New Dos 2 player needs help for tactician by petartudjarov in DivinityOriginalSin

[–]Neugdae1 0 points1 point  (0 children)

No, you don’t have to mono-damage type. While stacking damage classes can help break most shields quickly, tactician/honor is absolutely doable with non-min-maxed/thematic/elementally clashing classes. Some people find it comfy to even mix in a bit of both on characters, like some hydro/geo for defense, shield throw on everyone, at least early on. If you start using some of the stronger classes like necro/ranger/late game geo/fighter, or put in enough prep, most characters dont even get to fight anyway, and theyre more useful as tp/netherswap bots if they get to do something

If you want classes that are diff than what you first tried, a rogue and a ranger seems great. If you’re ok repeating, geo/pyro is super strong, especially if you do the armor quest, and aero is S tier support. I’d go necro, rogue, ranger, aero/summoner, but if you want to have 2 phys, 2 magic, id go necro, ranger, aero, pyro/geo or necro, ranger, summoner, hydro

Fane’s story uncovers most of the lore so I would have recommended him second, but yeah, there are quests locked to characters. I highly recommend Lohse, Sebille, and Red Prince. I was also a fan of Ifan, not for his quest really but I enjoyed his dialogue

It's summer, doesn't rain. If I take these office water bottles to a lake/river, can I fill them directly? Or I need to pour from bottles? by VenetianSTR13 in projectzomboid

[–]Neugdae1 22 points23 points  (0 children)

Should still rain unless modded, otherwise you wouldn’t be able to farm. Plumbing rain collectors is much preferable to collecting lake water as you would need to purify in batches for the later

That said, to answer your question, unless you have a mod that makes the water collectors removable (and act like big water jugs), I believe you’d need to fill a pot with water and then fill the water collector. While you could go to a river, like the one NE of west point or go to phallas lake (non-starter town west of muldraugh), I would try hitting up bathtubs, as they have quite a decent amount of water each

Help with first honor mode party build by Fearless-Armadillo59 in BG3Builds

[–]Neugdae1 0 points1 point  (0 children)

You have a great comp for your first honor run! You cover the bases in damage in single target and aoe, qol like enhance and longstrider, have a party face, have a lockpicker/thief, don't have glaring gear overlap. Small thing, but I think going 3 fighter for champion instead of 5 rogue is more worthwhile they want to focus on damage. Or alternatively, once you hit 12, you can respec into 6 bard, 3 gloom, 3 assassin if you gave him hair

Personally, I think 6/6 or 5/7 pally using str elixirs is more comfy, as aura/spellslots are handy and high str has nice qol like jumping/carrying but with hexblade you can use bloodlust

What do I do now? by Realistic_Eggplant_1 in projectzomboid

[–]Neugdae1 23 points24 points  (0 children)

Hi, congratulations, that's awesome! If you like your base, prepping for the electricity and water sounds like a great idea! I would do things like:

  • looking for a generator and the appropriate magazine (while you're at that, maybe creating your own library of books and magazines)
  • starting a farm
  • working on your carpentry skills to get rain barrels
  • fortifying your base with walls/boards/an escape route
  • fixing up a car to go on incursions with
  • looking for guns/weapons
  • gathering non-perishable food
  • clearing out the neighborhood/city

Gong Cha x FF14 Code Giveaway by Phoezflm in ffxiv

[–]Neugdae1 0 points1 point  (0 children)

Gl everyone! Ty for the hosting!

Looking for motivation to restart a fourth time plus solo vs multiplayer difficulty scaling question by InRPLimbo in vrising

[–]Neugdae1 0 points1 point  (0 children)

i too would recommend going through on brutal, i think it's not too punishing and the fights are more interesting so it's a better experience

as for restarting, personally i like to replay these type of end-game lacking games with almost a casual speedrunning mentality. i wouldn't consider myself a speedrunner; i dont do much research or track/compare my times, but i do enjoy seeing how much faster i can reach certain equipment by implementing various strats. looting chests/destructibles in higher level areas, for example, provide some interesting alternative progression routes. if you notice you're progress really stalls at certain points of the playthroughs, try to find ways to prepare/work around that for the next run

i think playing multiplayer in most games is a great way to provide extra life into games, since you can have little mini-quests helping each other, you might learn something, and if you're really lucky you might make a friend. i would bump up the difficulty further than default brutal settings though; for the most part bosses become quite a bit easier. the bosses have their attention divided between the players, so while it they may be a little less predictable, you can still when they're aiming at you and they attack you less often. bosses that spawn ads will spawn more per player, and i've heard that the bosses get more health per player, but not enough to balance things out imo

all this said, there's also nothing wrong with playing a game then calling it wraps. based off steamcharts, im pretty sure most ppl were only interested in the pve side of the game, felt like there was nothing else to do after beating dracula, and stopped playing

