Thoughts on IzPrebuilt's mods

So @IzPrebuilt has took it appon his self to try and shape the game into something "better" whether you agree or not is up too you. But what do yall think?

I think some are really good and I think what the game could use like tools as weapons, more open weapon classes, and especially more zombies (that I want more then anything)
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I have only watched the water rework vod, so will restrict my comments to that.

Surprisingly, it is quite close to what I have envisioned. In general it implements and returns some common expectations and interactions we have with water and water collection.

I may quibble over some naming conventions, not be a fan of the super stacking, and some of the balancing; but overall it's a very nice re-imagining of water mechanics. I would integrate in to my play throughs, especially when IzPrebuilt moves it past the 60% prototype stage that continuously hamstrings TFPs.
 
A lot of good ideas generally speaking but I disagree on the finer details on a lot of things. The water system is unnecessarily convoluted and there are too many zombies in the xml files. Loot would have to be reworked for 48 zombies in a grid as you would burn through so much ammo.

The things I do like is parts quality making a return, better loot distribution, better loot containers, and more zombies (generally speaking).

Not a fan of the LBD rework, jars or axes being weapons.
 
Not a fan of the LBD rework, jars or axes being weapons.
Heh. I read that as "jars or axes being weapons". Jars for weapons....hmmm. Old West saloon fight anyone? 😁

As far as the mods, I doubt I would actually consider using any of them, but that is because I am picky with mods. I tend not to like various aspects of them and if that is the case, I won't use them even if I do like other aspects of them. Things like LBD or jars or tools for weapons don't interest me at all.
 
Just watched the loot table mod vod. What can I say, the rationale and the balance seems great out of the box.

Although, the downplay of how many (and types) of guns in the US was a little strange. At an average of 120 civilian guns per 100 people that is almost double the Falklands Islands at 62 per 100 (small population) and 24 times that of the UK at 5 per 100.
 
I have co-op friends that would love for tools to be viable weapons. Balancing tools as weapons is a great idea for a modlet.

Notwithstanding, that stone and iron axes are not really designed to cut like a blade and sharpened entrenching-tools (foldable shovel) were sharpened and used for hand to hand combat. But then again TFPs have made many worse incongruatities.

I think I would exclude the auger, the ratchet, and the impact driver. I would even consider buffing the nailgun magazine (to 200) and buffing nail damage.
 
So @IzPrebuilt has took it appon his self to try and shape the game into something "better" whether you agree or not is up too you. But what do yall think?

I think some are really good and I think what the game could use like tools as weapons, more open weapon classes, and especially more zombies (that I want more then anything)
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They look good; I am hopeful. Frankly; I am game for trying anything that goes counter to the Pun Fimps current direction.
 
The axe already is a viable weapon in the current version. Don´t know why you would need a mod for that. There is a whole series on YT called Battleminer where the axe is the main weapon and it worked pretty well from the few clips i have seen.

Didn´t try it myself, currently playing No Man´s Sky, but i recall our miner saying she uses the axe as a melee weapon quite often.
 
The axe already is a viable weapon in the current version. Don´t know why you would need a mod for that. There is a whole series on YT called Battleminer where the axe is the main weapon and it worked pretty well from the few clips i have seen.

Didn´t try it myself, currently playing No Man´s Sky, but i recall our miner saying she uses the axe as a melee weapon quite often.
There are several times that I'll use an iron or steel axe as a weapon. Even though they are not weapons, they do work just as good in a pinch.
 
Look like pretty good mods. I'm glad IZ is taking matters into his own hands to get the kind of game he wants.

One thing that I found amusing was that Science skill is increased by eating pills...lol. It just goes to show that if you like a system then you are very forgiving of nonsensical mechanics within that system for the sake of gameplay. He also listed several ways to increase athleticism but admitted jumping is the easiest and fastest---so guess what everyone will do...?

People who hate the skillpoint system love to point out how you can kill zombies and then spend points to improve farming. But I'm sure they will gobble up pills to increase science skills, jump in place for a couple of days to max out athleticism, and intentionally let themselves get hit while eating medkits for a few hours to maximize armor skills quickly and not bat an eye since it is part of a beloved LBD system.

