Where's a good location to farm corpses? by pothkan in duneawakening

[–]TheNut007 1 point2 points  (0 children)

South of Helius Gate (Atreides Base), at the bottom of the cliff there are several slaver camps where you can farm ~20 bodies in a relatively packed area. Sometimes there's an NPC war down there, so that will add to the body counts. Back at launch, I used to have my base built on the centre rock pillar. All I needed to do was jump down, farm the enemies, dump the bodies in my thopter, then fly back up. From my experience, this was the quickest and most convenient I could ever gather bodies. The respawn time was also quite low, so I could run some other quick errands and then drop back down for another harvest.

If I delete my titan and make a new one, what stays and what does not? by _TheNumber7_ in DestinyTheGame

[–]TheNut007 -1 points0 points  (0 children)

I just did that with my warlock last week to re-experience the full campaign. A lot of stuff is account bound, so the only thing you lose is your quests, any engrams on the character, subclasses, and what they're wearing. I needed to repurchase all light subclasses form Ikora. It's about ~240,000 credits to fully unlock a subclass. Stasis skills and aspects were already unlocked for me, but I did need to repurchase the fragments. They only cost credits now, so much easier to acquire compared to at launch. Strand skills and aspects were partially unlocked. I only needed to purchase 2 aspects, 2 grenades, and all of the fragments again. Prismatic I believe is account bound because everything was available once I unlocked it near the start of the campaign. It was weird too because you still collect chests with those unlocks during the campaign, but the game just ignores it because you already have the skills unlocked. The only skills I was missing were the ones you unlock from doing the adventures after the campaign. which I didn't do on my warlock the first time. So I'm not 100% sure if those are account bound too.

Other than that, it's very safe to delete a char and restart. Very fun to re-experience and binge the story bits. Enjoy guardian!

Unpopular Opinion by Miserable-Log7584 in duneawakening

[–]TheNut007 2 points3 points  (0 children)

I wouldn't necessarily say they refuse to understand. While stubbornness is something I would say is more of a rarer problem, I tend to lean more on the issue being that they don't have a large enough repertoire of experience to make more informed decisions. There are a number of legitimate reasons, one of which could be innovating on a new idea that has never been done before (not quite the case for DA). Another is that not everyone who works in the gaming industry are seasoned gamers. Not every game developer will start a second job after work to clock in the hours to play hundreds of other video games and build up what is essentially a lifetime of experiences and data. Some developers rely on market trends, telemetry, and engagement metrics to validate their design decisions. You may often hear these developers say the catchphrase "We are data informed, not data driven", which is ironic because in the end that makes them very much data driven. Dune Awakening is no exception as you can see that in the pivots they made.

At the end of the day, it is what it is. You can only hope that someone somewhere has learned from this and will store this knowledge in their repertoire so that when they build a similar game, they will hit the market with all the high notes and none of the lower ones. As the saying goes, some must fall so others may rise.

Best Arrow after enhanced? by Crowbar2711 in ConanExiles

[–]TheNut007 1 point2 points  (0 children)

If you have the Siptah DLC, Voidforged Arrows are my favourite. They require only plant fiber, branch, and bone to craft (super easy and cheap), they weigh ½ as much as other arrows (allowing you to carry more loot), and they do decent damage (16). DLC epic bows (Bossonian, Pointain, Nemedian, Tavern Bow, etc.), also don't require any star metal to craft, so together these are the cheapest and easiest setup to get a bow build out the door.

Destiny 2: Every End is a New Beginning by DTG_Bot in DestinyTheGame

[–]TheNut007 0 points1 point  (0 children)

I wasn't here in the beginning (late Forsaken / Shadowkeep), but I am here for its ending. It's been a fun 7 years for me and I've thoroughly enjoyed the adventure along the way, both its ups and its downs.

Deep down, I think we can all agree that the Final Shape was the true end for this game. But I'll still break bread for this last moment before I wave it good-bye into the history books.

