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Proposed Crafting Changes.

🕑 Added 2023-05-10 03:57:25 +0000 UTC

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In that case, I’m 100% for the concept you’ve shown. More variety in how enemies differ from each other is always welcome.

We are looking at rebalancing all of the zombie hp and abilities so they aren't QUITE as tough and have more unique traits. Like some will be faster with lower hp and won't hit as hard, but will have high infection/bleed chances. Some will be slower with more HP, hit harder and mostly do concussion/sprain/break, etc

I’m way late here, but might as well ask. Are you intending to make the game harder, or will you be rebalancing mob spawns/stats as well? I ask mainly because tier 3 guns such as the m4 and auto shotgun, can currently be had at level 20. Shifting them all the way to level 40 might make things a bit difficult, especially if rng hates you. Outside of that, I like the idea of separating different weapon and armor types into perk categories. Focusing your build early on will be more important. I also really like that ammo recipes will unlock with points in specific weapon categories.

No word yet at all. They tell us around Tuesday if it's gonna be that weekend or not, so we're all still waiting., The "extra level" thing is the quality level of the item.

so still no word on streamer weekend? I hope your up to streaming it. Are these changes that there will be an extra level or are you saying we have to be that extra level to craft it. It's really early.

Yes. There's a testing modelt (pretty sure it's posted here) where coil can disable regen of demons. So you could happily use that right up to the empowered demons, which are around GS800

Yep Justin, there's the +1 skill point book too. :)

Right now when you hit a certain level the difficult noticeably bumps up. More demons and whatnot. It will be interesting to see what is best to unlock and what to leave behind!

Justin Seifert

If people are really annoyed with it, they can always craft the +1 skill point book.

Cyclonis

Not totally against Coil weaponry. I was just thinking on endgame issues and often (for me) I just skip Coil as my reg gear is top tier and its a pain in the butt. The crafting listing here btw is fine! No issues but was looking at final tiers and its all Coil which I don't often bother with. Got me thinking, is it needed?

Or you could use all that ammo in normal turrets for base defense AND throw in a couple of coilturrets to disable regen of demons so the stuff remains useful.

Cyclonis

Are Coil weapons necessary? Why not a few legendary or special drops in the game, RNG only drops maybe at a specific game stage or stages or bound to quests, you know so we don't have to recraft all our ammo? Saving crafting supplies for ammo in boxes forever to one day have Coil rounds, is this fun? hoarding crap all game because 50 levels from now you want a specific shotgun round? And Sharks...zombie alligators maybe? Something in the water? These are my thoughts!

*ahem* Perks will be unlockable by points, training at the scout and I'll also add some lootable books. So no. I wont be increasing the amount of skill points.

So if I understand correctly, we will be going from 5 unlockable crafting areas to 11. This means a lot more points to unlock everything. Will you be adjusting the points earned? Perhaps 2 points per level for the first 20 levels?

Lock the spear recipe??? Noooooooooooooooooooooooo!

Sounds interesting to me. I'm game to try it


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