LuckyStar
New member
My opinion of this sort of "cheating"?
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Hey look at this gif of both a Pedestal AND and High Horse.

Of course this has nothing at all to do with your post.
My opinion of this sort of "cheating"?
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While they are at it, they should be using the flashlight for the mod. I'd like to know the concept of using a car headlight on a helmet. And what exactly is powering it?Personally I think it shouldn't be gated in any way. Just a simple recipe, since, as mentioned, it's just duct tape & a flashlight (should be, why the plastic?).
Good tweak would be adding in lightweight 'Construction Hat'. Like the the spazzes wear in-game. Make them maybe 1 point worth of Armor. Have Football Helmet be an early-mid Light Armor helm, and allow duct taping of flashlights to it. Add scrapping to Plastic/s for both.
Have the actual 'flashlight mod' that fits onto Military/Police helms be quite a bit brighter. Leave Construc/Football+taped-on-flashlight remain as is currently. Then there's not only a clear Armor up, but also improved visibility to motivate folks.
Just my .02 cents![]()
Ha! Haven't looked at the recipe. Thanks funny thoughWhile they are at it, they should be using the flashlight for the mod. I'd like to know the concept of using a car headlight on a helmet. And what exactly is powering it?![]()
hahahaHa! Haven't looked at the recipe. Thanks funny thoughbut hey, would certainly rationalize why the "mod" is sooo much brighter right!
<--- no idea if it is, I doubt it, just saying it -could- be, heh
Edit: sounds like a Hillbilly recipe for spotlighting deer at night to poach!
Yeah.... hmm....Personally I think it shouldn't be gated in any way. Just a simple recipe, since, as mentioned, it's just duct tape & a flashlight (should be, why the plastic?).
Good tweak would be adding in lightweight 'Construction Hat'. Like the the spazzes wear in-game. Make them maybe 1 point worth of Armor. Have Football Helmet be an early-mid Light Armor helm, and allow duct taping of flashlights to it. Add scrapping to Plastic/s for both.
Have the actual 'flashlight mod' that fits onto Military/Police helms be quite a bit brighter. Leave Construc/Football+taped-on-flashlight remain as is currently. Then there's not only a clear Armor up, but also improved visibility to motivate folks.
Just my .02 cents![]()
It may be a much tougher helm than what it looks like to me? But it looks like a $6 Hard Hat from Home Depot worn on construction sites. Decent protection if someone drops a hammer on your head, but no chin strap, no ear pro, etc. Pretty darn worthless fighting a zombie imoYeah.... hmm....
Perhaps the Miner's Helm could have no gate at all since it's weak armour.
The Military Helm with flashlight could be gated. That makes sense and is better game play.
Okay I'd be fine with that.It may be a much tougher helm than what it looks like to me? But it looks like a $6 Hard Hat from Home Depot worn on construction sites. Decent protection if someone drops a hammer on your head, but no chin strap, no ear pro, etc. Pretty darn worthless fighting a zombie imoSo I'd definately nerf it's Armor rating down to 'hardly there'. Any 'modern' football helmet would be really good zombie protection, again, imo.
Based on the models they chose for Military/Police helmets, they're bullet resistent, and quite heavy irl. So, rationally would be Heavy Armor, but pretty overkill until Bandits are added. Haven't looked if they're still made but 'old' riot helmets weren't bulletproof, so lighter. Hell, I don't know![]()
Are there any people who have the slightest interest in the armor value of the mining helmet? I would wear a sock on the head if it allows me to see in the night :cocksure:Able to make Miner's helmet right from the start but it's got crap armour rating to balance.
hehAre there any people who have the slightest interest in the armor value of the mining helmet? I would wear a sock on the head if it allows me to see in the night :cocksure:
I have the impression that torches got a bit better in A17, they give off more light. Sure, at the moment they might have a little bug where they sometimes vanish in the wall, but that should only be a temporary inconvenience.
The principle of the game is that you start useless and broke and work your way up to the top. You either have to scavenge for the good stuff or buy it, and the mining helmet IS the good stuff that isn't a vehicle. If crafting it early was possible it would have to be really expensive to build and then everyone would ask: "Why do I need 5 car batteries to build a helmet?". The idea with the batteries would work well too.