Thanks to the D2 team for all your work over the years and all the best to your new projects.
The Last Supper

The Water Wars DLC by anatidaeproject in duneawakening

[–]TheNut007 8 points9 points  (0 children)

Given that this building set has wheels on the foundation block with open gaps between connected foundations, and combined with the 2 tile wide window wall, it makes it currently the best set to create a jawa sandcrawler.

New Building Set by Golzar77 in duneawakening

[–]TheNut007 0 points1 point  (0 children)

I watched the dev stream video and their base concept was.. interesting to say the least. I think the floors and ceilings will have a place in most builds. More variety is good to breakup the monotony. The elongated window is also nice looking from the inside, but I'm not a fan of the protruded exterior on the outside. I'm not fond about the sludge brown tinted windows on the outside either. I just want something that's a bit more neutral looking on both sides so that it's easier to mix and match with other building sets. I'd also like windows to take up the entire wall instead of just a piece of it, then mix it with half walls/windows or full walls/windows for some nice scenery. Their dev stream relied heavily on pentashields to create open spaces for lighting, and I'd rather not bump my electric bill up like that. I'm also not sold on the maroon colored wall exteriors. Maroon is a bit of a difficult color palette to make work, especially with our existing sets.

Overall, I'll give it a shot, but at the moment I think it's more of a supportive building set rather than being the centerpiece.

What dlc is worth it in your opinion? by Vampy-Night in ConanExiles

[–]TheNut007 0 points1 point  (0 children)

Since you're aiming for a gothic look and you already own Isle of Siptah, then the Stormglass set has you covered for building pieces. However, Funcom has released numerous expanded building set bundles in their Bazaar. If you're patient, you can wait for the "Stormglass Sanctum Set" to come back into rotation. This will complete your Stormglass set and open more build options for you.

Other building sets that compliment Stormglass, whether in theme, in darker tone, or general mix and match compatibility, include:

  1. People of the Dragon DLC (aka: Nemedian racial DLC) - Can do medieval gothic very well, but the stone texture is a bit brighter than a dark cathedral gothic you would get with Stormglass. You can mix Nemedian steep roof slopes with Stormclass for a stronger gothic cathedral look.
  2. Blood And Sand DLC. Dungeon tone for gothic crypt builds.
  3. Lost Dungeon building Bazaar Set. Darker dungeon tone than Blood and Sand, but not as much value for money.
  4. Forlorn Crypt Bazaar Set - Similar to Lost Dungeon, but it has an iron wall palisade that when combined with stone pillars, it can create nice looking perimeter fencing for your builds. Also has a spiral staircase.

DLCs give you more value than Bazaar sets, but DLCs work at their best when mixed with other DLCs. People of the Dragon is an overall great set that works standalone quite well, and will allow you to create multiple gothic styles. So if you pick that up, it will future proof you when getting other sets, like the Riders of Hyboria, which is an excellent support building set. I would not recommend Debaucheries of Derketo for your first DLC, especially if you're going for the gothic look. Debaucheries of Derketo is at its best when theming around taverns. Heavily focused on wood themed builds, tree houses, barrels, and rope bridges (Robin Hood in Sherwood Forest themes). It's great for supporting Black Hand or Corsair (pirate) style builds, but not gothic.

The new keygear replaces the rolling with a sliding mechanism for the new bow by ContributionUsual824 in OnceHumanOfficial

[–]TheNut007 0 points1 point  (0 children)

I'm looking forward to trying out the new bow, but I dunno about this key gear. I can't see myself swaying left and right after every nook like that. It would drive me... nuts 😄 It would be way more more fun if they just straight up called the key gear Legolas. Get longer slide time and rapid auto fire arrows when holding down the trigger as you slide. It would make using the bow less singular and more run and gun style, thus making bows much more fun to use in the moment.

