You could mod the XML to increase the starting quantities of those things so that when they're adjusted down by loot abundance you still get more of them. Or just reduce the recipe requirements for those items.(Played 1/2 Hour for fun)Spend 29 Minutes to get some feathers
Shoot all feathers (21 Arrows) in one Zombiehead
Zombie kill you
Deleted World
Ok i play on 25% loot abundance.
But why does this include Feathers and Brass
News flash, hard settings make it hard?All i wanted was to loot a small tent camp at First day. Impossible in that case
And yes sure i can play on easyer settings.
But Insane = Arrowsponges and
25% loot abundancy = really to less arrows
= in Vanilla anoying the first days
(But later the gameplay is fine)
Now i consider to give the player feathers as reward for the starter quest
200 or so for a balanced start.
Sorry no real (big) issue. But i was pissed.
Yes but even the hardest setting should be Playable.News flash, hard settings make it hard?![]()
They allways was, like the Sleepers are not there, what you see are placeholder blocks.Has anyone noticed that all the cars in Madmole's video are green.
Roland's avatar is now green...
The question everyone should be asking is what Roland has been up to. Hmmm...
So is nerd polling to the top an alternate path or a low down, dirty dog trick (and game-natzi magnet)?More travel paths are a good thing but lets not diminish the good here. All of these houses were previously so plain long overdue for an update. I would love every old prefab get the "skyscrapper" treatment.
It is worth mentioning players will find ways to make multiple paths given this is a voxel game already.![]()
It would be nice is they allowed a game stage factor to loot quantities, maybe based on stack size. So a game stage below X would get a Y% bonus to loot quantities for Z+ stack size items. Or something like that.Yes but even the hardest setting should be Playable. Or better said, the Difficulty is fine, but the first 1-3 Days are imbalanced at that topic.
Sadly i have no suggestion how to fix that in vanilla without disbalance the easyer settings.
If you would find a Base/House in real you want to enter, would youSo is nerd polling to the top an alternate path or a low down, dirty dog trick
This would maybe be an idea.It would be nice is they allowed a game stage factor to loot quantities, maybe based on stack size. So a game stage below X would get a Y% bonus to loot quantities for Z+ stack size items. Or something like that.
<lootcontainer id="25" count="1,3" size="4,3" sound_open="UseActions/open_garbage" sound_close="UseActions/close_garbage" loot_quality_template="baseTemplate">
<item name="egg" count="1" prob="0.25"/>
<item name="feather" count="4,10" prob="0.75" [color="#FFFF00"]noscale [/color]/>
</lootcontainer>
<lootcontainer id="25" count="1,3" size="4,3" sound_open="UseActions/open_garbage" sound_close="UseActions/close_garbage" loot_quality_template="baseTemplate">
<item name="egg" count="1" prob="0.25"/>
<item name="feather" count="4,10" prob="0.75" />
<item name="feather" count="2,5" prob="0.75" [color="#FFFF00"]@Playerlevel"1,3" [/color]/>
<item name="feather" count="2,5" prob="0.75" [color="#FFFF00"]@Playerlevel"1,10" [/color]/>
<item name="feather" count="-2,-5" prob="0.75" [color="#FFFF00"]@Playerlevel"50,200" [/color]/>
</lootcontainer>
Could it have been from the milkshake the Dr. prescribed before hand?My poops tested positive for those.
A follow up thought on this is that running is always an option. "Playable" doesn't mean your preferred plan of action is always the best one or even an option that allows you to live. Just sayin'.Yes but even the hardest setting should be Playable. Or better said, the Difficulty is fine, but the first 1-3 Days are imbalanced at that topic.
Sadly i have no suggestion how to fix that in vanilla without disbalance the easyer settings.
@Playerlevel would have to be a percentage of max level, since max level is adjustable in the XML.hmm during i write this here i consider your idea, how about a easy way
Code:<lootcontainer id="25" count="1,3" size="4,3" sound_open="UseActions/open_garbage" sound_close="UseActions/close_garbage" loot_quality_template="baseTemplate"> <item name="egg" count="1" prob="0.25"/> <item name="feather" count="4,10" prob="0.75" /> <item name="feather" count="2,5" prob="0.75" [color=#FFFF00]@Playerlevel"1,3" [/color]/> <item name="feather" count="2,5" prob="0.75" [color=#FFFF00]@Playerlevel"1,10" [/color]/> <item name="feather" count="-2,-5" prob="0.75" [color=#FFFF00]@Playerlevel"50,200" [/color]/> </lootcontainer>
And i dont say that you are wrong at this point. I think a way for more feathers the first days and more brass as only 25% later would help this Difficult settings.A follow up thought on this is that running is always an option. "Playable" doesn't mean your preferred plan of action is always the best one or even an option that allows you to live. Just sayin'.![]()
Just add a harvest amount to trees for and bushes for them to produce some feathers. Then it can get scaled by the tools harvest percent. I was even able to thin out birds nest that way.And i dont say that you are wrong at this point. I think a way for more feathers the first days and more brass as only 25% later would help this Difficult settings. But as you say, maybe if a player choose max Difficulty it is a good way to force him to play different. The only "but" in this topic is that it feels (for me) not Balanced toward the Gameplay after the player has other ways to reduce the Arrows needed (Buy Ammo, use different ammo too, more days he need not to Loot Buildings because he allready has Clothes and other stuff).
Specially the first few days the player is forced to get Clothes and other stuff from Poi´s. No fun if the rarity of feathers hinder that.
After day 7 the same difficulty is really nice. (Much better than easyer settings)
What starter quest? Is it a mod or something?My starter quest gave a mining helmet, a 1 pistol, and 100 rounds.
In quests.xmlWhat starter quest? Is it a mod or something?
<!-- Basic Survival 1 - Craft a Bedroll /> -->
<quest id="quest_BasicSurvival1" group_name_key="quest_BasicSurvival" name_key="quest_BasicSurvival1" subtitle_key="quest_BasicSurvival1_subtitle" description_key="quest_BasicSurvival1_description" icon="ui_game_symbol_map_bed" category_key="quest" difficulty="veryeasy" offer_key="quest_BasicSurvival_offer">
<action type="ShowTip" value="tutorialTipQuest02" />
<action type="TrackQuest" />
<objective type="FetchKeep" id="yuccaFibers" value="20" />
<objective type="Craft" id="bedroll" value="1" />
<objective type="BlockPlace" id="bedroll" value="1" />
[color="#FFFF00"] <reward type="Item" id="tazasStoneaxe" value="550" />
<reward type="SkillPoints" value="50" /> [/color]
<reward type="Quest" id="quest_BasicSurvival2" />
</quest>