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iMiAMi2014

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Posts posted by iMiAMi2014

  1. In continuation of the post. I'm sure I'm not the only one who is thoroughly annoyed by vague descriptions of abilities, mutations, buffs, etc. What does 'Arrow Refund' mean? Are arrows fired back in inventory? Only hit the target, or vice versa, or all? Or do candy arrows remain candy? Or something else, because I do not observe any of the listed effects. Likewise with effect values. Why should we search the wiki for the meanings of 'significantly', 'slightly', etc. instead of just reading in the description 'by N%', 'by M', etc.

  2. Health And Safety Badge. Judging by the effect icon, it should steal life from enemies, but for me it steals life from my character immediately after equipping.

    Waspidote. What kind of poisoning should it treat? Based on the name - to help in battles with wasps, but I do not observe any protection from them.

    Handy Gnat. Switching to custom game mode is required. And what about achievements? And in general, it's high time to give somewhere a specific list of achievements that are disabled when the custom mode is activated.

    Some builded before patch ziplines became invisible in 1.2. Some - completely, some - in a certain radius from the base.

  3. I haven’t crossed paths with Infected Wolf Spiders in the game for a long time, so I can’t say exactly from which version the change happened, but their current jumps are absolutely unrealistic. The height and length of the jump are excessive, it is almost useless to fight them using a crossbow. True, in this situation there is also a positive point - the height of the jump is such that he loses about 30% of his health upon landing. Enough to survive a couple of his jumps - and he commits suicide.
    And as far as jumping is concerned, adding this feature to most beetles not so long ago is not a very good idea at all.

  4. Portion of wishes about the ranged combat system.
    1. Armor. The number of armor sets for melee combat in the game is rather excessive, and for ranged combat there are only 2 of them, and the bonuses of these sets are extremely ineffective. As a result, long-range combat in the game makes sense only on targets that are significantly inferior to the player in terms of level, with equal opponents, shooting is a waste of time and resources. As a result, the following changes are requested. First, by analogy with the reworked mutations, the armor bonuses clearly need to be revisited in terms of guaranteed buffs/debuffs (rather than the current low proc chance ). Secondly, we need sets (new or changes to existing ones) to increase the rate of fire and direct damage, as well as increase the values (and / or application time) of negative effects (stun, slow, etc.) on the target.
    2. Weapons. The situation is even worse than with armor. Only one level 3 crossbow, no bows at all.
    3. Arrows. The scheme of turning candy arrows into normal ones after firing is logical and interesting in itself, but given the still limited inventory, the significantly reduced amount of candy resources on the map, and the lower range and speed of these arrows, makes their use completely unjustified (except in cases of targeted farming of a small number of certain mobs). It is necessary either to significantly enhance the effect of candy arrows, or to return most of them in candy form. And equalize them in range and speed with the usual ones. Absolutely the same - with splinter arrows. The increase in damage relative to the feather one is scanty, the point of using them is zero.
    I think it would be more correct to remove candy arrows from the game altogether, and transfer their candy damage to the bows/crossbows themselves (when upgrading, similar to melee weapons). Gas, poison, explosive, and splinter arrows - keep, but significantly increase their effect.
    By the way, the recent idea to combine shot arrows into stacks is an extremely unsuccessful undertaking. By what algorithm they are combined is completely incomprehensible, and this does not eliminate the main problem - the inability to pick up an arrow that has fallen into a crevice or stuck high. It would be much more reasonable to implement the mechanism for picking up arrows similarly to sap collectors (now broken) - all arrows in a certain radius are collected by holding the pick up button.
    4. Mutations. Almost the entire positive effect of the latest changes in the Sharpshooter is safely reduced to zero, taking into account paragraph 3. The rest of the working part to reduce the cost of stamina for a sprint - taking into account paragraph 1. We need direct, really effective mutations to increase damage, rate of fire, slowdown, stun, and not indirect ones due to reduced stamina cost, etc.

