PC Needed nerf

I think the rewards and current stock is fine. Maybe a tiny bit of additional nerf tuning but nothing too major.
I think the trader stock is fine at all levels of play.  The rewards for tier 1-3 are well balanced.  But tiers 4-6 are not there yet.  The only real reason to doing them is opening up the trade routes.  Otherwise you get more/better loot just running more pois in a day 

 
I think the trader stock is fine at all levels of play.  The rewards for tier 1-3 are well balanced.  But tiers 4-6 are not there yet.  The only real reason to doing them is opening up the trade routes.  Otherwise you get more/better loot just running more pois in a day 


The exception being infestation quests since they add the infestation crate to the possible loot not to mention the added xp with all the additional zombies.

 
1, The stun baton is far too OP.  seriously, my family have all tried it, and the stun baton is just rediculously overpowered, not even counting when you get the books to  further its absurdity, or the candy to boost its shock radius.  I started a fresh world, and found a "bear den" POI on like day 4, I had a level 2 stun baton (Yes I got it legit, will explain in point 2)  I destroyed the place, including taking the zombie bear on face to face in melee.  I believe this OPness is a result of the fact t hat there's only 2 tier of weapon in the int category, pipe baton and stun.  I basically was able to keep the zombie bear stunned the entire time, so was just able to keep on pounding. 

 
i couldnt agree with your more, the stun baton is seriously OP: The reason i think it is op the fact it allows players do over 15000 damage, like wtf? nothing in the game has that much HP. It does more damage than admin pistol. Anyone who thinks that is not op than seriously what is?

 
i couldnt agree with your more, the stun baton is seriously OP: The reason i think it is op the fact it allows players do over 15000 damage, like wtf? nothing in the game has that much HP. It does more damage than admin pistol. Anyone who thinks that is not op than seriously what is?
Where did you get this number? I would be very surprised if the Stun Baton can do that much damage. If it did you could oneshot a zombie bear and you definitely can't. You can stunlock it and then beat it to death but that's not the same thing.

 
If it did you could oneshot a zombie bear and you definitely can't.
I ain't him, but I assume he's talking about the 10% instant death from Physician. I'm not exactly surprised if it is doing more damage than another insta death implement ... 😃 

 
the physician perk 

damage detector :

Player ********* (Steam_**************) triggered damage detection! Damage done: 15828
This is simply the way the instakill is implemented which only has a 10% chance. In other words. If you hit a zombie bear 10 times it eats you 9 times for lunch and you only kill it once. In addition, you would then have to call all weapons OP that have a decap chance, since a severed head also means death.

You also have to max out Intellect and Physician to get the perk.

 
Surely someone with as many hours as Grandpa here would know how the game works...

As RipClaw said, it's the instakill bit you see there.

Code:
<effect_group>
	<!-- Each blow landed with a stun baton has a 10% higher chance for instant death -->
	<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
	<requirement name="HoldingItemHasTags" tags="stunBaton"/>
	<requirement name="IsAlive" target="other"/>
	<requirement name="EntityTagCompare" target="other" tags="zombie,animal"/>
		<passive_effect name="EntityDamage" operation="base_add" level="5" value="1500" tags="stunBaton"/>
</effect_group>
 
Surely someone with as many hours as Grandpa here would know how the game works...

As RipClaw said, it's the instakill bit you see there.

<effect_group>
<!-- Each blow landed with a stun baton has a 10% higher chance for instant death -->
<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
<requirement name="HoldingItemHasTags" tags="stunBaton"/>
<requirement name="IsAlive" target="other"/>
<requirement name="EntityTagCompare" target="other" tags="zombie,animal"/>
<passive_effect name="EntityDamage" operation="base_add" level="5" value="1500" tags="stunBaton"/>
</effect_group>

thanks man i was fixn search for that line value=putting my nerf in now value=150

 
thanks man i was fixn search for that line value=putting my nerf in now value=150
That'll make the final damage ~1500, if your 15k was accurate. Not many a thing will remain standing, but some will. Even on the beefier targets, beheading is rather likely at that damage. Will something really change? 😃 

 
coders can update thier damage detectors to protect against hackers
That makes sense, in the noble fight of pwning hackers... figured it was about pvp :) Althou, I don't think that makes it "OP" as such, just weirdly inconvenient as it might mask hacking. For the OPness, I don't PvP here, but having small random instakill mechanics seem terrible for any pvp experience, especially one as slow as this game; the stun baton is a little weird in that regard.

 
That makes sense, in the noble fight of pwning hackers... figured it was about pvp :) Althou, I don't think that makes it "OP" as such, just weirdly inconvenient as it might mask hacking. For the OPness, I don't PvP here, but having small random instakill mechanics seem terrible for any pvp experience, especially one as slow as this game; the stun baton is a little weird in that regard.
Instakill should have no effect on PvP. As far as I can tell from the XML, the perk should only work on zombies and animals.

Code:
<requirement name="EntityTagCompare" target="other" tags="zombie,animal"/>
 
Yes, having more game options for people is a plus.  But they can't add every possible option for game setup or the game settings screens will be insane.  I think an option for trader inventory level could potentially be worth adding to settings, though just a balance where the inventory matches where you are in the game is probably enough.  Loot is already tied to where you are.  Maybe it can be faster than crafting, though from my current games in 1.x, it's not really faster in most cases unless you're going to higher biomes early... and that's something that will be difficult to do after the weather/environment update.  We'll have to see how difficult that is when that update comes out to see if it really keeps people out of the wasteland on day 1.
With trader progression now tied to biomes, if you skip a biome (such as burnt forest or even pine) you lock out trader progression

 
With trader progression now tied to biomes, if you skip a biome (such as burnt forest or even pine) you lock out trader progression
Yes and no - you could do the "Special Job" to go visit the next trader, but resume doing quests at whatever trader you prefer.

 
With trader progression now tied to biomes, if you skip a biome (such as burnt forest or even pine) you lock out trader progression
Not really.  Yes, if you want to complete the open trade routes quests (which don't need to be completed), you would have to go see each trader at the appropriate time to complete the open trade routes quest you have and to get the next one.  But you don't have to do anything else in that biome.  Just drop off that one quest and get the next one.  You can do all your normal quests anywhere you want.  It doesn't have to be in any specific biome.  Someone could easily jump from the forest to the wasteland and do nothing in the other biomes except drop off and pick up the open trade routes quests and they would be able to do everything related to trader progression.

 
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