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Kam R.

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Zombie Hunter

Zombie Hunter (8/15)

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  1. About 9 years for me, which is crazy. Only other game franchise that kept being part of my gaming life is Fallout. Seems like not much is changing other than the removed "alpha" label. Still a whole bunch of game features that need to come up. Don't really care much about all the console related stuff, but I guess it's cool they finally get to be part of it again. TFP, despite all the hate and (sometimes valid) criticism they get, have built something very cool here and I'm glad I was and am along for the ride :]
  2. Here's a ruleset I played by on my last run. I'll post it here for people seeking inspiration for new runs. My experience with it was that the game felt a lot more oldschool and crafting centered, the new magazine system actually mattered a lot more now and no dull trader grinding :] I also got in several challenging situations when lagging behind with the weapon tech General settings: 50 min days, 8 hour nights (22-6) Z speeds: Day: Jog Night: Nightmare Ferals: Nightmare BM: Nightmare Bloodmoons: every 7 days BM Z count: As much as your PC can do :] Difficulty: Start with lowest, increase by 1 step after each blood moon Feral sense: off, on after 2nd blood moon Everything else default. Ruleset: 1. Only one quest from any trader per day. If a quest is failed you can try again on that day. You don't have to turn the quest in at the same day. 2. No ammo or vehicle rewards from quests. 3. No Fergettin' Elixir use. 4. You are only allowed to use self crafted tools, weapons, armor pieces and mods, which means: -ANY looted or rewarded whole tools, weapons, armor pieces and mods need to be instantly scrapped. You can use the resulting parts. (For lv. 6 items see below) -the only exception to this rule are items you cannot craft, such as the college jacket or the different glasses. 5. You can not repair anything that has quality lv 1-5, you have to craft it anew. The only use of repair kits will be for vehicles and lv 6 stuff (see below). -when something breaks, toss it. 6. When looting/getting Lv. 6 items: -if you can not craft that item at lv. 5, scrap it and keep the parts. -if you can craft that item at lv. 5 you can keep the lv. 6. Craft a lv 5 version and toss it to "unlock" the lv. 6. -when a lv. 6 item breaks, craft a lv. 5, toss it, then repair the lv. 6. 7. Survive til day 50 8. Add an additional building objective with certain end game specs for that timeframe. -As example: In my run it was a closed jump shaft that had to go from bedrock to the sky, all concrete, painted with a funky texture, with electrical lighting installed every 10 blocks. Gave me a reason to get to electrics other than traps, which I rarely use. At the end of the run on day 50 I'd jump it for a flashy exit:P Feel free to try this, add or change rules, figure out additional objectives etc. Hope some of you have fun with this. See y'all in 1.0
  3. They're saying they want to delist the legacy version when the new 1.0 comes out. I assume that new version will go to game pass and such then.
  4. Whoop whoop! New game version numbers! :] Does this mean no more map wipes though...?
  5. I used to do "Can't go further than 250m radius from spawn"-challenges. Yeah those are pretty dead by now. Or way too easy since you just spawn next to loot-laden towns anyway. Hardest Difficulty Zs wilderness survival? Not without looting at least some wilderness POIs. Gotta be sneaky and also maybe good at breaking walls/doors to go straight to the relevant rooms of a house instead of following the leveldesigner-path. Can avoid Zs pretty well that way, learned that in my "pacifist"-run:] No idea how well it will work with always run/feral on... Natural bodies of water still exist and you CAN drink from them at least, you may have to crank up the options "rivers" and "lakes" for map generation.. I think I'll try a map with no towns/traders/cities and low amount of wilderness POIs. And hardest difficulty too. But those are extreme settings and always keep in mind that the vast majority of players don't play extreme settings and the devs obviously will cater to that crowd.
  6. Just to be clear, didn't mean to attack your playstyle, I rather agree with it in fact. Whenever I move away from exploring on my own terms to doing quests I feel like I'm on rails. That's the one thing I don't really want from a sandbox game.
  7. Steel Picks definitely are fun to use again when you reach the one shots for stone and stone type ore blocks. Auger IRL is for mud and dirt, so technically auger should be the machine tier type of shovel and currently feels exactly like that to me. Maybe TFP will finally add a jackhammer or drill or whatever to have a machine tier pickaxe too?
  8. Water filter helmet mod is a way, if you can find one. You may even just cm one in your inventory at start then you can do your woodsman thing:]
  9. It is. My first SP run was nomad. No base. Just keep movin' and lootin'. Have a pot with you, reserve one slot for murky water, you'll survive fine. It's actually fun to play this way, but you obviously cut out a big portion of the game.
  10. I know I can mod the game. Just pointing out one new (water) and one old (solar) example of how traders aren't avoidable by the default game design if you want that content. Drop rate in broken dew collectors must be VERY rare then. I found quite a lot of them since release. The water thing sure is cause for a lot of confusion. I'm usually on our community server and many new players have no clue what to do. They go in with some survival game mindset where you would craft stuff to advance and where you would use what's around you - like a huge body of water to get some hydration - only to realize they have to go suck some NPC teets to advance. And then -without exception- that is all I see them doing until they quit after 2 weeks or so.
  11. Loot. You will always loot water unless you allow yourself to use the trader. That is the only source of the water filter for building dew collectors. I read somewhere that water filters are in loot too. Never seen one. If they are, they don't appear soon enough and obviously it's easier to get the 2025 dukes to buy 'em. Or loot a water filter helmet mod and then live next to a lake to drink from, but no coffee or smoothies for you then. Traders seem to be the one thing TFP actually REALLY don't want to see ignored. Want to have water in your base? Want to use solar power? Then screw your no-trader playthrough and grind 'em quests. :]
  12. 1. Make crafting magazines like the books series, having numbered issues. They still need to be read in certain amounts to get unlocks, the issue numbers don't matter further than that you can only read each issue once to add unlock points. 2. Turn all readables from consumables into collectibles. Reading doesn't make the readable vanish, it just adds the skill/perk/recipe to your knowledge pool. 3. Add a separate inventory page, call it "binder", this has a larger number of slots, with no encumbrance calculation, where you can store and transport readables. 4. Add a base container (bookshelf, file cabinet) that you can auto dump readables into, sort by magazine/book type and read readables from directly to add to your skillset. 5. Add a "librarian" type trader that you can trade duplicate readables to for better prices than what regular traders would give. Have that trader only give quests with a selection of magazines and books as rewards and you can only pick one reward (2 with maxed adventurer). Have that trader have only books and magazines for sale. Greatly reduce mag bundle rewards at other traders. No more books being eaten, or smoked, or used as toilet paper, or whatever happens to them now. No more trouble sharing knowledge between group players, no more trouble needing the space to carry knowledge home to base. No more forcing old established group player roles into activities they don't like (looting). Also the fun of building a big collection over time, that could even be visually represented in that special bookshelf container. :] Pimps: Come on, do it :] Modders: If the pimps won't do it, how hard is it to do? :]
  13. It's the last "story" quest afaik. You can destroy the portal in the bunker and call the game won, or open-end play and repeat it over and over.
  14. I like these. Any chance you'll turn your westerntown builds into prefabs?
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