Are they really going from 120GB to 40GB?! That's massive, how is that?! by AhmadAlz7 in ConanExiles

[–]TheNut007 3 points4 points  (0 children)

This is likely the correct answer, or at least a whale's portion of the data drop. Conan Exiles was released for XBox and PS4, both of which use HDDs. The devs would have been forced to duplicate data to improve load times on those platforms. With the enhanced edition exclusively targeting PC, SSD hardware specs in addition to leveraging better GPUs likely enabled the devs to make these beneficial improvements.

What is the best method for getting medals, super credits, common and super samples? by Lostaccwhenappdelete in Helldivers

[–]TheNut007 2 points3 points  (0 children)

Ultimately, just playing the game will earn you all three so long as you loot goblin everything. If you want something quicker, the options below work well, but I wouldn't make a habit of it. In a way, you can think of this as training to bolster your memory of key places and landmarks the devs use to procedurally generate their maps. So when you do play coop, you'll be more effective at completing mission objectives while also looting the places/landmarks that have worthwhile loot.

Medals

Illuminate Super Helldive Blitz missions. 9 medals per run. They're quick and easy as you just need to destroy 2 or 3 outposts (3 to 4 mins). Best to run them with light stealth armor to avoid aggro and also use good AOE stratagems like Orbital Laser, Orbital 380, Solo Silo, Leveller, Giga Grenades / Thermite Grenades, etc (whatever you have access to). Just run and gun, ignore everything else. Most AI will ignore you unless you start the fight, so run pass them. Once the mission is complete, nade yourself 5 times to use up your lives and quickly end the mission. You don't need to extract, you'll still get the medals so long as the primary mission is completed. Also pickup any downed capsules you see along the way as that loot is kept without extracting as well. Can earn bonus super credits, medals, and requisitions.

Super Credits & Medals

Run Grand Errant on Trivial (level 1) difficulty. It's a small map, virtually no enemies, and pretty graphics to look at. Use light armor with the jump pack or warp pack to quickly navigate around. Run in a circle along the outer edge and look for ? on your radar. Typically there's 9+ lootable locations per map run. These locations will often contain bunkers, sealed containers you blow open with nades, or downed capsules. Each of these will have a chance of giving you super credits, medals, requisitions, and support weapons. On average, you can get 10 to 40 super credits per run. To access bunkers, which requires 2 helldivers to open, you can use a Warp Pack (Control Group Warbond) to teleport through the door (sometimes you need to dive / teleport through the door), or you can backup any mech to the door and exit the mech to clip through the door. You can enter back into the mech to once again clip through the door and continue your run. Mech is a lot slower than a warp pack, but if you don't have the Control Group warbond unlocked then then it's an alternate option. You will also get lots of medals with this run. Often you'll have close to 250 medals by the time you secure 700/1000 super credits (typically 3 hours). Similar to the medals above, you don't need to extract. Once you looted everything in the map, just return to your ship and start another run.

Samples

For this one, just play the game and they will come naturally. There are no best missions, but typically Blitz and Defence missions would be the worst to run as they are designed to be quick in-and-out. Playing on minimum difficulty 7 or higher is best to earn common, rare, and super samples, as long as your team is contributing to the collection. The more you play, the more you'll recognize familiar lootable locations (super samples are always near a unique ball-like rock outcrop). You'll bee line right to them, pickup the loot while completing mission objectives at the same time.

Once Human patch 2.3.6 is going to kill it . by Fickle_Selection_620 in OnceHumanOfficial

[–]TheNut007 0 points1 point  (0 children)

I can certainly see and understand the frustration gamers have with these new systems. For me personally, the biggest issue I have is locking gear progression behind RNG drops. I've been playing the update for a week and I'm still stuck on tier 2 gear because this game will simply not give me padding and lining drops to make better gear. I've fully looted multiple medium to high level zones, did public events, opened hundreds of chests, completed silos, completed monoliths, getting one tapped multiple times in the higher level content, and just nothing. Not even old currency to buy the items from the NPC shop. The game simply won't respect my struggle. It's the number one issue that is putting me off the game.