  5. I have an Eyepatch at this place in the list (between the Torch+ and the Sprig Fence), but the same "???" is the latest element in this list (PC). And towards the end of the Natural Resource list, there are three similar items (but with four "?"). And I also couldn't find on Google what it could be.

    • Like 1
  6. I suspect that we are talking about a banal collision with elements thrown to the ground. It doesn't matter if they are cobwebs or cut grass stalks or something else, the character will constantly stumble over them, and the camera will try to track these chaotic movements. In the case of cobwebs lying around, the situation is aggravated by their visually small size, sometimes it is not clear why the character began to stumble and spin.

  7. It seems that the problem here is not so much in brightness (it is quite sufficient for an omnidirectional lamp), but in the absence of directional light sources in the game. Spotlights both fixed and portable would be very useful. Firefly Head Lamp, but for the left hand and stationary analogues for the base.

  8. On 12/2/2022 at 1:38 PM, iMiAMi2014 said:

    What broke in the game again?

    Everything is considered correct (at least in 1.1.0.3970). I did miss one skeleton with his loot (Compliance Officer). And it seems that (despite the lack of numbers "found/total" in the Data/Ominent/Notes section) all Recon Journals and Snapshots are required for 100% game progress. Reliable Friend for this, as promised earlier, is not required.

  9. The most reasonable thing would be to stop guessing the wishes of each specific player altogether, but simply give him the opportunity to determine the wake-up time himself (by the clock displayed in the dialogue when the bed is activated, and ideally, also use the new grandfather clock in this process). The only reasonable limit is the minimum wake interval (so that it somehow matches the sleep buffs).

  10. I understand that adding a second slot for its joint use with trinkets is a rather time-consuming task. But it may make sense to equalize it with other consumables (especially since it really has a resource even in the trinket version) and use it directly from the inventory either through the same shift key or through a HotPouch Bar?

  11. In itself, the HotPouch extension in 1.1 can only be welcomed. However, there is one 'but' associated with the mechanism of its implementation (at least on a PC). All 3 sets of hotkeys are switched cyclically by the mouse wheel and the last one remains active. This is extremely inconvenient, because I think not only I still have only one set for quickly switching weapons and using smoothies, bandages, etc. as before. Therefore, before each pressing of the hotkey, it becomes necessary to first make sure that the main set is active, and not additional ones (or an attempt to develop a reflex to switch back to the main set). Ideally, it would be more convenient to switch to additional sets via Alt+ and Ctrl+, or at least implement an automatic return to the main set a few seconds after the last use of the hotkey on additional sets.

    • Thanks 1
  12. On 10/31/2022 at 9:53 PM, iMiAMi2014 said:

    It remains to wait a patch on this account...

    Immediately after the release of beta 1.1 I decided to check this issue. But since in the patch notes for 1.1 it was written: "Added Data page entries for the Super MIX.Rs and a few other items found in the Upper Yard.", - I looked in the Data section, where appeared 5 new points in the Data/Places for the Upper Grasslands. I visited all 3 Super MIX.R and found 2 new POI.  Then I tried to end the game and look at the statistics - still 99% and again the advice to explore the yard (not about mutations). What broke in the game again?

  13. 11 hours ago, PG813 said:

    Where else would they be?

    According to the wiki, they only live in the hedge zone. As far as I remember, some of them wander in the laboratory itself on the trees, a few - below among the debris and a couple - in that very outpost on the way to the laboratory. And you need to keep in mind that during game updates related to the reset of the main storyline, they were all resurrected, so if some of them (or even all) were killed before 1.0, then after the release they must be completely cleared again.

  14. Probably many are confused by the not very good name "hot pouch" for the shortcut buttons bar. There are no additional slots other than inventory and slots on the character's body! And there is just a strip on the screen that displays which buttons are assigned to the use of certain items from the inventory. When shortcut is pressed, the item either moves from the real inventory slot to the real slot on the body, or is spent on one or another action. As a result, we can discuss the actual size of this inventory (they promise to increase it in 1.1), but not the ability to move an item from it to nowhere (toolbar).

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