Build 281 is looking good. 282 is in progress with new pregen worlds added. There may be a 283 with pregen tweaks. Hopefully the final build will play well for streamers. I am going to try 500% storms for my first real play through.
Lol gamers always say this and it never, ever works. Even for PVE, you have to have balance. Yes, you still have to nerf things that are obvious outliers and outshine everything else by a hilarious amount
I haven't checked on Feral Sense in a while as it had seemed to me to mostly be a stealth killer. Are there options for having it on during an event such as when there's a storm going on? Is there a way to control it's range?
Nice! And then we'll start seing streams with Nightmare speed /always run/ insane difficulty/ feral sense / 300% block damage and 300% leveling speed /25% loot/10min days. That is the highest possible unbearable horror movie that we can muster. No air drops. The stuff of legends.
I suppose. Though I see no reason why even commonly used perks need to be almost free (i.e. not requiring attribute points). People can make builds however they want. They may have to spread out points a bit and it might take a bit longer to complete, but it's not like it's impossible to do or even hard to do. MANY games limit how you can set up your builds. That isn't inherently bad. /shrug
In a cutting edge game with great, dedicated and perfectionist devs and gameplay systems bundled together in a delicate balance with the objective of making a digital drug that lasts for thousands of hours, it would be nice to have lots of attribute-untied perks for two reasons:
1. Many perks in General means more perks in the rest of the attributes like the new masteries.
2. Adds more gameplay choices, standardizes the current attributes and reduces choice-clutter, as well as pleasing both kind of players by giving builds a focused approach with new hipothetical non-critical perks ( I hope).
Then we would have the cake and the sugar.... or even better, a japanese cake with sugar.
okay you say day one is weather grace period, Does that mean that there are also storms in the forest ?
oo oo oo so if I set my spawn point in an alternate biome, will the timer run out before I spawn, or can I hit
the ground running?Have the testers tested at the connection points of the biomes to make sure the timers
work effectively and individually? A slightly twisted inquiring mind wants to know.
I liked everything shown in the new version. I would like to see at least some natural tests in the forest (so that it is not quiet and peaceful like in a fairy tale)
All of that I agree to, I do love coop and I understand your argument. That doesn't change the fact that I can also farm without perks and, with a set I can be an ok farmer. A mediocre one but It"ll do, right? right? Why on earth are perks like motherlode not in General then, it reeks of unbalanced design. Don't get me started on Treasure Hunting or Daring Adventurer.
The second largest group of perks (besides combat perks) is primarily about resources and getting more of them. If all of them went to general, attributes (aka classes) would largely be gutted and only about combat. As I said, what you want could have been a good idea if it was a single player only game, but in co-op it would make choosing your attribute/class a very easy decision about choosing your weapon, without any drawbacks or consequences. Instead now you choose weapon AND the resource gathering you are good at. But you can always choose to get them independently, at a cost.
Nobody from TFP has said anything about reasons why any of the perks wandered into general, so all we can do is speculate. I'll give it a try for a few of the perks:
Two perks are of the type "nobody really wants to put points into but they are needed", especially in a group, i.e. they are multiplayer support. Living of the Land for example: Points into LotL seem wasted. especially because the only reward is that you have more work to do than everyone else (in co-op). Same for Master Chef. Though there are a few who actually wanted to play farmer and cook, but they needed to choose strength and fortitude to do both
My guess is that because both of those perks are important for any play but ALSO nobody wants to really drop points into them, they were made virtually cheaper, at least for higher perk stages. Bonus: A single person can do both without spending additional points.
The armor perks. They have been in a strange place as well. Not sexy at all, they don't give any armor on top, just make them use less stamina. In fact so unsexy that many gamers avoided perking into them and instead used primitive armor, because there was not much difference to light armor and it was so much cheaper.
Also the fact that every player, no matter the attribute he chooses, needs some form of armor, but we only have 3 armor perks for 5 attributes. Even if your attribute had an armor perk, certain armors were more expensive to you because the right perk just wasn't in your attribute. A balancing nightmare. I don't think I need to say more, it just didn't really fit together well. General makes armor perks less expensive for everyone and choosing your armor less constrained, balancing of armor less complicated.
Also Miner and Salvage operations? Your ability to get all tool magazines and general progression in ~10 days vs an actual virtual month? Alright why not in general and I choose my pace ?. I'm an agility ninja that loves to mine, see the problem?
No. If I like vanilla ice cream AND chocolade ice cream and the vendor offers no mixed bowl, I buy both ice creams and mix them myself.
My sugar intake (and diabetes level) will be slightly less than a pure vanilla guy, but I get the best from both vanilla and chocolade vitamins.
You might think armour perk placement was wrong, which it was. But there are strong reasons why many others shouldn't be where they are. EXCEPT weapons.
Weapons are really well balanced and -independently from their placement-, there are clear paths and balanced paths for each one and, while they require investment, they are effective and allow for further boosting (mods) on the go, up until mid-late game with the blue and infernal zds I gather. Those really are a handful lol.
To add onto the above, I foresaw in advance that the general perk tab could have been easily exploited if more coveted perks were added to his catalogue. Boomstick Grease Monkey serve as two examples here. Little would have prevented the average player from minmaxing the system by dumping his points into the aforementioned perks and unlocking powerful technology potentially quicker than what is currently possible today, especially with biome hazards disabled.
As well as providing functionality, the modern perk layout borrows moderately to heavily from Fallout (I've never engaged with the franchise, so I can't speak with the fullest amount of confidence here, but I have seen screenshot comparisons), with its function lying in some level of roleplay. The Strength guy is logically going to specialize in mining, the Perception character with salvaging and (previously) looting, so on and so forth.
