Grandpa Minion
Scavenger
To many factors play into client side fps: settings, hardware, isp providers so on.. what where they saying was causing them to lose client fps?They were talking about client FPS and you are talking about server FPS.
To many factors play into client side fps: settings, hardware, isp providers so on.. what where they saying was causing them to lose client fps?They were talking about client FPS and you are talking about server FPS.
To many factors play into client side fps: settings, hardware, isp providers so on.. what where they saying was causing them to lose client fps?
yeah thats what i couldnt figure out he said "they" but never mentioned who "they" was... had a couple solutions for loss fps i was going recommend for who ever "they" was..They weren't saying. It was a side comment. Scroll back to the post you quoted. If you're going to participate in the discussion, you have to at least pay attention and understand the discussion.
I don't think they are talking about permanent degradation leading to breaking that was controversial. I think they were just talking about the current durability and repairs that we have now. They just want to add a visual effect to the level of durability you are at. So your weapon or tool would look dirty or whatever when low durability and clean when high durability, with some variation at different durability levels and where higher tier weapons don't get dirty/worn as quickly (i.e. a T1 weapon will start showing "very dirty" at 50% and a T6 weapon will not start showing "very dirty" until 10%, where "very dirty" is just a name I'm using for a specific level of visual effect).TFP have said in the past that they don't want redundant items that practically feel and act the same. This is only partly a shooter, it won't have the customizability and pathological attention to weapons that a dedicated shooter has.
Similarily, degradation had been tested on players in some previous alphas and was controversial enough and didn't fit with new weapon features so it was finally scrapped. Not likely that dropped features are coming back.
You do unfortunatelyTell me we dont need to use the trader for Biome progression, please.
I think like many of my post. There should be Looted version to find. Then you got tiers of crafted ones for both weapons and armor.I don't think they are talking about permanent degradation leading to breaking that was controversial. I think they were just talking about the current durability and repairs that we have now. They just want to add a visual effect to the level of durability you are at. So your weapon or tool would look dirty or whatever when low durability and clean when high durability, with some variation at different durability levels and where higher tier weapons don't get dirty/worn as quickly (i.e. a T1 weapon will start showing "very dirty" at 50% and a T6 weapon will not start showing "very dirty" until 10%, where "very dirty" is just a name I'm using for a specific level of visual effect).
It sounds interesting and wouldn't be hard to implement, other than requiring the creation of art for each weapon and tool (and maybe armor) for however many levels of dirty/worn you want to include. I don't really think it's worth the time to do, but it would be nice if they did spend the time to do that.
Did you quote the wrong thing? What you quoted is about a visual effect based on current durability. It's not about crafting or looting.You do unfortunately
I think like many of my post. There should be Looted version to find. Then you got tiers of crafted ones for both weapons and armor.
Crafted stuff has no extra benefits but you get something on par. Like a custom magnum is a tier 3/4 in terms of crafting but a magnum and varrants are better then crafted ones. However you can find blueprints too craft better ones
Makes looting more worthwhile and crafting. And adds a wide amount of weapons and armor
I might have lmao sorry at workDid you quote the wrong thing? What you quoted is about a visual effect based on current durability. It's not about crafting or looting.
I know you get it via the challenge system. And snowdog asked if you have to grab it via the trader. Sense they give it too you after your quest. Yes you do have to go to the trader for it. In a wayAdam:
would this post from Roland, kind of mean visit a trader, only because they hold the items, that are not craftable.
But the rest of the progression would follow the same pattern ans finding rocks and feathers in the beginning.
faatal said that the biome hazard protection kit would utilize the challenges menu. So it will involve several tasks that you will
have to accomplish and once you click W on each one as they turn green on the challenges screen, you just return to any trader
and they will give you the kit. It will automatically slot into it's own dedicated space and not take up any regular inventory slots.
It cannot be removed and given to another player.
I've been using a mod for ages, for sort of accurate looking food and drink models, can't remember the exact name right now, something like "vanilla models"
Rain, snow and wind weather are only cosmetic and do nothing with hazards. The old temperature value does nothing.
Sure. The biome hazards are burnt forest smoke, desert heat, snow cold and wasteland radiation. Rain, snow and wind weather are only cosmetic and do nothing with hazards. The old temperature value does nothing.
Please leave the guts of the old system in place so that modders can do something with it. I'm begging you. Many of us actually prefer to have detailed survival gameplay in our survival games, rather than have things simplified or streamlined. That's not to bash the direction TFP is going in, it's just that a lot of players were hoping for MORE complexity and simulation, not less.
Temperature, wetness, and all the associated stuff (warming from campfires, etc) is already there under the hood. Even though TFP is deprecating that stuff in favor of kits/biome progression, please leave all that stuff intact for modders' use.
Not sure why they cant see how boring this gets when u just crank out quest after quest. Exploring on your own is so much more fun, and now its a necessity to use the trader. Im having way more fun with “no trader”play thrus.You do unfortunately
I think most players would not like having to swap armor for each biome they enter. If you only ever play in one biome, or rarely change biomes, then it isn't a big deal, but if you regularly travel around different biomes, it would be a hassle without any real positive to offset that. So I really wouldn't like a bunch of mods that need swapped just to get the right protection. I prefer a single item that protects against all biomes once complete. After all, it is intended to be something you can overcome, allowing for progression instead of jumping to the "best" biome immediately.I'm still not sure how I feel about immunity too it personally.
I think it should still have a effect but like when your out and about. Cuz it makes again the forest biome a baby zone. No danger aside from zombies? Why it's the woods! You Don't walk in the woods and say. "Yes this is easy"
Personally it should have gone the old way were we have core temperature and they increased/decreased on what we did/were/what/Is happening
And how do you protect. lining. You got all the kinds for all areas. Smoke/thermal, mesh cloth, thick insulation and lead linings for Radation.
And each kind of armor has a protection but can ether be increased or changed depending on your choice.
And it would add a layer of depth. Do I sacrifice carry weight so I don't freeze to death or wear a different armor for that area.
Wait... you work?? :suspicious: :heh:I might have lmao sorry at work![]()
Having to go to the trader is not a biggie in this case... it's not like you can generate a map without any traders.I know you get it via the challenge system. And snowdog asked if you have to grab it via the trader. Sense they give it too you after your quest. Yes you do have to go to the trader for it. In a way
While I do agree somewhat. I just hope the way too get it is at least somewhat difficult. Not like..kill 4 radioactive zombies..I think most players would not like having to swap armor for each biome they enter. If you only ever play in one biome, or rarely change biomes, then it isn't a big deal, but if you regularly travel around different biomes, it would be a hassle without any real positive to offset that. So I really wouldn't like a bunch of mods that need swapped just to get the right protection. I prefer a single item that protects against all biomes once complete. After all, it is intended to be something you can overcome, allowing for progression instead of jumping to the "best" biome immediately.
I would like actual weather, but I would want to be eventually able to protect against all of it without having to swap mods or armor all the time.
As for the forest being easy... That is what they want. They want it to be the starter area. Even though many of us prefer staying there for our base because of aesthetics, it is intended to be easy. If people want more challenge, tell have to go somewhere else. And as far as realism, a forest isn't that hard to survive in. Lots of food and water sources (real life), protection from weather to some extent, wood for fires, and so on. And a first isn't even all that dangerous unless you do foolish things. The other biomes in real life would be far harder to survive in. So it makes sense even from a realistic standpoint.