Oh, got an idea: How about the mining helmet needs a solar panel to build it :smile-new:
How about a nailgun battery?Are there any people who have the slightest interest in the armor value of the mining helmet? I would wear a sock on the head if it allows me to see in the night :cocksure:
I have the impression that torches got a bit better in A17, they give off more light. Sure, at the moment they might have a little bug where they sometimes vanish in the wall, but that should only be a temporary inconvenience.
The principle of the game is that you start useless and broke and work your way up to the top. You either have to scavenge for the good stuff or buy it, and the mining helmet IS the good stuff that isn't a vehicle. If crafting it early was possible it would have to be really expensive to build and then everyone would ask: "Why do I need 5 car batteries to build a helmet?". The idea with the batteries would work well too.
Oh, got an idea: How about the mining helmet needs a solar panel to build it :smile-new:
I think a better way to accomplish bad luck protection would be to make desirable items available in the trader's secret stash after a certain number of days/player levels rather than level gating. Then if you are X level or it's day Y and you still haven't found that mining helmet you should be able to buy it.Though the system could use some tweaks, to me, the gating system seems more like a bad luck protection system.
You might get lucky and whatever item early on, but with the leveling system in place, you will be able to craft the item if you don't find it early on.
- P
I mean trader RNG alone pretty much gets you this, especially if you are able to locate multiple traders. Personally, I've never had to look too hard to find something I was looking for. There have been a few things that have been more difficult than others, such as solar banks and panels since traders are still the only source of those, but I'm typically not even incorporating those into my electrical grid until way into the game anyway. Wrenches for example used to be a big ticket item to find in A15 and A16 due to needing them for harvesting cars, electrical panels, etc for parts. Now by day 20 I've got so many wrenches that I could start using them as ammo to chuck at zombies, not to mention electrical and mechanical parts are easier to find if you know where to look and what to do.I think a better way to accomplish bad luck protection would be to make desirable items available in the trader's secret stash after a certain number of days/player levels rather than level gating. Then if you are X level or it's day Y and you still haven't found that mining helmet you should be able to buy it.
I'm actually in favor of everything being RNG, despite how frustrating that can sometimes be. And I'm in favor of some top-tier things not being craftable, ever.I mean trader RNG alone pretty much gets you this, especially if you are able to locate multiple traders. Personally, I've never had to look too hard to find something I was looking for. There have been a few things that have been more difficult than others, such as solar banks and panels since traders are still the only source of those, but I'm typically not even incorporating those into my electrical grid until way into the game anyway. Wrenches for example used to be a big ticket item to find in A15 and A16 due to needing them for harvesting cars, electrical panels, etc for parts. Now by day 20 I've got so many wrenches that I could start using them as ammo to chuck at zombies, not to mention electrical and mechanical parts are easier to find if you know where to look and what to do.
I'm just not sure how I feel about something being guaranteed at a trader at a certain point. I love the randomness of hitting a trader after an inventory reset and digging through to see what might be of use. If they have something that I've been after, I get a little burst of excitement. If I know for a fact it'll be there because I've either reached a certain day, level, or gamestage, I feel like it might take some of the fun out of it.
Well, the idea I'm toying with regarding level gating involves removing the level gates entirely for the first 5 tiers of each category. This would allow you to spec into whatever basics you want at first, but once you get to a certain point, i.e making a forge you're going to hit a wall before you can do too much more. This way you might be able to have a forge and bicycle on day 1, but it'll still be way later on before you start making steel or advanced ammo or better vehicles etc. This would allieviate a lot of the early game woes that are bugging a lot of people. Mainly it would give you a hell of a lot more flexibility when you need it most and are the most vulnerable, and allow you to more adequately respond to your environment and situation until you can get a stable setup.I'm actually in favor of everything being RNG, despite how frustrating that can sometimes be. And I'm in favor of some top-tier things not being craftable, ever.
But, if there's going to be a mechanic to guarantee access to specific items, I'd rather find some way to do it that doesn't involve level gating.