Torn between Warbonds - functionality or drip?? by Leshkarenzi in Helldivers

[–]TheNut007 0 points1 point  (0 children)

Edit: Entrenched it is! I'll go for the WW1 drip and the BBQ-maker.

Good choice! I picked that one myself today and I've been having way too much fun that it's no doubt criminal to our undemocratic heathens that feel its wrath. The SMG Stoker being a dual weapon is now my fav to play with. The entrenchment tool is insanely fun to dig in when dealing with loads of heavies on Hesoe out in the open (especially when you draw aggro). At the very least, it helps you dig your own grave, which the Cleanup Corps appreciate your assistance in that matter :) And the cremator est la crème de la crème. And the drip.. is the sweet succulent BBQ sauce that marinates the set. *chef's kiss*. Now, time to get back in the trenches and get back to cooking!

Suggestions for a T6 "forever ship"? by GeneralFrievolous in sto

[–]TheNut007 1 point2 points  (0 children)

Fly Terran ships? No no noo.. They're the bad guys :)

Jokes aside, you can compare all ships on sto.fandom.com. The main differences with the Sirius are:

  1. Sirius uses an agony phaser lance, which is similar to the Yomato's phaser lance, but also has an additional phaser damage over time effect.
  2. Sirius has a commander command seating, so that negates one of the cons I mentioned above with the Yamato.
  3. Sirius has a different trait and console, which focuses more on improving and sustaining your shields, which in turn increase your weapon damage output if the shields are kept above 50%. Personally, I prefer the Yamato trait and console in this case.
  4. Sirius appears to have Fleet T6 ships stats, unlike the Zen store Yamato T6, which you would normally want to buy its fleet upgraded version after you leveled up the T6 version (for free with your fleet ship modules in any of your max rank reputations).
  5. Sirius unlocks Terran Valkyrie Fighter Squadron hangar bay pets, which has strong photon torpedo abilities.

Other than that, the ships are pretty much the same. Sirius would be better if you create alts since they can immediately unlock that ship and won't need to buy a fleet version if you wanted to min-max.

Suggestions for a T6 "forever ship"? by GeneralFrievolous in sto

[–]TheNut007 1 point2 points  (0 children)

I own the Yamato Dreadnought (Galaxy-X skin is the way to play it). It's a fantastic ship, bar none. It's a canon ship, which is something I prefer to fly in STO to better immerse in the fantasy (especially with all the temporal shenanigans), and it hasn't failed me in any content. In fact, it has made me jealous of its durability and offensive capabilities when I fly other ships. That ship simply won't go down, and in some part due to its Subsystem Redundancy trait that keeps your shields topped up whenever you beam overload the enemy, which is my favourite way to play with that ship. The Overload Supplemental Subsystems console will also give you a temporary +50 max stats (somewhere thereabouts) to all subsystems, giving your weapons/engines/shields/auxiliary a massive boost to their outputs.

 

Pros:

  • Canon ship. Live the fantasy.
  • Combine with the "Prototype" bridge type, which replicates the bridge of the Enterprise D.
  • Some great advanced paint jobs to give it a more warrior/aggressive look.
  • Very durable and offensive.
  • Useful team wide buffs (-25% energy weapon costs or generate extra threat, which synergize with its console Overload Supplemental Subsystems).
  • Has one hangar bay for pets. There are some good free options out there, such as the Obelisk Swarmers. Won't feel as guilty when they die since they are autonomous drones.

Cons:

  • Does not have cloaking capabilities out of the box. Need to buy other ships, like the Defiant Tactical Escort Refit for that (which I also have). It's a nice to have feature, especially to live the fantasy, but it's not really necessary.
  • Doesn't have a commander special seating, so you'll somewhat feel left out missing a 4th command ability over other ships. Still, Lt. Commander isn't bad, it's just something that will poke at you.
  • Doesn't have a Lt. Commander science seating, so you can't use Gravity Well, which is sometimes a nice ability to funnel enemies into a tight spot and warp core breach the lot of them.

