Do you think 2.0 is going to be too easy?

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?
 
The original poster of the thread posed a question, to which I provided a sincere response. Consequently, the thread has reached its current state of people trying to throw insults and grief. Ultimately, it is of little significance, as once players experience version 2.0, they will quickly discover that a 90% damage mitigation is excessive and you will get your answer than.
 
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?

No, I don't need to do that and I am not insulting anyone.

I am just saying that the devs made public already that he game was made to play with 8 people maximum and isn't really a pvp game. I also pointed out that this could be solved just by modding the xml files, so I don't understand the big deal as what he and cares isn't even 2% of the game pop.
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The experimental it's for that kinda of stuff, all we have to do is wait for the experimental and report back to the devs if something doesn't feel correct, or am I wrong? lol
 
Smoothie recipes for the various biomes look to be easy to craft (and they start unlocked) so I don't think people will be stuck in the forest biome. With those smoothies, should be then easy to get the biome badge after you spend some time to complete the quests.

Regarding the new perks, the agility ones (the ones I will more likely become familiar with) don't really shine until you get Agility at level 7 or higher. So that is going to take some time to get there. By that time, you should be seeing the new tiers of zombies which have more HP and hit harder.
 
I know that my int rush to two quest rewards build -- the one that many forum members hate -- is harder. The streamers I've watched get overconfident in forest because it looks so familar and then they get killed by a new zombie, such as the burning guy or the claw creature. Also many are not prepared for the biome hazards.

My horde base architecture should still work -- ramp to a ladder followed by a drop to the platform where I'm standing.
 
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.
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.
 
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.
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.
 
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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.
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.
 
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.
 
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. 😁

You can find even a 1% proc happening multiple times in a row and a 99% proc not happen multiple times in a row. Only at very high numbers of tests will it align with the actual percent unless you are just really lucky to get the correct results in a smaller test sample.

As far as the storms, I haven't gotten there yet to see, but it may be that storms occur in all biomes other than the forest at the same time. Also remember than 50% is just 50% of whatever the default is. If the default is 4 storms an hour, then 50% is still 2 storms per hour. I'm not sure if anyone has looked to see what 100% actually means. If they have, I haven't seen it posted.
 
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The first time I encountered a spitter in the desert it nearly killed me. But now that I've levelled up and understand the spitters, it has not prevented me from building a gathering base in the desert. I assume the Yeti will be the same -- challenging when first encountered but less dangerous as I level up. The yeti _has_ prevented me from doing the snow biome trader quest -- not ready to enter the snow biome on day 16, though I am saving up smoothie ingredients.
 
After what I just went through in Nava, how easy it's going to be depends to a certain extent on your choices when you build the random world.

If you turn off rivers, mountains, cracks, hills... It's easier
 
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