I'm sure his mods will be fun and a relief to those who want a return to those systems. It is amazing to me that the guy has taken the time to learn how to mod and is now utilizing this fantastic tool TFP has provided and yet everything he has to say about TFP is still completely negative. Most modders I have talked with, while they obviously have a different vision than TFP do show some respect and gratitude for the way TFP put the game together to be a platform for modding.

IZ is a character with his own schtick, to be sure...
 
If anything, he/she should be happy that TFP is allowing him/her to be able to do these sorts of things. I've played several games in the past that the creators/devs would not allow for such a thing to give the players the ability to change their games to their likings.
 
If anything, he/she should be happy that TFP is allowing him/her to be able to do these sorts of things. I've played several games in the past that the creators/devs would not allow for such a thing to give the players the ability to change their games to their likings.
I just wish the pimps took notes on a few of the things like expanded looting, increase zombie spawns and some of the Learn by doing and water changes
 
If anything, he/she should be happy that TFP is allowing him/her to be able to do these sorts of things. I've played several games in the past that the creators/devs would not allow for such a thing to give the players the ability to change their games to their likings.

They always were mod friendly. Afaik modding is how they started coding and programming. They made the game easy to mod on purpose.

@Adam the Waster At least increased zombie spawn is never going to happen. Thx to Series S and crossplay we can´t have anything that is too demanding for the Series S hardware. I am not against crossplay, but only if it doesn´t dumb down the PC version. Which is the case here. Eff crossplay tbh.
 
The axe already is a viable weapon in the current version. Don´t know why you would need a mod for that. There is a whole series on YT called Battleminer where the axe is the main weapon and it worked pretty well from the few clips i have seen.
The series shows the axe and other tools are serviceable weapons up to a point. They lag behind at end game because they don't get the book series and Mastery buffs.

It's probably doable in co-op because they don't have to carry but in single player you will be relying on guns much more often than a traditional melee build.
 
People who hate the skillpoint system love to point out how you can kill zombies and then spend points to improve farming. But I'm sure they will gobble up pills to increase science skills, jump in place for a couple of days to max out athleticism, and intentionally let themselves get hit while eating medkits for a few hours to maximize armor skills quickly and not bat an eye since it is part of a beloved LBD system.

wrt the LBD system. I have been watching a few A16 play throughs and some modern reimanginings (and played one in Survival no Trader).

Haven't been convinced LBD its the be all end all. There is a point that it feels more slightly immersive but the same exploits and compromises are still there. The skill drip mechanic is attractive to many players for those dopamine rushes.

Spending 10 points to raise a level or one point is a wash. Not sure if the level gates are better/worse than the current game stage/loot stage model.

It does highly illustrate that for sandbox play; the lucky roll of getting parts/weapon/tools/schematic early, than the current game stage/loot stage system is quite powerful for replayability, exploration, and survival.

It also highlights that the weapon and vehicle part systems are also basic enough that they promote crafting and upgrading.
 
At least increased zombie spawn is never going to happen. Thx to Series S and crossplay we can´t have anything that is too demanding for the Series S hardware. I am not against crossplay, but only if it doesn´t dumb down the PC version. Which is the case here. Eff crossplay tbh.
I am curious as to what percentage increase in system power needed would correlate to one extra zombie on an Xbox S. What about 1 more zombie per tile? That too much? I understand adding more zombies will eat performance, but I don't think adding small increases would kill the series S either.
 
What about 1 more zombie per tile?
How large is a tile? Is that 4 extra zeds when you roll up to a POI, or 9? Should city tiles be more crowded than wilderness?

Either or, they've limited hordes to 30 max_alive, that's where they expect the performance to struggle. Would making that 31 change the horde nights?

I'd guess the large fights in POIs are in the same max range, 30ish per pull, with the delayed spawn system. They've landed on the numbers for some reason, but it's not "on the limit of performance everywhere", rather "on the limit of performance in the Worst case".
 
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