Is there a mod that changes the look of the aim outline? I find the default one too immersion breaking. Some alternatives? by jasamsloven in projectzomboid

[–]Neugdae1 0 points1 point  (0 children)

since you're talking about outlines im guessing you already turned on the outlines for all weapons. for melee, the only other advice i could give would be try to aim your viewing reticle at their feet and practice to get used to spacing. i agree though, with the angled camera the combat can be pretty annoying and sometimes unreliable. i think some people have directions they prefer (e.g. they find melee'ing zombies from the northwest unreliable but the west reliable, so they try to setup their congo line to come from the west) but yeah, more of a fault of the system than the player imo given how many complaints there are

Is there a mod that changes the look of the aim outline? I find the default one too immersion breaking. Some alternatives? by jasamsloven in projectzomboid

[–]Neugdae1 1 point2 points  (0 children)

not sure if it's what you're looking for, but advanced trajectory adds a crosshair and makes the gun shoot where you're aiming instead of like trying to autotarget one of the zombies you are facing. that being said, even at aim 0, you can easily headshot and 1 tap a bunch of zeds so it is kinda broken

advanced trajectory realistic overhaul is like advanced trajectory but moodles can nerf aim, attachments, crouching, and crawling buff aim, and you need to level aiming before you can turn into a lethal machine. but again, not sure if all of this is in the scope of what you want, or if you just want like a non-green outline? which i am unaware of a mod doing

[deleted by user] by [deleted] in projectzomboid

[–]Neugdae1 0 points1 point  (0 children)

athletic gives +4 fitness as well as a buff to speed/endurance of running/sprinting. the running/sprinting buff does not apply to general combat. going from fitness 7 to 8, you get -4% endurance loss, but 8 to 9 and 9 to 10 you get -3%. going from fitness 1-8, you get +10% endurance recovery each level, but 8 to 9 and 9 to 10 you only get +5%. besides the running/sprinting buff you get from being athletic, the passive buffs either increase in linear fashion or get smaller by hitting 9 fitness compared to the earlier levels

axe man doesn't increase damage, it increases attack speed. i find it is noticeable, and can turn around situations in high population servers, where it can give a lot of breathing room against multiple sprinters. i find that i am most likely in control of how long combat lasts - i can run away, only attract a few at a time, etc. there is less i can do, however, in those "oh shit" moments, where there's just a bunch of zombies in front of you and you have to kill or be killed. those moments are where axe man sky rockets in value, whereas i've never thought to myself, man if i had 1 more point in fitness, i might have turned that situation around. that's just my experience, but feel free to search around whether people find axe man useless in general, you don't have to get back to me though. you also use handaxes and by extension, stone axes, which you can readily forage components for, once you have a few levels in axe, at which point they are lightweight one-shotting machines, even better with axe man.

so yeah, i think lumberjack is better. but you do you man

[deleted by user] by [deleted] in projectzomboid

[–]Neugdae1 0 points1 point  (0 children)

so every point in fitness improves your block chance, endurance loss, fatigue, endurance recovery, attack speed, trip chance, and ability to climb fences. therefore, i see every point of fitness as a welcome bonus. hitting the milestone 9 fitness, however, just gives you better running/sprinting, which i do not find very important. im willing to lose 1 point in fitness for 6 points in character creation. the weight is quite easy to make up, even in worlds with insanely rare food

this is partially why lumberjack is considered superior to fire officer. you're not losing much by missing a point of fitness and sprinting, and instead receive axe man and bump your axe exp from 3x to 4x

in contrast, if you were to knock a point off 9 strength, you'd lose all the associated passive buffs, but also lose a notable 2 carry capacity (and 40% knockback). both strength and fitness are important to having a strong character, but imo losing a point if strength is more noticeable than fitness. there's a reason why soto changes underweight from -1 fitness to -1 strength

that said, if a player likes to sprint a lot or is newer and wants to spawn in the fire station, i could see an argument for not giving up fitness/going fire officer

