Rotor
Survivor
But rapid xp gaining is a double-edged sword in this game. Or a double-edged sledge...
I think that would be "double headed"
But rapid xp gaining is a double-edged sword in this game. Or a double-edged sledge...
uuuuuh, so that feels a bit like you were not replying to me so much as using me to be insulting to a guy you don't like. maybe dont do that?He wants the devs to change the game to the way HE wants from what I can tell, which isn't even 2% of the player base and the game wasn't made for pvp as everyone that works on TFP mentioned tons of times.
Keep in mind grandpaminion that the game allows you create mods and change all those things, if you were not like that, I would be happy to help you as I help anyone else.
uuuuuh, so that feels a bit like you were not replying to me so much as using me to be insulting to a guy you don't like. maybe dont do that?
Yes. Make sure to complete all sections so they have the necessary information.I guess this is the link for bug reports and possibly suggestions during experimental?
As someone who plays on low difficulty with relatively slow zombies, I welcome the biome progression. But if the storms just make me hide for x minutes and do nothing I might delay them or make them infrequent. If stuff is too hard, lower the difficulty level and zombie speed. I respect that the animals do not slow down.You also will not normally have the better perks until later unless you focus solely on those instead of on your weapon perks, so I don't see that as a serious problem. If people want to rush something, let them. If they find the game too easy because of it, there are difficulty levels and mods. In the end, no matter what they do, veteran players are going to feel the game is too easy while new players will feel it's too hard in certain things. We have recently had people complaining that screamers are too hard and dire wolves are too hard. In the past, people have complained that regular dogs are too hard in a tier 1 POI. For a veteran, none of those are hard. Changing the perks or zombies isn't going to really impact that. A veteran might struggle with a change like the zombie tiers for a short time until they learn what works to deal with them, but then it'll be easy once again.
Until I try the new version and see how the perks actually work, I refuse to judge them. Maybe some need balancing, maybe not. Guessing isn't going to benefit anyone. And I definitely will NOT listen to streamers saying what is good or bad about the perks. Most of them sensationalize things to get viewers, so you can't really trust that they are playing the game normally or that their comments are really valid.
As far as zombie health, people hate bullet sponges. The new zombie tiers already have their health increased. I don't see any reason to do so to the lower tiers.
And regarding the biomes, they want people to go to the other biomes. If you make going to them more annoying such as having a constant debuff like you suggested, people will be even less likely to go to other biomes. Even what they did with the biome hazards will likely backfire and make many people choose to avoid the other biomes entirely because of it (or disable the hazards and possibly weather). Placing negatives isn't going to make people want to explore more. It will have the opposite effect. If you want people to explore, you need to provide positive benefits. They are considering the loot cap to be a positive benefit, but it's also a negative, and is a good reason to disable biome hazards entirely just to not have to deal with it.
In any case, I'll reserve judgement on 2.0 until I play it. After that, we'll see. My expectation is that after one game with hazards and weather enabled, I'll end up disabling both and never turn them back on. That's unfortunate because I like that there are storms and I like the idea of biome hazards. But I hate gating and I hate having to stand around and wait just because the game throws something at me that I can't do anything about, like a storm. I've been playing No Man's Sky recently (I finally broke down and bought it), and I hate dealing with storms there. I don't bring my exocraft with me everywhere because I don't travel with my (currently) slower frigate, so I'm stuck sitting around waiting either in my ship or else underground with nothing to do for 5 minutes until the storm finally goes away. It's just a waste of my time and does nothing to improve the enjoyment of the game for me. I expect the same result from the storms in 2.0.
Sledge is still slow. I will stick with spear. Also, sledge works best against the less powerful zombies that you can one-shot with the sledge -- the wind up for a second hit is _slow_. I expect to avoid getting it while using a spear, even if it takes longer, vs being strong with the sledge but getting hit.I would say from some of the game play I have seen, the sledge perks are definitely going to get nerfed at some point. It's just way too powerful compared to most others IMO. The double xp for headshots alone is really crazy. Sledge on horde night would be an insane leveling system.
They shouldn't attack your base when you're away. The game still only loads the chunks near you, so nothing can really happen when you're not there. Timers work, but actual attacks wouldn't work unless they change how that works, which probably won't happen.As someone who plays on low difficulty with relatively slow zombies, I welcome the biome progression. But if the storms just make me hide for x minutes and do nothing I might delay them or make them infrequent. If stuff is too hard, lower the difficulty level and zombie speed. I respect that the animals do not slow down.
Also I see that you asked for the ability to disable bandits -- I definitely want that, especially if they might attack my base while I'm away.
RNG works mysteriously.And BTW I did turn off storms. I had them set to 50% and tried to go into the desert biome, which I do not have a badge for, and there was a storm, so I went to the burnt biome, and there was a storm there too. I think there's a math error. If you set something to a 10% chance of occurring every hour, the odds that it won't occur in any 5 hour span are .9 ^ 5 = only 59%. Not sure how the math works, but that's how you'd get something happening too often.
RNG works mysteriously.
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I don't think so because I heard they are making endgame harder with even more than just the green boisDo yall think the update is going to make the Game too easy? Like with the new perks that's are really strong?
What do yall think?