SerotoninCraver
New member
It'll be built into your Pip-Boy.A geiger counter sounds good. Hopefully it will be a "hands free" model though.
It'll be built into your Pip-Boy.A geiger counter sounds good. Hopefully it will be a "hands free" model though.
Why is this always brought up as if A16.4 didn't exist forever with the whole crafting xp thing removed?I'm the opposite to most posting in this thread in that I prefer the skill trees to learning by doing because learning by doing always devolved into a few optimal paths that were annoying (e.g. crafting clubs and throwing them on the ground or having to keep the forge open and listen to the bonk-bonk-bonk of making arrowheads or even worse both at the same time!).
My one wish for 17.1 is that the death penalty be changed to something other than taking away your most recently learned skills. That is an extremely anti-fun way of implementing the penalty. I'd suggest an XP debt, where you level at half the pace until you pay off the debt.
It's not forced, I was pretty surprised how much time I freed up by ignoring things I don't need now and I'll be able to mine or forge or grow in bulk later. One kind of food, one kind of drink (boiled meat for both is tempting but meat's not _that_ easy to come by, is it?), just the tools I need for the day's expedition, I'm currently liking the yellow house in Diersville as a base, it's almost everything very close by, I generally don't put any points at all into pack mule.I support the removal of encumbrance as I absolutely hate forced point spending.
You can eat/drink past 100% to get that effect, I carry bacon and eggs when I'm not doing home invasions and basically eat whenever the popup says I'm down to 74% food and drink whenever I get down to 99% water (or 74%'s good for red tea), and I'll top up before hitting a scary POI. I really like the new cap/fillrate mechanic, it feels right. Infection's still a little weird, boiled meat is weirder.I'd really like to see hunger being balanced with stamina in a different fashion. Atm I think max stamina depletes in 1:1 correlation with hunger, perhaps it should only start affecting max stamina after hunger is at say, 50%?
And still had people rubbing themselves on cactuses to raise armor and medicine, or damaging and repairing blocks to raise construction tools. Learning by doing always devolves into stupid ♥♥♥♥ that isn't actually "doing".Why is this always brought up as if A16.4 didn't exist forever with the whole crafting xp thing removed?
I still don't get what was so hard about: NOT rubbing up against cactuses, or NOT damaging and repairing blocks?And still had people rubbing themselves on cactuses to raise armor and medicine, or damaging and repairing blocks to raise construction tools. Learning by doing always devolves into stupid ♥♥♥♥ that isn't actually "doing".
Many people here wax poetic about learning by doing including crafting.Why is this always brought up as if A16.4 didn't exist forever with the whole crafting xp thing removed?
Made a thread about it but no one gave a ♥♥♥♥, guess that it is not a popular featureI'd like if they just added a backpack slot and had us craft a small bag at the start with grass, then have a cloth, leather, and military fiber tiers of back packs, could even have the military fiber bag gated via a book or perk
That's what I don't get either. But still, if someone wants to progress that way instead of doing something useful, that's their problem. If what you get out of it is actually over-powered and more efficient than the actual doing, the problem doesn't lie in the concept... the problem lies in the implementation of the benefits.I still don't get what was so hard about: NOT rubbing up against cactuses, or NOT damaging and repairing blocks?
Why do so many others care about how someone else played?
Ad a side note I think there are some armor mods (pockets) that reduce encumbrance.Made a thread about it but no one gave a ♥♥♥♥, guess that it is not a popular feature
Yeah but that's a rather simple approach, I'm more into a clothing/backpack system like in dayz or how it was in h1z1Ad a side note I think there are some armor mods (pockets) that reduce encumbrance.![]()
Why does it matter? Because it makes balancing a nightmare. Not saying its impossible, I just wouldnt want the task.That's what I don't get either. But still, if someone wants to progress that way instead of doing something useful, that's their problem. If what you get out of it is actually over-powered and more efficient than the actual doing, the problem doesn't lie in the concept... the problem lies in the implementation of the benefits.
I've said it before and I'll say it again... and btw the recent reviews are screaming it... keep the perks, make them a little less effective and make up the difference with a little learn by doing. Go a step further and add a tiny hair of benefit to item quality tiers and everyone will be happy. No single system will be overpowered against the others and if someone wants to punch and repair walls all night, let them because it won't matter too much anyway.
You are right, it isn't impossible. You are probably right that nobody wants to do it. That's basically all it comes down to. But if you keep taking things away because it's hard to do, what will you have left to show anybody that they haven't already seen? Would you even be proud to show it? The new system is clean. I like it, I like how it looks, I like the interface, but it is very dull and not creative at all. The old system was an ugly mess. It didn't make sense that you could spend points in the "learnable" skills. But it was unique and rewarding. In my opinion, the best thing they could do is take the best parts of both systems and let them work together. Perks should be special abilities and you get them spending points. Skills should be learned, you get them by actual experience doing that task. The two can work together just fine. If you so badly want players to experience everything, just make sure all of those things are touched while trying to get those perks.Why does it matter? Because it makes balancing a nightmare. Not saying its impossible, I just wouldnt want the task.
Not saying it's the best decision, but it's easier to balance one variable (xp gain) vs multiple sources. If I was a game developer, I would want my audience to experience as much of my creation as possible and do away with any mechanics that let people bypass large parts of it.