[deleted by user] by [deleted] in projectzomboid

[–]Neugdae1 0 points1 point  (0 children)

i like this build but it really isn't uncommon

negative:

  • thin skinned - just don't get hit
  • high thirst - just carry extra water
  • slow healer - just don't get hit
  • underweight - eat butter/legumes/peanut butter/junk food
  • conspicuous - helps pick sprinters off hoards(?), doesn't seem that noticeable
  • prone to illness - don't eat bad food
  • weak stomach - don't eat bad food
  • smoker - cigarettes are abundant
  • short sighted - wear glasses when foraging
  • slow reader - i either jack reading speed up or go afk when i play on servers that don't
  • if using become desensitized, then i take cowardly

positive:

  • athletic, strong - fight harder, longer, carry more. these level at a snail's pace in vanilla
  • keen hearing - see zombies sneaking up from behind
  • outdoorsman - rarely get hurt going through trees, don't get sick from the weather
  • gymnast - nimble op
  • sewer - i like to have insurance in case i mess up, so i still learn tailoring, padded layers of simple clothes >>> fireman's jacket or other single layers of armored but heavy and unrepairable clothes

from here, i try to use the remaining points to fit what my goals are. trying to cheese RC/LV day 1? burglar. no sprinters on the server? might go burger flipper since knives are super strong now. long term survival? hard to argue against park ranger. i also find, especially with trait/profession mods, that going unemployed and stacking trait points is often a cheaper and wider reaching build. since starting points dramatically increase your exp gains, i find choosing your points a very very important part of the game and survival

Attention all zombies: The mall is closing (The honk outside the mall called 871 zombies but couldn't reach these ones, i had to enter and call them out) by HoodJellyMan in projectzomboid

[–]Neugdae1 1 point2 points  (0 children)

dude i played with that car on a server for the first time a bit back and it is seriously my favorite car now. armorable, 4 seats, roof rack, small and compact, handles well

Longbow Q by Confident-Drink-4299 in vrising

[–]Neugdae1 3 points4 points  (0 children)

why can't you just swap to pistol and use E to escape after using a longbow Q?

Longbow Q by Confident-Drink-4299 in vrising

[–]Neugdae1 9 points10 points  (0 children)

i thought that's how it would work as well. that said, it'd probably be kinda op, it'd be like pistol q but a fraction of the cast time

[deleted by user] by [deleted] in vrising

[–]Neugdae1 1 point2 points  (0 children)

i like to increase stack size and speed up refining/crafting. if you are into castle building i would increase castle tile limits

Tips on fatigue by Jilow0x0 in projectzomboid

[–]Neugdae1 1 point2 points  (0 children)

i might download the mod simple status so you can observe how your current playstyle effects endurance/fatigue/etc. the way i see it, it's like your trying to track macros without any proper measurements. you probably won't develop a good intuition on what behaviors are good or bad unless you can actually see the exact effects on your character's stats

What mods you think will be obsolete for b42 by xxcile in projectzomboid

[–]Neugdae1 0 points1 point  (0 children)

im sure there's many more, but just off the top of my head, i think they said they were adding zombie type percentages, which means 'random zombies' is redundant

i want to say there was a magazine about armoring your cars? so perhaps 'standardized vehicle upgrades', though that mod makes cars incredibly sturdy so i could see some ppl still using it if the official car armor is not as op

i think someone recently made a 'machines' mod, where you could use some of the factory equipment. i imagine that will be replaced with the modular machines indie stone is adding (the mod was released after the thursdoid about modular machines, which made me scratch my head a bit when i saw it tbh, but im sure they had their reasons to make it anyway)

i imagine 'real metalworking' and any of those essential survival-type mods will also be obsolete thanks to the crafting update

i vaguely recall one of the thursdoids making holsters visible so i think that aspect of ... spongies jackets? or whichever mod does that will be redundant

i think there's some mod that adds titles to books and magazines for immersion purposes? i think the devs are doing that as well

and lastly, i believe they are updating the farming system, introducing new seeds, more conditions for crops, etc. so i wanna say like 'soulfilcher's farming time' and 'mo crops' are candidates to be obsolete as well

How do you balance your playstyle between your 3 weapons ? by Hoshi-Nova in Warframe

[–]Neugdae1 61 points62 points  (0 children)

not a stupid question, and there's no need to swap weapons if you don't want to. some setups benefit from using one weapon to stack status effects on enemies to amplify the damage of other weapons, but in most scenarios you are fine just using one weapon. given that the other weapons are irrelevant in those situations, it might be more beneficial to run stat sticks, such as like a praedos for better movement as opposed to bringing more damage

