Moldy Bread
New member
Wow, more people agreed with me then I thought. Yea, learning how to boil an egg by killing zombies? And they say weapon parts were unrealistic...
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I appreciate your joke that the only people who voted they like it is the Fun Pimp staff. But misquoting me like that is very misleading since I have posted that I do not in fact like how they are currently implemented. Following the link back to the post you used shows that I did not say that and in fact have never said that.28 VotesThe fun Pimp team is that large ?
My level is bliss. More people should come to my level and just enjoy the ride of development. I've gotten my money's worth from PLAYING the various versions of this game and now my enjoyment is seeing where the developers go next. Sure there are things that I don't agree with but I point them out calmly and then leave it in the hands of the developers. Nobody was more disappointed than I when ziplines were dropped but it's not worth making a scene over or acting outraged and treating something planned as something promised to me personally.Please dont sink down to rolands level kage, its bad enough that the game DOES currently punish one playstyle choice over another without the moderators and now you making light of it.
So the attribute gates for perks is still in place and it is only the attribute tiers themselves that cost more to purchase?Level gating is the only thing I have modded so far because it is just that bad
Removed all level gates from attributes and gave 5 pts per level, with increasing cost per level. I find that plays so much better
I agree with everything you've said except for what I've bolded, and that I do atleast partially agree. I too tend to get a bit personal with things I have no control over, but I think that is just human nature. Some do it more, some do it less.... so on, and so forth. I just need to step back for a breather sometimes and then it's okie-dokie again lol. Now, with the bolded section. I agree that 3k+ hours into a game is definitely getting your money's worth, but it is always a bad thing when those hardcore players decide to leave based on decisions of devs. I look at it like this, those people put almost half a calendar year of their lives into playing a product that you put out, now they are leaving and stating a game that was fun to them for that long is "no longer fun". That should atleast raise some red flags whether they are right or wrong is debatable. But as you said, the devs know the hot topics and will adjust (or not) as they see fit.My level is bliss. More people should come to my level and just enjoy the ride of development. I've gotten my money's worth from PLAYING the various versions of this game and now my enjoyment is seeing where the developers go next. Sure there are things that I don't agree with but I point them out calmly and then leave it in the hands of the developers. Nobody was more disappointed than I when ziplines were dropped but it's not worth making a scene over or acting outraged and treating something planned as something promised to me personally.
I invite everyone to join me and relax and joke around a bit. It's all in good fun unless you've set this game or certain features up as some sort of a sacred golden calf. If you've said your piece and seen others agree and there's lots of support for what you want then you've done all you can so stop crying about stuff and looking to be offended and look for positives instead. The devs are aware of the major hot topics and they'll either change it the way you like or they won't.
Contrary to conspiracy theorists they NEVER feel pressured to make changes by any small loud and abnoxious and yet strangely super influential faction of the player base. They take into consideration the feedback but ultimately design what THEY want in their game and they are supremely copacetic with those who hate it deciding to mod it the way they want or to move along to another game. It is the natural behavior of gamers in the wild, after all, to eventually move on. Only with games like this one do we see people stating they're quitting after 3000 hrs of entertainment and trying to cast it as though it's a bad thing....
Fixed, I'm dumb sometimes. If you've ever seen the movie Camp Nowhere, there is a line that has stuck with me since childhood./ not \
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The skill_point_multiplier also still works even though it is no longer documented in the progression file.Level gating is the only thing I have modded so far because it is just that bad
Removed all level gates from attributes and gave 5 pts per level, with increasing cost per level. I find that plays so much better
A16 had no spamcrafting already. Which was healthy for servers and performance. On the gun skills I agree with you however.What to vote if I want for example most of the A17 system but the main attributes to be leveled by doing? There is no such option. The choice is between A16 system that sux (Craft 99999 stone axes (yeah!!!!!! very fun) or shoot 3000 pistol rounds then shoot 3000 ak rounds because you are only good with pistols and not riffles (kinda realistic but not good for a game)) and A17 system that some parts of it sux (main attributes being leveled by points) but for the most part is OK.Maybe A16 system has better modding potential (I don't remember. Haven't played it for 6 months.). I guess I'll vote for that.
What to vote if I want for example most of the A17 system but the main attributes to be leveled by doing? There is no such option. The choice is between A16 system that sux (Craft 99999 stone axes (yeah!!!!!! very fun) or shoot 3000 pistol rounds then shoot 3000 ak rounds because you are only good with pistols and not riffles (kinda realistic but not good for a game)) and A17 system that some parts of it sux (main attributes being leveled by points) but for the most part is OK.Maybe A16 system has better modding potential (I don't remember. Haven't played it for 6 months.). I guess I'll vote for that.
Not a fan of this suggestion for the same reason i cannot stand the harvest system: it spoils the gameplay for me when items cost vastly diffrent ammounts to cost per person based on an XP gauge, would much rather see things always be the same crafting cost regardless of level or 'perks' (still dont see stripping the player of something and then locking it behind an XP wall as a 'perk' system).I would argue that although crafting all those stone axes wasn't great, at least there was some gameplay involved. You still have to collect the materials for them. You were rewarded for doing it.
How about making those stone axes give 0 xp after a certain point, same with iron. How about merging tools into the same skill as melee weapons giving you more options to level the skill. Have steel require coal to produce and steel tools take a long time to make (20mins, you can go do something else while they are crafting), the higher your skill the quicker they craft using less resources. Repairing tools removes durability but not performance, tool eventually breaks. Anyone can make an iron or steel tools/weapons, without increasing the skill it takes them longer, uses more resources and the tool/weapon isn't quite as good. If you aren't wanting to increase that skill you will most likely be benefiting from other skills.
In a17, how many bullets/arrows would you have fired to get level 100 and the max gun skills?
For modders A17 is like the first Doom was for the shooter genre, I believe.Maybe A16 system has better modding potential (I don't remember. Haven't played it for 6 months.). I guess I'll vote for that.
Not sure I will ever be able to understand why someone else using slightly less materials to craft something could ever spoil gameplay.Not a fan of this suggestion for the same reason i cannot stand the harvest system: it spoils the gameplay for me when items cost vastly diffrent ammounts to cost per person based on an XP gauge, would much rather see things always be the same crafting cost regardless of level or 'perks' (still dont see stripping the player of something and then locking it behind an XP wall as a 'perk' system).
yesSo the attribute gates for perks is still in place and it is only the attribute tiers themselves that cost more to purchase?
<configs>
<set xpath="/progression/level/@max_level">500</set>
<set xpath="/progression/level/@exp_to_level">8500</set>
<set xpath="/progression/level/@experience_multiplier">1.005</set>
<set xpath="/progression/level/@skill_points_per_level">5</set>
<set xpath="/progression/attributes/@cost_multiplier_per_level">1.5</set>
<set xpath="/progression/perks/@cost_multiplier_per_level">1.5</set>
<set xpath="//level_requirements/requirement[@name='PlayerLevel']/@value">1</set>
</configs>