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IgnyteZero

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  1. Except it is. More than ever. Just not vegetables. Anyway, there already is a thread on this topic.
  2. What on earth do you need more than 60 fps with? That's what I wonder.
  3. Sorry for hijacking your post, but this reminds me I'd love to see a retractable ladder added to the game also. Drawbridge style, but a ladder. I'm quite sure there's a lot of ladder options that could be added to the game.
  4. Can confirm that sewing kits and acid seems quite rare now. Not impossible to find though, but it takes time and some luck.
  5. Sure. And nests are even less related to those. So should be it's own cycle. But I guess that's a little OT.
  6. He clearly stated why in his forst post. Because of immersion and fun apprently. Also, this is a game, not reality. Makes the box analogy kinda pointless.
  7. It used to be 30, but yes I noticed this change. I suppose that's intended for newbies and/or larger and popular servers. Personally I prefer some level of attrition on loot respawn. 7 days is imho waaaay to low. The old was ok. But playing a private server you'd want loot to start to become rarer, forcing you to explore more of the map. Just to keep the game interesting. However, I'd like if they made nest spawns (or any other natural respawns) have their own separate timer. It'd make sense to get new feathers and egg more often than POI's magically refilling.
  8. I'm not TFP so I can't really answer that but I guess they wanted people to be able to use all the ammo at the go. And that makes some sense considering how easy ammo is to get now. But I would lie if I said I didn't want the blunderbuss back. I loved that gun. Was it good? Perhaps not. Was it fun? Hell yeah!
  9. Not even reflected on that rebar frames aren't in. Just use Shape Frames to design your building and then replace with Concrete frames. As for Cobblestone, you get TONS of cobblestone and cement from looting POI's easilly. They're more common than corn fields. Usually litters every cellar and attic everywhere.
  10. While I agree the Blunderbuss had a lot more flavor and was more fun (and the pipe shotgun is in a very sorry state atm), removing it makes sense as now all early weapons follow the same logics. It's more streamlined content.
  11. True. In this my POV is of course biased from previous experiences. And yes I agree farming was trivial at best in A19. Something needed to be done. But then again I never really were that hot for the farm plot system either to begin with. But I do think it's problematic that two points into hunting (tracking and huntsman) are so extremely much more rewarding than five points into Fortitude/LotL. (Currently in our game we are literally swimming in meat on day 32.) And that so many food types are now more obsolete than ever. But that's another discussion I suppose. As I pointed out elsewhere it all could potentially balance out with a system with a smaller chance for a second seed from a harvested plant. Say a 20/40% or 15/30% chance with Lotl 1/2. With that Lotl 1 & 2 will still be challenging but less punishing while Lotl 3 is still the only really sustainable skill level choice. Also makes Lotl 2 matter more.
  12. You seriously think farming should give negative rewards? And no I'm not saying that. I'm saying the effort/reward curve is off for the early game. And that if you cannot have sustainable farming, what is the point of having it at all? That's what I'm saying. But I get it. You mods don't think that. And apparently Mad Mole doesn't either. I know when I'm beating a dead horse. I personally think it's bad game design choice, but that's just my opinion. I could continue argue about it, but if it's the intended meta, then so it is. Will probably scare off new players from bothering with farming at all. But we'll see I suppose. A20 is a great version of the game in all other contexts so far anyway.
  13. OK, just to get this straight then. How can one seed ever have a positive return of 1.5 seeds? You put one seed in the ground, there's 50% chance of a loss. You get 4 produce back on Lotl 1. You need 5 produce to make a new seed. It can impossibly be a return of 1.5, as you are now lacking the seed you need to replant. This is fact. This is actual gameplay. Not theory. To get the average of 1.5 you need to probably calculate a much higher number of seeds, and then assume that average for 1 seed only. But ONE actual seed, compared to your theoretical seed, will never and cannot produce 1.5 seed on average. As I've said before, you need more than 5 seeds to start to get a positive output. That is factual. You are still calculating macro scenarios for micro environments. You can argue about that how much you want. It doesn't change the fact that we usually start with just one or two seeds for a certain plant type. And tha math for those particular seeds is all that matters at hand. Not how many seeds I might theoretically have had in a theoretical scenario.
  14. You still don't get it. It's not about ME. It's about better general balance for EVERYONE and all playstyles. And yes, it's not about a one sided thing. That's what I've been saying since the start. Of course all aspects need to be considered. This includes my arguments, that you consistently try to silence instead of considering the implications of. But I'm done discussing this matter. I've said all that can be said on it at least twice now.
  15. Ok, that's quite a rude post full of demeaning assumptions and attitude. I'm gonna ignore the toxic parts this time and answer you by explaining things I've already posted before. First I've played since A9 which I already mentioned. I've farmed a lot. I have 2k hours played for this game. So that's that. This is not my first rodeo. Yes I've farmed in A19 and that was too easy comparatively, getting too much of an output too fast. Secondly I'm not arguing about playstyles. And that's a moot point anyway, as through all alphas we've all readjusted our playstyles to accomodate for balance changes, imbalances, bugs and direct gameplay changes. Telling me to do that is unnecessary. What I, and others, are saying is not that it's broken or necessarily too hard (well some might maybe, I don't know), it's the futility of doing it before you hit LotL 3. All your arguments are invalid because, as I've pointed out before, the game is not a farming simulator and don't intend to be. There are other endeavours, such as taking part of all the other content in the game. Exploring, killing Z's, gathering resources, building bases and defences. Focusing in exploring and getting 10 seeds of every important play type. As anything below LotL 3 gives an average negative output on anything less than 5 seeds, farming isn't viable at all in the early game if you're just playing maybe 1-3 players co-op. There just isn't the time to focus on it or bother with it, especially since meat is so much faster to get in large numbers without bothering about RNG of POIs. Now YOU may have a playstyle where this doesn't bother you. That's ok. Maybe you play with many others, have just a 7 day loot respawn or somesuch. I don't know. But in such a case it's easier to dedicate people on specific tasks and you'll quickly loot and gather more resources. Maybe you get those 10 seeds in a couple of days that way. But that's the point, it scales badly. I don't care to reinforce all other arguments once more. But I hope this clarifies my stance, as you seem a bit confused with where I'm coming from. It's not about making it easier, it's about making all skill points matter, and to make it scale better towards player numbers and toward other related skills. That's what's been argued about. Noones said that each skill point must mean super rewards, as you are implying I'm arguing about. I never did. I just want it to matter at all. Also considering TFP according to Roland is already looking into balancing it better, why defend it? Oh, and the vid told me nothing I didn't know already. JFYI.
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