I've reached the point where if I need to level up I just start building a new horde base design or rebuilding previous ones. Need that perk to make better food and I'm not in the mood for a horde base? Here's concrete 11x11x5 block.. ooh 4 perk points.Prefix:
TFPs have said again and again since the very early types they don't care about balancing (okay to be fair focusing on developing the game rather than focusing on balancing on features that might not be around in the end is usually a good thing... just not if this short period goes on for over 8 years)
So since this is a balancing issue and different people say different things (like my previous poster saying that clubs are best, when on high difficulties I play on the machete is without a doubt the 1st place. Not even close. And the stun baton closely behind (moving up there once you knock every Z down with the mod)
But since we are on the topic, I will give my opinion on what needs to change:
Perkrequirements. Good lord I hate level gating, but this is a close second. It is the epitomy of "we don't want you to have this too soon, but we didn't know how to make it happen, so go out there and level". In an RPG (which this is NOT, but won't open that can of worms again) this can work. In a sandbox, it just feels cheap.
Since they dislike LBD, maybe they can do it by setting requirements that are independent of levels:
"kill 500 zombies with a club" for "pummel Pete 4"Â
"knock down 100 zombies with turrets" to unlock the scrap turrets
or or or.
Make it INTERESTING and not dependent on levels. This means you need to chose what path to go.
And not having a motorbike because you want to get a farm going... feels bad.
While TECHNICIALLY it doesn't matter if you are farming xp or doing a "challenge", you are working towards a specific goal and need to do various things.
While XP is so general... it feels ike it comes out of nothing. And you still need to grind the xp... you can just chose to build 5000 wooden blocks to get better at fighting.
And now that I write this I realize that I could have saved my breath because this is probably just seen as "LBD-light", so no point.
I just dislike that it is not a perk tree. Just a random assortment of buffs basically. Either completely broken, or borderline useless (or early useful late useless or other way round)
To be honest, the chatter back then was much like it is now. People unhappy with whatever the current system was would come and post and those who liked it would defend it. There has never been 100% consensus by the player base of everyone being happy with the system. When Alpha 11 hit and tools and weapons had quality that was dependent upon how many times you crafted that tool it significantly changed the way the game was played by many people. So we had a lot of people who enjoyed the grind of making 100 stone axes and we had a lot of people who hated it but did it anyway. There were even some who tried their best to just keep playing normally (normally being how they played in Alpha 10 and below) and just let their tool and weapon qualities advance slowly over time even though the temptation to rush the progression was definitely something new in the game.
Iâd turn over all control and credit for my 0XP mod to a boidster with the skill and passion to fix it and improve itâŚ.I'd contribute to the Venmo account of a modder who built such an overhaul after the game goes gold.
What alpha was that for? Zip it up and send it to me, I'll take a look. If it can be done only with XML I might have a go.
What is "LBD"?
I just want to be clear - I didn't say Penetrator was bad, I actually think its exceptionally good, I said it was gated by things the player had no control over and without those things it did nothing, which is frustrating - specifically, finding the AP ammo crafting book, or finding enough AP ammo in stores (which I've found to be exceptionally rare unless, again, you've taken many levels of Better Barter, which makes it fairly common and is, I suppose, something the player has control of... but when the answer to every question about how to reliably make something work is "Take Better Barter", I think that's a problem). I had a previous game where I'd gotten to lv50 without any sign of the book, and having specced very heavily into Perception it was... it wasn't a good feeling that my only source of ammo was the occasional handful of bullets I could find from the trader, and even they were a once in a blue-blooded moon kind of deal.
I have a Hotmail account?
It is listed as your registration email for our forum...lol
I have to agree with this, you never find AP/HP ammo atm and I assume it is because the A20 loot system needs more polish/tweaking. We just need to give them time and constructive feedback and they will get it to a better state.meganoth said:Finding AP ammo may just be the part of the loot balance that isn't there yet as they restructured the loot system in A20 again (clearly they are still not satisfied with it and have been at it the last alphas). In my MP game I play perception and through buying and finding I had about 80 bullets AP ammo in the third blood moon which was enough as the blood moon was still short. The interesting part is yet to come, will I find enough of that ammo to buy and loot at higher levels.
At least I expect more AP ammo to drop the higher my loot gamestage gets. But I don't expect to use AP ammo on POI raiding and keep it strictly for horde nights
Ah to be young/new and full of hopeÂWe just need to give them time and constructive feedback and they will get it to a better state.
Good to be back and good to see the LBD debate is still alive and strongRoland said:There was no one alpha when LBD came out. It was a process of development that evolved over several alphas. For example, in Alpha 11 there were no skills at all. There was only quality of tools and weapons and as you crafted them they increased in quality with a plus or minus 50 modifier to keep things somewhat variable. That was it. Then in Alpha 12 - 16 there were alterations and additions made. In some alphas you got xp for killing zombies and then they removed that and then brought it back. They tried a few iterations of crafting to get better at crafting (spam crafting) all the way to Alpha 15 when they changed it to only working in a workstation so people were babysitting their workstations and then A16 they removed spam crafting for higher quality completely but still had LBD for a number of skills. After all this experimentation from A11 to A16 with various forms and hybrids of LBD they decided to go with the more Fallout-esque system we have now.
A14 was probably the pinnacle of LBD crafting for better quality tools before it started diminishing and A16 the pinnacle of LBD skills before it was dropped but there really isn't one Alpha you can point to and say "This is where they turned LBD on"
To be honest, the chatter back then was much like it is now. People unhappy with whatever the current system was would come and post and those who liked it would defend it. There has never been 100% consensus by the player base of everyone being happy with the system. When Alpha 11 hit and tools and weapons had quality that was dependent upon how many times you crafted that tool it significantly changed the way the game was played by many people. So we had a lot of people who enjoyed the grind of making 100 stone axes and we had a lot of people who hated it but did it anyway. There were even some who tried their best to just keep playing normally (normally being how they played in Alpha 10 and below) and just let their tool and weapon qualities advance slowly over time even though the temptation to rush the progression was definitely something new in the game.
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