out for vehicles like they are for guns then parts are going away. Mods will be the new assembling game and will work to make your bike different than mine.
Here hereHow about we skip all the crap about trying to limit people from building underground, and instead focus on improving the ABOVE ground experience?
1) Horde night? The best loot drops on horde night. Right now the loot sucks and horde night feels like maintenance.
2) More advanced loot requires you go to a more advanced biome. Want the best loot in the game? Wasteland on horde night is where it's at. IMO this could even replace game stages, as the player can now 'choose' when to progress to a new difficulty by moving to a new biome.
3) Let players gain wellness from killing zombies just like they lose wellness from getting hit. Either that or remove the wellness debuff so it isn't such a chore to melee a zombie.
4) Add unique quests for unique loot. Don't go above ground much? No awesome pick axe for you.
5) Keep the best loot locked away behind drops. Make it above what you could ever get from a crafting table. Example: Level 800 pick axe.
6) Give XP for exploration. Find a new location for the first time? Bonus XP.
7) Give blueprints for awesome building/base types as drops and hidden in cities, etc. to encourage exploration. Have a recipe list for the player to get to build these items.
With these changes, both sides of the 'camp' will be happy.
Oh! When you said "mark your bear", my mind went immediately into the toilet...Always mark your 'unwanted' beer with a small blue dot on the bottom of the can. For those 'guests' that over stay their welcome, and drink your beer. Especially those that never bring any to the camp fire.... blue dot those buggers.......
Obuthan
Love this idea! It would seem to me that it would also increase the efficiency of SI calculations...I like the idea of building a foundation first and then framing and upgrading from there. So, yes, you could still build on bare dirt but then your SI would be calculated from bedrock instead and subject to tunnels below.
Just taking a page from Ob’s book and spitballing...![]()
I'm digging a fair amount of the ideas here too. Not so much the pickaxe one. Would rather see more balance between pickaxe and auger then yeah, auger needs to be found. Most importantly... STOP KILLING MY FREAKING AUGER SO FAST. I can mine out a MUCH larger space with a pickaxe before breaking versus an auger. And chill out on the gas consumption!How about we skip all the crap about trying to limit people from building underground, and instead focus on improving the ABOVE ground experience?
1) Horde night? The best loot drops on horde night. Right now the loot sucks and horde night feels like maintenance.
2) More advanced loot requires you go to a more advanced biome. Want the best loot in the game? Wasteland on horde night is where it's at. IMO this could even replace game stages, as the player can now 'choose' when to progress to a new difficulty by moving to a new biome.
3) Let players gain wellness from killing zombies just like they lose wellness from getting hit. Either that or remove the wellness debuff so it isn't such a chore to melee a zombie.
4) Add unique quests for unique loot. Don't go above ground much? No awesome pick axe for you.
5) Keep the best loot locked away behind drops. Make it above what you could ever get from a crafting table. Example: Level 800 pick axe.
6) Give XP for exploration. Find a new location for the first time? Bonus XP.
7) Give blueprints for awesome building/base types as drops and hidden in cities, etc. to encourage exploration. Have a recipe list for the player to get to build these items.
With these changes, both sides of the 'camp' will be happy.
None of these suggestions will address my issues with dwarven fortresses.How about we skip all the crap about trying to limit people from building underground, and instead focus on improving the ABOVE ground experience?
1) Horde night? The best loot drops on horde night. Right now the loot sucks and horde night feels like maintenance.
2) More advanced loot requires you go to a more advanced biome. Want the best loot in the game? Wasteland on horde night is where it's at. IMO this could even replace game stages, as the player can now 'choose' when to progress to a new difficulty by moving to a new biome.
3) Let players gain wellness from killing zombies just like they lose wellness from getting hit. Either that or remove the wellness debuff so it isn't such a chore to melee a zombie.
4) Add unique quests for unique loot. Don't go above ground much? No awesome pick axe for you.
5) Keep the best loot locked away behind drops. Make it above what you could ever get from a crafting table. Example: Level 800 pick axe.
6) Give XP for exploration. Find a new location for the first time? Bonus XP.
7) Give blueprints for awesome building/base types as drops and hidden in cities, etc. to encourage exploration. Have a recipe list for the player to get to build these items.
With these changes, both sides of the 'camp' will be happy.
Dont know maybe 1m is the smallest snap value the coordinate system can handle.Of we're talking about making structures cooler, can we lose the grid snapping requirements for at least deco and crafted blocks, excluding terrain and core building crafted blocks?
I was thinking of this being done with offsets. Though you could end up with offsets that bump into each other I guess. Still, it would be cool to ditch the grid snapping for some placements.Dont know maybe 1m is the smallest snap value the coordinate system can handle.
Oh no flashback my brain is thinking about that FP breakdown again.
You and Gazz talked me out of it. I conceded.Why do you abandon your own granite idea!lol
*GASP* I've been nothing but an ADVOCATE! X-DYou and Gazz talked me out of it. I conceded.![]()
Yes. Agreed. In addition, "Let's make surface dwelling more enjoyable" and "let's make underground dwelling challenging" are not for the purpose of coaxing or driving people to the surface. That isn't the point at all.Besides, people are able to multitask. Both concepts of "let's make underground dwelling challenging" and "let's make surface dwelling more enjoyable" can be discussed at the same time.
-A
No worries. Your scenarios of exploitation were compelling. My problem is that I actively ignore and refuse to exploit the game in ways that would make me 100% immune to zombies so I don't naturally think along those lines. It made me think through things more and I THINK the foundation idea might be best.*GASP* I've been nothing but an ADVOCATE! X-D
Nah. I liked the Granite idea except from a slab over the world perspective. Was just trying to wrack my brain around how to make it work. Good idea, didn't mean to overly pick on it homie.![]()