![]() ![]() ![]() You can also do other things and will win in a normal way because the game is not hardcore. And you play on casual mode with this strategy? No one want to play with full melee party. So after another angry post from you far away from the garden Topic. And you forgot a lot changes in the last month. ![]() so how this happened? xD The game is not hardcore far away from that. And you just ignore the post of the guy above you. By this point you won But in reality for most people they die only once or two that is the experience from a lot of players. Compliment it with level 4 crafted gear with defense mod and enemies start hitting you for 1 damage in combat. You will have enough money for heavy US army armor for everyone which is the best by far. Use the money to buy food and water from every outpost in the game, also materials and scrap so you can constantly expand without the need to run around searching (wasting water). Later on start crafting ammo, rifles comes in batches of 150 instead of 100, so you can get 150$ per craft. Choose weapon shops and the like as your scouting spots as each time you find say 50 pistol bullets you found 50$. Each bullet is 1$ which is a lot in this game. To own the economy become ammo merchant - run full melee party and sell ammo and firearms you get and come across. Of course, being a badly designed game, there are numerous ways to break it and work around it. You are supposed to struggle, to have little resources, to die over and over again (there's even "upgrades" mechanic that assumes you will die about 5 times before being able to enjoy the game somewhat).Īnd the dev's sole concern is so that someone by accident does not get out of strugglefest, be it stats-wise or economically. Originally posted by Razter:Thing is, garden level 2 and 3 is not efficientĭon't listen to people trying to tell you there's something wrong with you and you need to git gud - reality is game is broken beyond repair with weak and faulty game design decisions which are sold as "hardcore". However, I do like Smig's outlook even more - the faster, easier and overall better choice is to reduce consumption/increase generation.Īll that said, I'd propose 3 changes for every difficulty:ġ) No food/water requirement for jobs, if worked without them then possibly give a tougher debuff then if they just idled instead with no food/water presentĢ) Halve the water consumption scavenging, I beleive it's 3 twice per day, once per day would be more than enough.ģ) Buff food/water gains from hunting and water, especially and tiers 2 and 3 to emphasize their role and encourage the investment. I also agree with halcyan2 in that if you don't have food or water, snacks or sodas should be used instead. However what you propose us instead, like "go scavenge for water and if you found some it magically teleports to your base so the third guy can go on guard duty" is. What I propose is realistic and makes sence. This means that late game you are actually forced to buy out all food and water from every camp to keep up. ![]() I mean the people would get those anyway, but in addition that haven't worked the shift.Īdditionally, I am not sure that food/water gains of the camp are optimized for the amount of people you are getting even by the end of current content, not even accounting for additional ons you can recruit later on. Let me run the jobs regardless of food/water, and if I have none apply hunger/thirst debuffs as per usual. "Go scavenge" and "go buy from cities" are hoop jumping. I run out of water, I want to assign someone to get water but I can't because I ran out of water. Originally posted by humble opinion is the way it exists right now is purely weak game design. ![]()
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