Jump to content

Vintorez

Members
  • Posts

    130
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Vintorez's Achievements

Hunter

Hunter (4/15)

35

Reputation

  1. On the left: Wasteland Wilderness. On the right: Ground formed as part of a PoI, solid rubble. The Wasteland Wilderness ground looks much better, with a visual covering of dead grass and foliage while still being composed of stone-like rubble.
  2. Anybody else getting particularly bad crashes when ALT+Tab'ing out of the game? I know it's always a bit of a gamble tabbing out of games especially during any kind of loading, but with A21e I've had some real bad ones, like not just 7 Days crashing but every program completely locking up. Even had Windows Explorer crash when I absentmindedly tabbed during random world gen, making my wallpaper go full Solitaire Victory mode. Never had it even remotely close to this volatile before. Obviously the solution is not to alt tab, but I think it's a problem when it even affects other open programs. Using Windows 10 with RTX 2080 and i7-9700k, 16g RAM
  3. For every strength AGI has, another line does it better. If you think an auto 9mm is good, try an Assault Rifle or Shotgun build, it will blow your mind. Perception weapons aren't that great for a solo player but are really good for teamplay, sniping high threat targets and deploying explosives when things get hairy. Spear isn't amazing but the reach makes it reliable enough if you can keep advantageous positioning. What Intellect lacks in direct damage it makes up for in crowd control and utility. People who think Fist weapons are bad aren't using beer, drunken fists with a few Bar Brawling books wrecks house. Definitely a highs and lows weapon but at least it has a place and comes paired with Machine Guns, the most versatile gun type to balance the most situational melee weapon. Blades on the other hand are barely stronger than Stun Batons without even the heavy crowd control. Current bleeds are pathetically weak, doing 1 damage per stack, per second for 20 seconds with a maximum of only 7 stacks. Only useful in early game if you blitz down the AGI tree and get points in it fast, but falls off like a truck once you're against radiated zombies and are doing significantly less damage per swing and the bleed becomes negligible due to lack of scaling. Bows are only "godlike" when you're plinking few zombies from stealth, in which case any quiet enough weapon will work. Mainlining bows for real @%$#, such as horde nights, is garbage until you have a plentiful supply of explosive arrows. Hidden Strike is largely unnecessary overkill, especially for bows and knives as they already have built in sneak attack bonuses. A few ranks ranks might be helpful on high difficulties and for making really high thresholds like one-tapping irradiated soldiers with the Vulture or zombie bears with a crossbow (or you can just use an explosive bolt and one shot it regardless) or if you can't click the head of a stationary target. Similar to the stealth perk, it also does nothing once you're stuck in a fight. The benefits of Light Armor do not stack with the Custom Fittings, at least not to any noticeable degree aside from about an extra 0.5 stamina point per regen tick, and so is largely made obsolete by them. Absolutely not worth 4 points unless you're also the only one crafting armor for your group and need the magazines. Fire does not stop radiation, but is powerful enough to slightly overcome it as the damage scales up the longer it burns, making it better than the most powerful bleeds. And while it's got spectacle, the framerate loss from a bunch of burning zombies is a huge PITA. Every weapon class is fine in early and mid game/difficulty, but the gulf between each build type becomes wider and wider as you climb game stages and difficulties, and AGI falls way behind the rest.
  4. Agility is generally considered bad compared to other attribute trees, which makes me sad because I like Agility and the kind of playstyle it gives. This is how I would rework Agility to make it more goodlier. 1. Make Blades the high-dps melee weapon to reward the low CC and attack range. Turn Bleed damage into a rolling percentage of the initial strike, with the percentage increasing with perks. For example with no perks bleeds could deal 20% of the initial attack's damage over say 4 seconds. At rank 5 Deep Cuts this could be a full 100% additional damage over 4 seconds. Additional strikes would refresh the duration to 4 seconds and increase the intensity of the bleed so no damage is lost from previous bleed applications. This also allows the bleed damage to scale in line with weapon damage, better balancing it between early and late game. Making DoTs part of a class/build needs to warrant having less alpha damage, and this isn't an MMO where players can be fine waiting for a 20 second bleed to slowly tick away to get their damage out. 4 seconds would be a decent balance, long enough to back off and use a medical item while keeping the slow effect but quick enough for the damage to be impactful. 2. Replace Flaming Arrows/Bolts with Serrated ammo that inflicts bleed damage, increased by Archery Perks. Perhaps with less damage carryover but a stronger slow and longer duration. 3. PoI based Stealth Thresholds. When in a PoI, have a line indicated on the stealth meter. If you keep under this line, you won't trigger the "surprise" sleepers. Higher level PoIs have tighter stealth thresholds to stay under. Exceptions for the final loot room is understandable but it should be possible to stealth through the rest of a PoI without having the break through walls to avoid invisible triggers. If you wanna get real fancy make non-player light source blocks easily break into unlit variants so Agility users can shoot out the lights in a room to keep their stealth meter down, would be a fun thing for the world in general really. Side note: Shooting a Compound Bow often causes more noise than firing lower tier handguns, and a single shot from a silenced SMG is louder than both the Desert Vulture and .44 Magnum (and Sniper Rifle lol) might want to tweak those numbers as an SMG should be strict upgrade over the 9mm Pistol for stealth provided the player fires single shots. Also maybe make the Trigger Group: Semi Mod make Suppressors more effective, might make somewhat useful. Also shouldn't be able to be applied to guns that are already semi auto, likewise for the other Trigger Group mods. 4. Make Mod Crafting it's own crafting line and put its benefitting perk in Agility. The only thing Agility crafts/provides for the team is armor and Strength can do the same thing. The stealth gameplay even means AGI users prefer to loot alone. Mods are always in high demand and most of them have pretty distinct "tiers" that they can be sorted into. Make mod crafting a skill, give it magazines, give it to Agility. I know crafting is no longer hardlocked to attributes but it's still good to have the obvious "This is the thing that my class provides best" perk options. 