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Feedback/Suggestion
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Developer Corner | China's War: from Resistance to Civil War
I forum "Deutsches Forum"
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Nur nicht blau
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😻 [H] 15k Inventory for Trade | [W] Fair Offers 🔄
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🔑✅ FAST INVITES TO DEADLOCK | NO LINKS ✅🔑
I forum "Off Topic"
53
SUV's are crap. I am right. They are similar to clown cars.
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janky as hell, terrible performance, terrible controls
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TimeKiller
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Any Middle-Eastern player here who played the PC version?
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Windows XP
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I don't enjoy Build 42: Let's Talk About It
Ursprungligen skrivet av Jambie Lionheart:
I still kinda torn on the muscle strain system. On the one hand there is a layer of realism it adds to the game. On the other, the only thing muscle strain really adds is a time delay for progression. It doesn't make it more difficult.
And it's not really an overbearing slowdown past the early stages of game play. Once I pass level four in a combat skill at average strength I barely notice is anymore. My character will end up out of breath long before muscle strain even begins to show up on weapon use now.
I still get it sometimes with the long swords as I'm levelling that up.
I'll probably turn it off for next run though. I feel like that system is a one and done sorta thing.

You would get some muscle strain in real life but at the same time... it's like the pooping thread. If I reallly want that much realism, I could just go and join a gym or become a muslim, etc.

My main beefs with B42 are some of the needless clicking and extra hoops. The little things like in B41 you could saw wood and have the planks deposit on the floor, now in B42 they plop inside main inventory, harming the MC. They coulda just made it so that character will stop sawing if they fill up a tile. It's a very tedious change and there's more like it. It kinda sucks the fun out of base building. And clay scarcity by default renders any masonry or blacksmithing operation but a dream. Default for clay tile frequency is 0.05. That’s 1 tile of clay out of every 2,000, on average. It’s no wonder some players can’t find enough. Defaul twill have to change upto 1.00, 1 out of every hundred to make blacksmithing and masonry even remotely feasible.

I'm gonna be a bit blunt about muscle strain.
As most folks turn it either completely off, or down by quite a degree, it is obvious that how it is currently makes it more like a failed system. It adds nothing to the players.
The "challenge" it proposes is superficial, annoying and does not really add anything to the game beside frustration and annoyance. (There are a few folks who insists on its realism, but if it prohibits you from playing the way you wish and after realizing that you need to either turn it off, or turn it down, it shows that it is not working properly, so a rebalance or fine tuning of it is still required.)

The new endurance system is also there to punish players who are actually surviving by killing zombies in a zombie apocalypse game. Which seems a bit contradictory.
If PZ wants to convert over to a sneak/stealth game or to a zombie shooter(new aiming system) or to where you use wits to outsmart zombies (Q-yell, siren, any kind of loud sound to move zombies away) it needs to add something to actually promote this playstyle. Not denying other existing options. Elsewise the restriction on fighting prowess(muscle strain and new endurance drain system and other things) actually just takes out a previously existing option/play style.

I think this is actually the issue. Of course folks are supposed to/are able to "fine tune their game" in the sandbox. But many of these players will not last a week or 2 in the game.
So spending 20-90 minutes(of course i am overestimating a bit) to set the game in sandbox only to die 2 hours later, does not give them a good gaming experience. And next time they also need to set the settings. Because they realize something was wrong. And it takes for quite a time to find your preset. And by the time they would find the preset they can play on comfortably, they lose the interest in the game. The sandbox options also are often not really clear what they do. Neither on the wiki nor in game.

Regarding the extra click requirements it is getting out of hand. And the sad thing is that it seems like it is the direction the game is going. The previous fishing system compared to the new fishing minigame, makes that part a clickfest even more.
I can't wait until we need to use the suture needle to suture a wound indiviually with 6-8 stitches. Or when you need to also play a minigame to skin animals.

Regarding the book level gain restriction, the dismantling xp gain.
To some degree it makes sense and on another level it does not. Dismantling a number of furnitures IRL will give you knowledge about how it works. Like how the hinges are added or the drawers work etc. Of course other delicate matters require training. I think that currently some of the items in the carpentry are as to say misalligned skill requirement wise. Like the wooden table with the drawer. Even the primitive one requiring level 2 carpentry seems far too low. The spinning wheel being level 5 carpentry whereas the stairs are level 6? One can be considered a machinery the other is a stationary device.
The range of recipes are also bloated. Wooden bookcase vs crude wooden bookcase.
Though my personal favourite in this regard is the "makeshift fishing rod" you can only craft it via using the sturdy stick. Not like folks haven't made makeshift rods just using a nearby fitting branch ever.:)
So actually i think some of the recipes could still provide xp regarding dismantling. There are many ways they could be implemented. A very easy and i would say understandable or fair option would be to give them a check whether they should give xp upon dismantle. Then set a max amount for that gain. Instead of having that attribute given to each individual furniture it could be used on the player character instead, so it would not require reworking every furniture. A check if the furniture is dismantalable, if you reached the max xp you can gain from dismantling it, if your carpentry level is higher than when you should even gain new knowledge from it. And such things would make more sense than the currently implemented system. (Also funny thing but woodcraft teaches you to make stairs and beds. And both of them require higher level of carpentry than what woodcraft allows you to gain. So again a bit contradictory.)

So dunno. As it seems to me it is like currently PZ seems to have somehow lost it's vision. And devs are trying to figure out what the game should be, and meanwhile we get these annoying changes. This last part about PZ losing vision is just my personal oppinion. But to me it feels very much so.
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Wash yourself in - Devs quote on DLC 3+
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zemzero
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