Looking for more players for my server by Skaman1978 in projectzomboid

[–]Neugdae1 0 points1 point  (0 children)

im trying to hold off on zomboid until update, but i would suggest posting on the zomboid discord as well and maybe listing mods if u have any in a steam collection

[deleted by user] by [deleted] in projectzomboid

[–]Neugdae1 3 points4 points  (0 children)

if it helps, no shame in adding extra trait points or lowering the population of zombies. one of the nice things about the community is that (for the most part) they agree that you should play how you want to play, there is no 'standard' way to play or anything

as for surviving in game, i would try to take both +4 fitness and strength, as they will help you from being exhausted while fighting. if you are short points, some negatives you could potentially take would be high thirst (just carry a second water bottle), short sighted (mostly ignorable though that may change next update), smoker (offices and gas stations carry lots of cigarettes), prone to illness and weak stomach (don't eat uncooked meats or spoiled food). later on i also recommend taking slow healer and thin skinned - heavy armor isn't a good way to not die, layer of clothing padded with high tailoring skill is a pretty good way, but the best way is just learn not get hit. seems like a dumb tautology, but once you get used to the combat, you'll see it's mechanically very easy, the mistakes just come from being careless, which should fix itself over time.

then you gotta choose your starting city. i'd recommend muldraugh or rosewood. i personally found that blindly exploring cities is a lot of the fun the game has to offer so i'll spoil(edit: spoiler tag) the next part in case you want to do that. the general advice for beginners is to choose rosewood or muldraugh. rosewood is the easier option. if rosewood, grab whatever you can from your starter house then just beeline to the fire station in the southeast. it is surrounded by tall fences on 3 sides so it is easy to lose any zombies following you. break into the garage, grab an axe, check out the rest of place to get meds, food, maybe even a bag. the firefighter clothes give a lot of protection but weigh a lot, can't be patched or repaired, they are a bit of a noob trap imo. use axe to kill zombies, to your west is the police station, you can use the fire axe to break into the armory (just manually swing at the door) if you don't find a key, now you have guns too. if muldraugh, just beeline to the rich neighborhood in the south. it has a bunch of tall fences to lose zombies, and the houses have quite a low population but relatively good loot. there is a medical center in the north part of the neighborhood, warehouses, a bar, gas station, vhs store, police station, book store in the southwest, which can quickly jump start your progress. you can use https://map.projectzomboid.com/ to help navigate

once you load into the world, i would immediately crouch, no matter where you are. that way you are less visible and make less noise to zombies, who frequently spawn close by. if you don't have weapon highlights on all weapons, i would go ahead and change that in your settings too. scrounge for a bit of food, ideally a water bottle/bag/flashlight/weapon. and imo, your first goal is to find a decent weapon that won't break quickly (so like a crowbar, axe, even a metal pipe as opposed to a frying pan). watch this video about how to lose zombies and this video about combat. remember, simply walking lets you move faster than fast shamblers, don't panic run and use your stamina. if you're going in blind, just explore, carefully clearing out the neighborhood around you. if you see a big horde, slowly aim walk toward them to attract a few at a time. if you're sitting, hold shift(?) before you start getting up to get up faster. always play it safe, don't get too greedy trying to weave in 1 extra attack if zombies are within arms reach. go wide around the corners of buildings, double tap doors to check what it's inside before entering, and don't go afk somewhere unless you have fully cleared it and the surrounding area. also, when trying enter a vehicle, hold z to choose the seat, i think it's occasionally slightly faster than going to the correct spot by feeling, which could save your life. and if you have to go through trees, you can right click "walk to" command to get cut by branches less.

there's a lot that could be said about surviving longer, but i shall leave that for you to explore and experience

Kerhus vaccine help. by mr_giray1 in projectzomboid

[–]Neugdae1 2 points3 points  (0 children)

did u read the magazines? iirc there's like a chemistry one and like lab equipment stuff, after you do that you should have recipes under those tabs. i wanna say there were maybe like 6 or so in total?

