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sharpshot4321

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Everything posted by sharpshot4321

  1. I second this. When I updated to 2.8 the BBs were still 1.0 unit each. Unfortunately I played while tired and ended up killing that save. So can't go back and check it.
  2. Hey Hydro, are BBs suppose to be 1 unit of weight each? I am using 2.7 with a clean install. Also, anyone know how to get grass/hay as an item?
  3. 1st one would be interesting if it was restricted to a entirely forest area with 1 or 2 tiny ruined shacks/construction sites to supply needed materials you cannot forage. The idea is survival with almost entirely foraged materials.
  4. Then maybe you do not need as many positive traits? Fairly sure the overall balance in traits is where the devs want them to be. Or not, not a mind reader. I do think a simple mod that adds a plain +4,+6,+8 trait for those who want it would be popular. I do have to seriously ask if people are complaining about the cost of the skills netted with the jobs or the job titles themselves? Some people seem to want to be a "cop" and could care less about what bonuses it gives.
  5. I don't know if balancing all the jobs is even possible. The value we place on each skill is ultimately different from person to person. It could be that they are not going for a balance 0 profession list so that they have the option to add professions with unique traits later on and just attach a proper detrimental point value. Objectionably, raising Aiming to level 3 is far harder than raising Farming, Cooking, Carpentry, ect. Both in ability to repeatedly preform the needed actions, and in the needed number of actions. (Aiming does not have a book.)
  6. The thing is that every profession is a pro. The difference between them is that some professions have a bigger pro overall. No matter how you slice it, a profession that gives bonuses to combat will always be better overall because of the difficulty in raising combat skills vs survival/crafting skills. Perhaps a increase in the variety of positive traits that give skills would help people craft the starting character they want. If this is a roleplaying issue... use your imagination?
  7. I would imagine that a soldier would have a more rounded experience or even slanted experience with rifles. A police officer (a regular one, not a swat or anything special) would be almost entirely proficient with just side arms.
  8. Carpenter does not give you stronger fortifications, that's the "handy" trait, which you need to get seperately. Lumberjack only works with axes, a rare item. Doctor's use really only shines in multiplayer.
  9. Picking a job doesn't mean you need to be blind deaf and dumb. Seeing as deaf alone gives you 12 points. The negative balance comes from the overall benefits of the traits and skills given. Being a police officer gives you points into both aiming and reloading. Which I argue are the hardest to raise in the game, seeing as you both are using a limited resource and the very real danger that comes with every fired bullet. Overall the value of each skill and trait very to a person's preference, but some skills are on average better than others. Thus the need to balance them.
  10. Well, I think of it as the requirements to get that job. Anyone with a pair of hands can flip burgers, but you need training and education to be a police officer. I don't know all the professions/costs to say if that fits what they use tho.
  11. Nah, nothing that would ruin you. The idea was to add something that can be detrimental but avoidable to the knowledgeable and careful.
  12. I do remember reading somewhere that rotten food does not work as bait. And yes, you can cut up and cook mice for sure. I see no reason why this wouldn't extend to the other animals.
  13. Hmm, the numbness part of depression can lead to lack of care for minor things. I can see me having a small chance of taking scratches from trees because I'm too depressed to care about moving through them "safely". This could be expanded on to make depression turn the world more dangerous overall as you can get hurt from things you couldn't from before.
  14. I reason I stay in cities at all is the need for a saw. No real long term growth can start without it and getting into areas that can have it is always risky, so a long run into the city can end badly if I have nowhere to rest.
  15. I just died in a build 32 survival, ending on 19 days, 8 hours with 689 zombies killed. I just don't know what I could have done differently to survive. I never left my home area for 24 hours, but it was always loaded to the brim with zombies. It was a struggle to get two blocks away without my character becoming exhausted (from either running zombies safely away or just killing them.) Don't get me wrong. I love the challenge. This is far more that I have run out of my own ideas then I can't handle the difficulty anymore. So for anyone who has survived a long time in build 32, got tips?
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