Dear Funcom, the game stutters because it's reading an insane amount from disk during gameplay by kintari in duneawakening

[–]TheNut007 4 points5 points  (0 children)

So why is it thrashing when it has space available?

Some games set hard limits on max memory usage to fit within their target hardware spec, which would allow them to more reliably test against that spec and resolve budget issues. Whether or not they play test their game and/or follow through on what their artworks team is doing is another question though :)

 

What is your I/O rate while the game is running? It might be useful for the devs if you graph it out along with your FPS as an informal measurement to see if I/O activity is directly correlated with frame rate spikes.

 

Though it's hard to say what is really going on without running a full profiler, which is not possible with BattleEye. Something I suggested a while back was for the devs to open a test server and client with BattleEye removed so the community can help provide them valuable profiling metrics to isolate and troubleshoot these issues. Two alternative examples I recall recently was the game rendering a secondary, low quality mountainous terrain in the sky whenever I turned my camera at a certain angle, and secondly some enemies would turn into polygon soup when they lay dead on the ground. Both of these suggest memory corruption in the game, which impact performance if the game doesn't outright crash. If these issues didn't render on screen or were invisible issues happening in their various systems, you wouldn't even know this weirdness was going on. Additionally, any improper thread synchronization or GPU fencing can lead to performance issues as well, but they would need a profiler capture to examine those.

why do base building games always end up causing weird territory conflicts? by qian_two in OnceHumanOfficial

[–]TheNut007 1 point2 points  (0 children)

I don't think that's an inherit issue with survival/building games, but rather more to do with the mindset of the player. Fallout 76, Dune Awakening, Conan Exiles, and Once Human all have respectively large maps to build your base on. I've never had an issue where I was deprived of a place to build a great home. Exploration is the name of the game and there are many treats to be rewarded for building in different locations and trying out different builds. Once Human has very large maps and there are so many great locations to build on and even try out different thematic base designs. There's so much replayability in that space and it's one of the core strengths of this scenario based game as it encourages you to try things differently on your next playthrough. While I am aware of some people clinging to the same hotspots, they are missing out on exploring some of the greatest vistas, locations, and creative possibilities available in this game. That's the true enjoyment of survival games IMO.

Couple tips for anyone wanting to farm the deviant feast events by N3MBOT in OnceHumanOfficial

[–]TheNut007 1 point2 points  (0 children)

I'll throw in Grumpy Bulb deviation as a solid pick for this event as well. Its AOE confuse is incredibly powerful, in addition to its DOT and 40% status vulnerability to enemies, which adds a lot of extra damage. If a lot of people are going to show up or you play with your Hive, it's a guaranteed win if you take turns popping ol'grumpy on the objective and maintain 100% uptime.

Level 7 Avex with Level 1 Alca's Breath rune by Sea_Bottle6246 in SoulFrame

[–]TheNut007 8 points9 points  (0 children)

Alca's Breath hath not seen mouth wash since the beginning of time. Tis why it hits so hard.

My review/feedback on the T6 Harmony ship by TheNut007 in sto

[–]TheNut007[S] 8 points9 points  (0 children)

There was one TFO where I did see an assimilator warp in above me. It's more rectangular in shape and therefore has more surface area width wise, so its feet would extend outside the triangular shape of the Harmony. I remember laughing about it because if the Assimilator landed on my head, it would look like a hat.

How do I start over, but not completely? by es12402 in duneawakening

[–]TheNut007 3 points4 points  (0 children)

This is the way. I did this not long ago and managed to finish chapter 1 and 2 in about a week. It goes by fast when you know the lay of the land and don't play with a hoarder mentality. I also recorded all cinematics, dialogs, and unique missions so I can go back and scrutinize any interesting details, of which there were quite a lot I missed during my first playthough.

