Since zombies can do 1m spaces (and smaller now), who's going to start carrying around wooden doors instead of wooden hatches while questing now? XD
It's usually around 1PM EDT, IIRC. So around half an hour less than 12 hours from now. But it can vary depending on last minute updates.So erhmmm.. Experimental when?
But it’s not like moving shotguns or machine guns into the general tab, it’s moving harvesting which you can still have someone be the dedicated “resource gatherer” since it means people don’t have to put points into that still so it really doesn’t hurt anything. It doesn’t change their class identity like the strength guy or fortitude guy can be the resource gatherer just the way it was before only they don’t have to specifically go into strength to do it. Again it’d be an entirely different thing if a combat skill was moved into the general tab because then that’s taking away from the attribute it was associated with. Resource gathering needs to be done at some point or another regardless of what anyone says so what is the harm in moving them into the general tab?The short answer: In a co-op multiplayer game a developer wants to give players choices of characters that are as different as possible. In this game this is done by having attributes with situational, somewhat weaker and a few perks everyone wants distributed over the perks. Choosing a class means choosing between those sets and leaving some other most wanted perks for your co-op players to choose.
If the developer moves most-wanted perks into general then each co-op player will look and feel the same, making the choice of attribute less and less important, hurting replayability and co-op play.
That’s not what I meant and you know it. Even though pre alpha 17 that’s the way it was. I just meant moving the two or three resource gathering perks into the general tab because everyone needs to gather resources at some point or another in a run. But it’s like why does it have to be locked behind two different attribute trees. They don’t define those trees like the combat perks do. Like fortitude I can understand damage mitigation and healing perks or agility having parkour so you can be more mobile but mining? Or taking things apart? It’s like how sex rex was in strength for the longest time and you had to put points into it in order to use your melee pretty much so people thought it should be moved because they don’t want to have to put points into strength every run if they want to play a different build. Resource gathering and breaking blocks is a massive part of this game like why still keep it behind those trees?There is no harm, just a different way of playing the game. If you want to do it that way, just mod it so all the perks are in the general tree instead of being tied to an attribute perk tree.
For some, it removes the consequence of making a choice. I like playing agility builds, but I understand that I won't be as good with a shotgun as I am with a pistol. I love that type of gameplay.
I think it's for the best I don't need to play yet to hear you have a 50% chance to block any attack is going to be strong
…I think it's for the best I don't need to play yet to hear you have a 50% chance to block any attack is going to be strong af
Same here, the best fairy tale for good night sleep-ugh- That's near bedtime![]()
-ugh- That's near bedtime![]()
I guess it's time for an all-nighter!Same here, the best fairy tale for good night sleep![]()
Wait, I had a good smile and a bit of laugh because what you said, but reality is that I do that on every release from probably A13 !I guess it's time for an all-nighter!![]()
But it’s not like moving shotguns or machine guns into the general tab, it’s moving harvesting which you can still have someone be the dedicated “resource gatherer” since it means people don’t have to put points into that still so it really doesn’t hurt anything. It doesn’t change their class identity like the strength guy or fortitude guy can be the resource gatherer just the way it was before only they don’t have to specifically go into strength to do it. Again it’d be an entirely different thing if a combat skill was moved into the general tab because then that’s taking away from the attribute it was associated with. Resource gathering needs to be done at some point or another regardless of what anyone says so what is the harm in moving them into the general tab?
I guess around noon CST ..so in few hours from now maybeHello, what time will the update be released in Europe please ?
Boo, that means I have to go to work all day and not play until maybe tomorrow, I criIt is not likely to be seen before Noon Central. TFP will have a meeding mid-morning to discuss what changes need to be made before launch, and if there is anything critical they need to hold it back for.
It could be anytime between Noon Central US today, to sometime tomorrow if they found something really gnarly.