PC No perk points in vain!

Care to show me an image of said base, i was planning on grabbing some screenshots of ours if you asked.
I won't sorry. TFP would add zombie behaviour to stop it working. Yes. I'm paranoid.

 
Dukes are easy to get. You can get 30k a day quite easily. T5 quests reward 5-6k dukes just for the quest, let alone the rewards you can always sell for another 1-2. Once you know where 2-3 traders are you can easily do 7-8 of those a day. If you work in a group you can share them and get far more. We could easily get 100k a day with a group of 4 people if we wanted. I just tend to spend them as fast as i earn them buying all the perk books we see, ammo, materials, etc.

 
I would call that a balancing bug, if a weapon with mods installed is considerably more valuable than the sum of its components. A small increase is acceptable (from a realism perspective) as you are getting paid for providing a complete service in a world where buying a weapon and enough fitting mods can't be guaranteed.
By the way, I like your idea of making the forgettin elixier only remove a few points. Since a UI to specify which points would cost too much developer time though, it would have to be random points you forget.
This would be my thinking on it.

I won't sorry. TFP would add zombie behaviour to stop it working. Yes. I'm paranoid.
No offence but if your afraid to show it because you think the devs might change somthing that automatically makes it exploitive in my book. No design that isn't exploitive should have the slightest worry about the devs changing somthing because it should be so self evidently within how the devs intended the defensive items they provided to be used that there shouldn't be anything to worry about.

My general rule of thumb is: "if the devs change anything about the zombie AI other than making them actively seek out and destroy defences or independent structures between your base and their spawn point will this still work". Because those two changes whilst theoretically possibble are IMO exceedingly unlikely as they would render most/all of the existing traps and other defensive items impossibble to use in any meaningful fashion.

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Thats the layout where using, the dart traps whilst not visible are inside the bunkers behind the upper arrow slits.

Dukes are easy to get. You can get 30k a day quite easily. T5 quests reward 5-6k dukes just for the quest, let alone the rewards you can always sell for another 1-2. Once you know where 2-3 traders are you can easily do 7-8 of those a day. If you work in a group you can share them and get far more. We could easily get 100k a day with a group of 4 people if we wanted. I just tend to spend them as fast as i earn them buying all the perk books we see, ammo, materials, etc.
You can make >Snip By OzHawkeye< claims all you want, it isn't going to make me believe you. There no way a single player is doing 7-8 quests of any Tier in a single day. let alone 7-8 T5's. The sheer size of the PoI for T5's just makes it impossible to do the that quickly. Hell even traveling between that many individual quests is probably pushing it rather hard. Never mind the pickup and dropoff time before/after. In theory i guess with a completely perfect set of circumstances where you do 7-8 pure fetch quests that all have quickly acessibble bags and are neatly clustered you might do it, but thats not a remotely normal scenario.

 
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You can make claims all you want, it isn't going to make me believe you. There no way a single player is doing 7-8 quests of any Tier in a single day. let alone 7-8 T5's. The sheer size of the PoI for T5's just makes it impossible to do the that quickly. Hell even traveling between that many individual quests is probably pushing it rather hard. Never mind the pickup and dropoff time before/after. In theory i guess with a completely perfect set of circumstances where you do 7-8 pure fetch quests that all have quickly acessibble bags and are neatly clustered you might do it, but thats not a remotely normal scenario.
Keep in mind Carl, he's talking about groups, sharing quests, and wasn't specifically talking about clear quests. A group could do that many fetch quests sharing the quests amongst each other, each collecting the full rewards for each quest.

 
Sure it's possible. 3 hour days oughta do it. Assuming you have a size 4 city with 3 traders around its border.

 
Keep in mind Carl, he's talking about groups, sharing quests, and wasn't specifically talking about clear quests. A group could do that many fetch quests sharing the quests amongst each other, each collecting the full rewards for each quest.
Yep. We do the fetch quests first, and then the clear ones if we run out and still have time.

Sure it's possible. 3 hour days oughta do it. Assuming you have a size 4 city with 3 traders around its border.
Yep I can totally do it solo, part of it depends on luck. We have 3 traders in a 2km circle. Usually I get 1-2 fetch quests per trader per day. So usually I can run 4-5 fetch quests really fast. Those take hardly any time at all to do and at 5k dukes a pop thats 20-25k. its also more if you've specced into daring adventurer as you get extra dukes.

Then If we do it as a group we can get 80-100k easily in a day.

With motorcycles its pretty easy to do so. We do play on longer days so if your playing on shorter days it might only be 10-15k, but still quite easy to get a lot.

I'll also do lower tier ones too because they are much faster for clearing and still give a few k dukes.

 
It was alpha 15 and earlier that had crafting as action skills. In alpha 16 they functioned like perks, you had to manually spend points in them. They were level-gated, however!
Action skills is the nr.1 thing i miss about this game. I know the will never be reimplemented as they were before, so from what im been thinking, how about this:

There is 7th tab im the perks menu, called action skills, all having a max of 100 levels.

You cannot put points manually in these skills.

These skills are separate from the perks, meaning no perks are tied to any specific level in the similar action skill.

There are skills for all weapons and some other skills, for example:

Pistols

Rifles

Shotguns

Archery

Bladed weapons

Blunt weapons

Fist weapons

Explosive weapons

Technological/misc weapons

(the spears could either have its own category, or maybe they could fit into Bladed weapons?)

All weapons would gain like, +0,3% increased damage per level.

Mining: (dealing damage to blocks with tools) +0,5% block damage

Athletics: (spending stamina) +0,3% stamima regen

Bartering: (buying and selling goods) +0,3% trading efficency

Scavenging: (looting) +1 to gamestage loot

Construction: (crafting and upgrading) +0,3% crafting speed and +0,5% upgrade speed

Leveling these skills would be rather slow, like 50% slower that the alpha 16 skills were to level. And yes, they should only give a small bonus, the perks should still be the major component of powers.

This is what i would wish for most of all... But i guess that will be left to the modders.
I agree. I miss the learn by doing, but I also remember being torn between saving ammo for my best guns, or using them so that they didn't suck when I needed them. I think a hybrid system would be best. Kind of like theory/practice.

I would also like to see a "resting" system put in place for single player, where you need safe places to sleep. I find it a bit weird that my character just keeps going like he does.

 
So here is my take on why weapons being attached to attributes is a bad idea: Shotgun shells.

There are two forms of ammo in this game that are not brass dependent: junk turret ammo, and shot gun shells. Shot gun shells require paper and lead, and as such if you are out of brass, or brass is rare, you will never be without ammo if you spec strength and perk into shotguns.

Now, here is one thought: make weapons skills dependent on quest completion? each quest gives out 1 to 5 quest points based on tier, and quest points are spent on weapon skills. another option is that the challenge quests will give a weapon skill point, or will let you up a weapon skill, and you complete those to gain those skills. So when you do drunk and disorderly, you will gain a skill point in fists, and there will be a different version of the quest for each weapon.

I can see this getting fun by having a baseball bat quest on top of a high building and having to power hit vultures to master clubs.

 
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