5. Not really AGI specific but make Night Vision goggles a high tier craftable helmet mod, with Weapon Flashlight being low tier and Helmet Light mid tier. Also adjust the Night Vision visual to that of white phosphor which is still realistic and much easier on the eyes as seen below. 6. Lock Picking is a low value skill in general as it's easy enough to just make or find more picks, it also requires nimble fingers and is better suited for the sneaky types. Bake it into From The Shadows or Hidden Strike. Have it so attempting and successfully lockpicking is silent while breaking lockpicks causes some noise. 7. If AGI still feels lacking in open combat after the other buffs then an Uncanny Dodge style ability could be baked into Parkour or Run and Gun, giving the player a chance to take reduced/no damage from an attack. It'd take a good bit of work but to implement but I feel Agility would be more enjoyable in almost every aspect with these changes. Thanks for coming to my TED Talk.
  5. I think this build warrants some extra inventory size, all these magazines really clog up your bags if you're playing friends that you need to save them for.
  6. Learn by doing excluding crafting, basically what Darkness Falls does. I don't mind learn by looting except for how much it clogs inventory if you're playing with friends and need to save magazines for them. Otherwise I think I like learn by looting more than learn by perk investment.
  7. Could have the Silence of the Lambs quest spawn screamers that are a tier of strength higher than the rest of quests.
  8. I'm just upset that the tooltip says "33%" in one line and then "10 percent" in the next.
  9. If there were open body pools, rivers, and lakes of crude oil, then I probably would question why the gas cans only exist when convenient, preventing me from gathering it to refine. It's not a strictly realism thing per se, it's a matter of thinking "There is the thing that I need (water) and I know that dirty water, which comes in jars, can be purified via boiling, but the only thing preventing me from doing so freely are these damn Schrödinger's Jars" And I'm sure my ideas could be circumvented, long craft times are easily worked around by having multiple crafting stations and I've had my share of Day 2 crucibles, but when that happens it's just a "Neat, we got real lucky this playthough" moment and still requires some effort to actually utilize. I also imagine the new water system can be partially circumvented if the player is willing to travel around multiple traders to buy their filters, more so if they acquire a water filter helmet mod early. Maybe I've just played too many Blizzard games over the last few years that whenever I see devs feeling the need to explain why something is going to be fun, I immediately assume it's not going to be fun and that we're in for a bad time. And I'm sure some people are going to love the new system, what I doubt is that it's going to be a net positive on the game. It's obviously too late to change course now and as I've mentioned I'm willing to play with it, but it's hard not to be doubtful when myself and my 4 other friends who play are all sharing the same wary thoughts.
  10. I'm not convinced it's going to be received well even after players actually try it, having the jars just disappear and not be able to be used to fill up is the kind of thing that will just pull players out of the experience. Every time they go to drink it's just going to be like "Oh here's that thing the developers are making me do" rather than just being immersed in the survival aspect. In real life I can fill a jar or cup or whatever and boil it to make it drinkable, having the game literally bend reality to make that impossible won't feel good even if it functionally still works. IMO there are more simple, believable ways to achieve the dev's goals; Make a glassblowing pipe required to craft jars and make it as rare/expensive as desired, like on par with a crucible. Now a forge + sand no longer equals infinite jars by day 3. Making the jars take longer to craft also would make bulk crafting take more commitment. Have Tin Cans of water not stack anymore. Can't seal them, can't transport them efficiently. Logical and makes a player have to decide between inventory space or having water for travel without hindering them when rehydrating at base. Gives some player choice in how they want to manage their hydration in the early game. Make most looted water be in tin cans (for murky) or in cracked jars (for pure) with cracked jars being lost when used, hydrating slightly less, and with a chance to cause a bit of damage. Intact jars could be somewhat rare loot that would be quite valuable for players who have yet to acquire a glassblowing pipe, slowly weaning off the need for inefficient cans of water. I'm willing to give the new system a fair shake but I can't imagine it not feeling jarring (ha) whenever I need to manage my thirst meter and have to do so in these new somewhat roundabout ways.
  11. I might have mentioned this a while back but it'd be cool if there was like a Harpoon Rope weapon mod that let you throw spears for the power attack again while just having it automatically return to the player after it lands. Would still be a trade off because of it being slower than power stabbing but having options for different situations would be nice.
  12. Just thinking, would it be possible to have a few frame shapes that extend beyond their normal cube space to fill that gap between terrain and block? Like a a regular full block plus an extra 1/2 block attached to one side and variants for corners, could call the them Foundation shapes or something. Not sure how well the game deals with what would essentially be intentional clipping but it would also open more building possibilities in general.
  13. As a player I feel like an intuitive enough way to fix the terrain gap would be to have a tool, like a trowel or alternate function for the shovel, that sets terrain voxels to fill their area. Not sure how feasible that would be on the dev side but it sounds better than having like a special block to select and would work with any voxel terrain type.
  14. NGL every time I see terrain updates mentioned my first thought/hope is finally being able to square terrain blocks to be flush against structures we build in game. Some day~
  15. I like the idea of an airport basically being a small-medium town consisting of its own unique POIs, especially if the whole area was a counted as a very high gamestage. Could even be its own mini biome.
×
×
  • Create New...