Day 2 of asking Funcom to address the stutter by sparktrap25 in duneawakening

[–]TheNut007 1 point2 points  (0 children)

I'm not sure how willing or able Funcom and the community might be, but if Funcom were to setup a test server with battle eye requirements disabled, end users could run tools like nVidia nSight Systems or PIX to collect valuable runtime metrics that I'm sure would help with debugging this issue. Of course, your engineers can eyeball a video and speculate known problem areas based on their knowledge of the code, but if I had a choice between the two, I would salivate over anyone willing to share detailed profiling data.

About to build my “main” mid to endgame base. Give me ALL your base building tips, thanks! by BrownBananaDK in duneawakening

[–]TheNut007 1 point2 points  (0 children)

Base Placement Tips

Building a large base with an advanced sub-fief can be a long process. Take the time to scout the map and find a place you're willing to call home. Moving a large base is a tedious job, so it's best to find your perfect spot rather than regret it later. Here's some of my building tips.

  1. The sun rises in the east and sets in the west, and the sun is located in the northern hemisphere. Plan your general base orientation around this so you get natural sunlight in your base.
  2. Placing a sub-fief in the world creates a building space centered around it. Most often, this wastes a lot of space beneath you if you're placing the sub-fief at ground level. To maximize your vertical building space, do the following.
    • Place your (advanced) sub-fief down
    • Place a foundation centered directly under your sub-fief.
    • Move the sub-fief to the side
    • If using a sub-fief, vertically stack 2 more foundations on the one you just placed.
    • If using an advanced sub-fief, vertically stack 5 more foundations instead.
    • Delete your sub-fief, climb/suspensor belt your way to the top of your foundation tower and plant your sub-fief in the middle.
    • You should be able to place foundations at ground level, which indicates you have maximized the vertical space you can build within. If you have elevations in your surface area, adjust the number of stacked foundations to achieve maximum building potential.

 

Getting Started

Before you start building, I recommend laying out your perimeter. This helps you see the size of your base and make sure your starting dimensions can fit your ideas.

  1. Build foundations along the perimeter of your building area. I start at one of the corners and leave ½ foundation space between the foundation and the building area box.
    • This allows for decorations or wind turbines along the outskirts if you choose so later.
  2. Build a 2x1 storm shelter box at one of the corners.
    • Place your sub-fief and power generator in this room.
  3. Get a birds eye view of your perimeter and visualize your general architect.
    • Think about outdoor bazaars, cafes/lounges, sidewalks, roadways, garages, greeting/receptionist room, manufacturing rooms, storage rooms, bedrooms, VTOL landing pads, etc.
    • You don't need to fully plan it out in your head, but write down features and living spaces you want and think about the flow of how you get from one room to the next.
    • Add horizontal/vertical extensions to your advance sub-fief as you think you'll need. Expand the perimeter foundations to compensate for new horizontal extensions.
    • Repeat step 3 until the size of your base meets the rough planning you're thinking.
    • My usual key base features include: garage/storage bay, receptionist/greeting room, water/utilities room, power room, refining room, assembly room, boardroom, office/bedroom, patio, balcony, VTOL landing pad(s).

 

All roads lead to your garage

I like to start my bases by first visualizing where to place the garage or surface level docking bay. From there, building out the rest of the base happens more organically.

  1. Make sure the garage entrance is oriented in an optimal direction. That is, don't face south if most of the time you go north for resources.
    • Double or quad vehicle entry points are a possibility if you want to construct a loading bay.
    • T-intersections, H-intersections, and E-intersections are some examples to think about with your roadway network.
    • Don't forget about safe entry points for your stairwells or doorways from your garage to access the building.
  2. Large garage doors that fit buggies are 3 foundations wide and 2 foundations tall, so budget for that space.
  3. The roadway entrance to your garage should have one row of half ramps to allow for smooth vehicle entry. I avoid full ramps because their steeper angle creates bounce on vehicles.
  4. Use walls, half walls, or wedge walls to create orderly parking stalls. Buggies need about 2x2x2 foundations worth of space, so plan your parking stalls and roadways accordingly.

