![]() ![]() Hilarious, I know, but it'd be fun and give extra stuff to do for that kind of players. Some of my friends want to play 7d2d as if it were a farming simulator. I know your roadmap is currently pretty long, but it'd be nice if there was a possibility in the future to add more farming, more harvesting, more hunting and, obviously, more recipes. I'm currently trying to hold my urges to play the game till the stable version is out, mainly because a few friends and myself are planning on getting a dedicated server and run wild. On another subject, Subquake, great mod, mate. I mean, by level 20 or 30 it should be easy to spend 4 or 5 points into Int & lockpicking, although I'd suggest the one perk to be able to bear more stuff in your inventory. Right now it's true that it's impossible without spending some points in that perk, but I also think that in the long run it shouldn't affect the game much. Heck, I usually would sell large amounts of them to vendors as long as I kept around 50 for myself. I never had to train lockpicking at all in order to open locked safes or chests, and I very rarely broke any bobby pins. Well, the problem before was the complete opposite. Havent noticed this before the last couple of updates, may or may not be related to the mod, havent tested on vanillaĮdited Januby Gamertom (see edit history) Just my 2 cents, (The downside of cheating a 100 skill books means you unfairly get 5000 exp but that really isnt that much in the long run)ĪLSO Forgot to mention a possible issue with later patches, there seems to be an issue sometimes with opening containers of any kind, even sometimes opening inventory, the music stutters for a couple of seconds and the game freezes before the time dial finishes and the containers open and generate loot. I now use the CM command to give myself 100 lockpicking skill books, this way you will still have a chance to open these chests especially if you have jailbreak aswell, and the geek glasses to spend one point in one level of lockpick, this will at least give players who arent interested in intellect to still be able to access the loot.įor the record, I do agree with safes being locked behind this system, it makes sense, and I dont have a problem with all the new locked stuff, that too makes sense, just if you are reading Subquake, please consider removing the lock status from tier 4 and 5 POI reward hero chests, then the rest is fair. The reason for this post is not to moan about it, but to offer a sort of solution to players like me. ![]() I dont expect Subquake to alter his mod to suit me only but for those who have no interest in any skills in intellect such as me, its very punishing and almost game destroying really that players have to sink loads of points just to get to the absolute minimum of level 3 lockpicking to access rewards for POIs and trader missions, (yes I know about jailbreak food) but its not common enough to keep up with the many unopened chests I know have from tier 4 and 5 (and even 3) POIs, theres now not much reward for clearing them, especially as the loot is not often worth the points into skilling it. Players can always just create the 'generic' weapon in their inventory the crafting table just enables a player to get a bit more personalisation from their weapons.Ī crafting table could be found in all Workshops and could be created by the player, once having read the appropriate book.Well nobody else has mentioned not liking the locked POI reward loot boxes, so maybe its juts me. ![]() I like the second idea, because mid-game/late game, most players already have an abundance of resources in their containers and this may be a good way to help use-up those resources in an attempt to craft "the perfect" weapon. Once the given time is up, you will have a Hunting Knife with attributes reflecting on how well you assembled it. The crafting table will give you an allocated amount of time in which to assemble these pieces together (there would be a reference to which you try to match as closely as you can). Taking the Hunting Knife as the example, you are given a blade, a hilt and a handle. Upon crafting a weapon, you are given the components. This is a little more complicated and much more personalised. Increasing Weapon Range will decrease Weapon Speed (and vice-versa) Increasing Durability will decrease Entity Damage (and vice-versa) Instead of crafting a Hunting Knife in your inventory screen, the crafting table will enable you to craft the same weapon, yet altering/strengthening specific attributes at the cost of extra resources and weakening other attributes. To add to the depth and scope of how a melee weapon can become that more tailored to your needs and personalised, I would love to see a crafting table implemented: I already love the range of melee weaponary that can be found/crafted in this game. ![]()
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