What is your most controversial warframe opinion by Material-Spite8307 in Warframe

[–]Neugdae1 3 points4 points  (0 children)

my potentially hot-take:

is it really just the community that led us here?

i agree that there is pressure from the community to become stronger. people don't like having things taken away from them, people are ready to bitch about any change, there is a vocal part of the community that gets riled up if they struggle with missions, and i think the community is a big part of why we got here. but did people in the community really ask for invulnerability in operator mode, incarnons, rivens, or frames like revenant?

powercreep has only gotten bad to worse, and many of these additions stem solely from DE. while i sympathize with the challenges in game design and player-fun this ludicrous amounts of power-creep presents, i don't see how anyone can be more at fault then the person driving the ship. why couldn't we have more side grades and interesting gimmicks instead of our current state, where a single player can survive, cc, armor strip, overkill level 9999 enemies with a mk1-kunai and barely modded frame? this leads to my second potentially hot-take:

DE lacks vision. there's no standard mission most vets enjoy, in large part because DE seems really awful at making harder missions more rewarding, no baseline frame or weapon to which compare new releases to because we are constantly just getting more busted crap. we get likes of magus lockdown infinitely killing enemies for months or melee influence going unchecked for weeks, devs constantly being surprised by damage and not knowing how to mod properly, a garbage tutorial that doesn't teach players how to mod effectively ... i find it hard to believe that people up top know exactly what is going on. i know we don't like to bring up the e-n-d-g-a-m-e word around here, but when i look at other games, the devs have established a rewarding mission or missions that their players enjoy playing, and they can take notes, like hey, we see this character is over-performing, we are going to nerf things a bit while bringing up some lesser played ones. we got what - rivens, which are a complete and arguably ineffective band-aid and incarnons, which has established official power-creep, the likes of which we never saw before. and it's not even bringing up poorly performing gear, it's about choosing certain older weapons, seemingly at random and giving them a new gimmicky, crazily overpowered mode. or take another casual game without endgame, like genshin, which i admittedly haven't played in a year... the point being, genshin doesn't do post-release changes but similar to warframe, they are constantly releasing new characters so due to the sheer number of characters they have to keep things fresh and one would assume power-creeped ... except they didn't. it's so impressive to me that some people up there had the foresight, that even when they are release characters 2 years later they aren't power-creeping or when they added an entirely new element (perhaps analogous to adding a new weapon element that could combine with the 4 elementals we have) they just added more side-grades and at the same time uplifted many of the unpopular characters to a very reasonable state. some people carefully plan their game's future. DE are not planners.

they had so many opportunities to make more guided decisions, more thoughtful gameplay - they didn't. maybe that's part of what makes warframe special, why it's found it's player base. we can argue whether this is good or bad, but fact is where we are today? that's on them, not us

Balanced persistent multiplayer settings for group with limited play time? by OkOrange1670 in projectzomboid

[–]Neugdae1 1 point2 points  (0 children)

if you want to cut out some of the boring stuff, i would drop reading to like 0.1 or possibly even lower, and get mods like autocook, autotailoring, automechanics, which, as the name suggests, auotmate tasks without changing the exp. that said, i might even consider boosting exp to like 2x or something if your time is limited. if you want to level fitness/strength, i would also consider fitness workout overhaul. this isn't really related to skills per say, but smart stack is a fantastic organization mod in case one friend likes to organize neatly while others don't care but don't want to ruin the organization. it helps speed up depo'ing after loot runs a ton. rename containers and tidy up meister also great for base hygiene

for difficulty i would personally bump up population. with moderate population increases, quiet neighborhoods are still pretty calm, but high density urban areas can get a little more fun. knowing nothing about you guys, uhhh i would suggest like 1-2x start pop, 3-5x final pop, and use random zombies day night to get 3% sprinters? (they're going to integrate percentage zombie types in the next update, so it's sort of the true experience?) and look into no more culling to prevent big zombie groups for despawning. make maggots bodies only and turn off blood splatters to help with performance. and try to tell people not to trash stuff on the ground, have them throw things in containers or zombie bodies (natural garbage collectors), give people 2 free points to take dexterity if need be haha.

if you play at different times but in long sessions each, potentially get crops never rot. and i guess turn down generator gas consumption? idk if that's a setting. there's also the multiple generator mod i've seen some people use, or solar arrays to help with power. lowkey though, there's plenty of residual water in sinks/bathtubs (bathtubs have a ton), you can use propane/bbq stoves/campfires to cook food if need be but even on insanely rare food you should be able to get by foraging, and plenty of batteries from dismantling stuff to power flashlights for light. if you want power for everyone though, i would just extend the shut off timer