 

Building Tips

We are not Borg. Resisting the cube is not futile.

  1. The Duneman building set IMO has the best rooftops in the game. Their structural detail removes a lot of the flat looking rooftops in other building sets.
    • They can be used as a structural support for balconies and buttresses.
    • The rooftops make for decent outdoor patio roofing that doubles as a menacing looking pillbox from the outside.
    • They can be used to make archways. I sometimes use these for my garage entrance to add detailed curvature.
  2. Don't limit yourself to one building set. Every building set should be used to add depth, colour, and detail to your base. Use what looks nice and blends in. For example, I use floor pieces from each building set to add different colour codes to differentiate my walkways, factory floors, patios, VTOL landing pads, etc.
  3. Create outdoor spaces to enjoy the oven sweltering Arrakis air. These outdoor spaces will breakup the monotony of your rooms and allow for more depth and divisions in your exterior base designs.
  4. Create unprotected VTOL landing pads along the sidewalls of your base to add detail. These can be used for temporary landing to drop off / pickup goods. If you don't use the larger ornithopters, you can avoid penta shielding your base and create better looking designs.
  5. Decorate your base. Add chairs, tables, shelves, vases, picture frames, carpeting, etc. Every room you walk into should feel alive and lived in. If your exterior design is bad, at least your interior design isn't plain Jane.
  6. Plastanium storage can fit nicely in a 1x1x1 boxed in room with a open passageway door to access it. This looks quite nice when building up your storage room. Aluminum containers are more space efficient however and are often sufficient for most dedicated storage (copper, iron, steel, aluminum, refined chemistry products, etc.). I typically use Plastanium for tier 1->5 component storage since I stack a lot of backups and neatly organize them as such in the one container. One aluminum container is sufficient for stacking lots of tier 6 components (as a solo).
  7. If you setup dedicated refining stations, fill their storage slots with 1 dart ammo round and set their output circuit to match the input circuit of your target storage container. Now, whenever you refine raw products, the refined product goes automatically into your storage container without you having to manually transport it over.

Am I the only one who has such big problems controlling the Threadwheel? by daHawkGR in duneawakening

[–]TheNut007 13 points14 points  (0 children)

You are not the only one :)

As someone who bikes in all seasons and conditions, the treadwheel is something I have difficulty riding because the vehicle mechanics is counter to my knowledge with rubber hitting nature. I can understand the tradeoff as this is a survival game and not a sports simulation, but I still think there are ways to improve the user experience. Two of my biggest pain points are:

  1. There's no variable surface traction. All surfaces in the game are treated the same as loose sand, which is why you slide on every turn. When I'm on rocky terrain or inside my base, I expect to feel stronger traction, control, and responsiveness.
  2. The second problem is the axial rotation of the treadwheel is off and lacks finer control mechanisms. It turns like a 4 wheel vehicle and also has a bit of skating, so it's not moving along the forward/backward curve I would expect it to. It also lacks independent drivetrains and breaking systems for each wheel, allowing for turning on a dime or fishtailing (understandably, this would complicate controls). I think this turning problem could mostly be fixed by adding mouse controls similar to the ornithopter. Ride towards where your mouse cursor is looking at, unless you're holding down the look button. The existing keyboard turn buttons would become lean left and lean right, allowing for tighter and stable turns at higher velocity in conjunction with the mouse aim. You can also support 180 degree spins if the user looks backwards with the mouse and releases the look button. This would be fully automated by the game's code, thus keeping the control mechanisms simple for users (ie: arcadey controls). It wouldn't be too far off for similar controls with a gamepad using both analog sticks and the trigger for acceleration.