The way I see it, the general perk tab could be more accurately labelled as the miscellaneous perks tab, if that aids anyone's confusion. He is designed to house perks that wouldn't fit anywhere else first and foremost, and not what many (most?) players will necessarily feel are "must haves". This is not to mention that ever since Alpha 18, TFP have been moving in the direction of allowing greater player freedom, without him feeling shoehorned into a particular attribute. One can easily craft a full set of mining gear, drink some blackstrap coffee, eat some rockbusters candy, and finish the Art of Mining book set, and become a mediocre miner. If he wants to invest into the mining-related perks regardless but is turned off by the point investment, both the cigar and strength mods can be equipped simultaneously, allowing 3 ranks of Mother Lode and Miner 69er to be purchased without ANY points directly needing to be allocated into the Strength attribute itself. This fails to mention the lumberjack armour, the scavenger armour, the upcoming dirt block damage boost coming to the Pack Mule perk in 2.0... There's ways around these gates now, and of course, if all else fails and the player is impatient, the respec elixir exists.
I just had a few thoughts. Since progression has been added, across the biomes,
and the biome progression is in a specific order.
Does that mean that the natural resources have returned to being redistributed with specificity
across the biomes? Just asking as a Survivor.
If yes, then does it also mean that some of the recipes, could only be accomplished , upon
gaining meaningful entrance into the advanced biomes?
The final thought is if yes to the above does that mean that choosing to stay in the forest
means that a volume of recipes that could be accomplished before can't all be done now, without
venturing to the other areas?
I just had a few thoughts. Since progression has been added, across the biomes,
and the biome progression is in a specific order.
Does that mean that the natural resources have returned to being redistributed with specificity
across the biomes?
If yes, then does it also mean that some of the recipes, could only be accomplished , upon
gaining meaningful entrance into the advanced biomes?
The final thought is if yes to the above does that mean that choosing to stay in the forest
means that a volume of recipes that could be accomplished before can't all be done now, without
venturing to the other areas?
According to the patchnotes, iron is more plentiful in the forest, nitrate is in the burnt biome, oil shale is in the desert, coal is in the snow biome, and lead is more common in the wasteland. All resources (except shale???) are said to exist in all biomes, but are far more plentiful in their father biomes.
I rarely craft ammo in this game. I acquire most of mine from general looting, quest rewards, and infestation caches. If need be, it can be purchased, along with their relevant materials, from traders. Again, as aforementioned, if he is lucky, the player might find a lead node in the forest biome (as an example), but it is supposed to be rare. How rare? Will the nodes even spawn on the surface and only be located hidden underground? We'll have to wait until streamer weekend or until the following Monday when most of us peasants get our hands on the new release to see for ourselves.
Staying in the forest will mean you will have to deal with the loot cap, if the biome hazard is enabled. You can still theoretically progress 'as normal' through crafting only, but if you're a loothead like a lot of us, you'll find it unattractive to stay in one particular biome beyond its welcome. Again, this mechanic can be disabled with the rest of the biome hazards *within the same setting.
twitter?
every time I visit there to grab a news post I wish I could slap people across the screen. but I also never visit the steam forums, so I don't have any base to compare them.
rarely craft ammo in this game. I acquire most of mine from general looting, quest rewards, and infestation caches. If need be, it can be purchased, along with their relevant materials, from traders. Again, as aforementioned, if he is lucky, the player might find a lead node in the forest biome (as an example), but it is supposed to be rare. How rare? Will the nodes even spawn on the surface and only be located hidden underground? We'll have to wait until streamer weekend or until the following Monday when most of us peasants get our hands on the new release to see for ourselves.
@Dark Sun
Thank you, I was mainly curious about the dispersion, to see if it had returned to before.
I travel the map, picking up as I go, rarely do I bench craft. so im curious as to the
new Biomes.xml resource layout changes.
okay you say day one is weather grace period, Does that mean that there are also storms in the forest ?
oo oo oo so if I set my spawn point in an alternate biome, will the timer run out before I spawn, or can I hit
the ground running?Have the testers tested at the connection points of the biomes to make sure the timers
work effectively and individually? A slightly twisted inquiring mind wants to know.
@faatal So I have some constructive criticism about the Storms and the Biome stuff.
My biggest issue about the Biome hazards are it just doesn't feel like an overhaul fun system to engage with, there really isn't any point of turning it on at all. A clothing/Armor system would have been a lot more interesting, or maybe specific parts of the biome where better loot and harder monsters were located could have been a lot more engaging. "Ah crap man, there are some good lootable POI's over there but the Sun's rays are too strong for me to go in I better get some armor and gear to protect myself". Maybe this isn't the perfect solution, but other then getting a Boy Scout Merit badge for completing the biome quests, it could have been something a little better thought out in the long run. So for now I will skip this
Secondly the weather system, I do in fact love what I see. But the warning on top of the screen which looked like was made in about 5 minutes time, completely defeats the purpose of the system. There should be a gradual build up of the storm(s) that come in, and it have some purpose to it. You guys telegraphing everything to us doesn't need to happen, let the player figure it out when it's time to head indoors and what not. Also, it would be really cool if certain events could happen during a storm system, say a large pack of wandering zombies could spawn and specifically head to where you are barricaded inside of. Or maybe in the Snow biome, if a blizzard comes in, Extra Yeti's could spawn, and specifically head towards your location because the storm willed it.
It's the added spice that can do so much for this game, I just wanted to give you some feedback on this.