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iMiAMi2014

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Posts posted by iMiAMi2014

  1. 2 hours ago, KnightX13 said:

    So the original ratio was 30:8 leaving you up to 22 spots for other items to carry. The new ratio is 40:24, only giving 16 extra spots.

    Very strange logic. There is no relationship between inventory size and the number of hotkeys. And no one is forcing you to take exactly as many things with you on a hike as you have hotkeys. I see only positive changes: we are getting 8 inventory slots and 16 hotkeys.

    The only thing I'm a little upset about this issue is the mechanisms of change. As far as I understand, the inventory simply increases for everyone at once (or they could implement it through crafting, which is much more interesting), and switching sets of hotkeys (on a PC) will be implemented only with the mouse wheel (as for me, it would be more convenient from the keyboard, for example Alt+ Ctrl+).

  2. 11 hours ago, dashinater said:

    now he's back to following around

    I'm a little different. Perhaps because my main base is located near the Mysterious Machine (near the Field Station). Most of the time, he hangs passively over the Mysterious Machine, saying a few of his standby phrases, but will attack any enemies that attack my character, including during Raids, and can still fly quite far from the Mysterious Machine, sometimes almost as far as a Baseball on the west. However, I have not yet noticed any attempts to start following the character again.

  3. This topic comes up regularly. I agree that the non-respawnable resources on the map are not enough to fully improve the ammunition of four characters. And for improvements of level 8-9 - not enough even for one character. But after all, the game simultaneously contains all the necessary recipes for crafting improvements from respawnable sources. What is the problem?

  4. The wiki lists a 1% chance for gold cards to drop from normal creatures. According to my observations, this is approximately the way it is in the game, and this is quite an acceptable value. However, for creatures that are few on the map, plus they have a long respawn time, this value should obviously be significantly increased (at least up to 5-10%). And at the same time, introduce some kind of outfit into the game (for example, a trinket), which additionally significantly increases the chance of dropping gold cards (and at the same time the amount of loot from mobs).

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  5. All of the above is a consequence of one big problem. Absolutely few slots in the inventory. Mega Molars solve it very poorly, because we are much more concerned with the number of slots in the inventory for non-stackable (or just various) resources than the size of the stack. Ultimately, this forces us to run to the base and back for a significant part of the time to free up inventory or constantly solve the question: what can be thrown out of it in order to pick up a more valuable resource that has turned up along the way. The simple exploration mode practically unavailable, only a variant of a targeted campaign for one or two resources.

  6. It's not really a bug, it's just a nuance of the game. Beetles on the way to the base can get stuck somewhere, stumble upon free-standing buildings (and start destroying them), etc. As a result, after some time, without seeing them at the base, we can either receive a corresponding message about the completion of the raid, or the raid may even hang. The last option is especially unpleasant. I already wrote in some post on this topic that it makes sense to add a time limit for the raid to the game.

  7. 3 hours ago, OfficiallyKirt said:

    Have you found all the recipes?

    All the listed recipes were found, both totems even decorate the roof of my house, but only now I noticed that for some reason in Data/Stuff/Recipe Notes I have two absolutely identical Water-Logged Recipes (and one Frostbitten Recipe, total - 3 recipes), maybe this is the whole point?

    I think I figured out what could be wrong. Some of the recipes I received before the release of the game, now I ran to check the ant totem, got it again and it was added to the list. Looks like the rest need to be reassembled.

    Took both recipes of totems, as a result received the same 99%, but now a recommendation about mutations. It remains to wait a patch on this account...

  8. Thank you to everyone who responded. What confuses me in my situation is the presence of the yard research message instead of a similar one about obtaining mutations. Essentially I either have the wrong message displayed, or I just have a buggy save where the condition received/explored doesn't count in the game when calculating progress. I hope it's the former, but I don't want to use cooperative mode to test it, so I'll wait for a patch that actually removes the mutation requirement.

  9. In my opinion, there is currently an overabundance of Brittle stones, a sufficient amount of Sturdy, and a categorical lack of Supreme. As a result, to improve the balance, it makes sense to add to the game only the possibility of mutual transformation of stones (in both directions) and, perhaps, adjust the places of recipes unlocking. Everything else (respawn, changing the recipes themselves, the number of upgrade steps) does not make much sense.

  10. You're right, they only spawn after killing a significant number of black worker ants. For 1000+ gaming days in my game I observed the appearance of their eggs on the radar only 2 times. According to my observations before patch 1.05, it was most profitable to destroy ants on the surface near the trash can. I'm afraid that after the patch, their number in this area will greatly decrease due to the lack of food there (did not check), and clearing only the anthill is not enough to spawn eggs. Also, the number of black ants near the shed does not affect the spawning of eggs at all. Luckily, their eggs are one of the most useless items in the game, they are only used to make an Omelant, which can be replaced with more powerfull Quesadillantlion.

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  11. 8 hours ago, cstanick said:

    The ant issue should now be resolved

    "Loading a save will now cleanup ant hills that have too much food stashed in them causing framerate drops."

    A very strange solution to the problem, eliminating the consequence, and not its cause. With such a solution, we will definitely face a repetition of the problem after some time. Players will look for a new place of accumulate pieces of food (or something similar), and developers will waste time adding it to the list for cleaning. Wouldn't it be easier (and more reliable) to simply turn on the self-destruction of these items after some time, as is already happening with cut grass, stems, etc.?

  12. And how did you determine that there was no bleeding without having any visual display of the debuff on the mob? By the lack of a decrease in the mob's healthbar between hits? But without exact values, it is impossible to say for sure that there was no proc, perhaps we simply did not wait for it.

    And yes, I absolutely agree that we really need all these values in the game, not vague descriptions of 'more/less', 'has a chance', 'slightly', etc. And indicators of buffs / debuffs for both the character (always) and the enemy (in combat). To be able to experiment with builds and check their efficiency.

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