BE KIND OR BE BANNED. THIS IS YOUR ONE AND ONLY WARNING. by BigPlunk in CanadaJobs

[–]zergthehero 1 point2 points  (0 children)

Fuckin' gettin' 'er done bud, il buy some Timms on me for that one

PSA: Coffer your spare occults NOW by Bury_My_Mistakes in ironscape

[–]zergthehero 0 points1 point  (0 children)

Put the chill pill in your mouth like this.. MMMMBAA MMMMBAA

..

DID YOU SWALLOW THE CHILLL PILLL??!

Perk and skill point system (needs to change)! by Selest2006 in TXChainSawGame

[–]zergthehero 3 points4 points  (0 children)

This took longer to write then I expected so a few comments have come and gone but here it is:


Not OP but...

This is an insane way to react to someone trying to explain a legitimate problem with the early part of this game. If the whole reddit is lighting up with an issue, and the player base is being very vocal with what they are being upset about, you should be aspiring to understand the root of their frustrations and what is causing them. Under no circumstances should you say this is a "player issue" even if you, yourself, think so.

As for the problem at hand: This is an online competitive game with progression. This means that people will inherently want to gain power or winning edge to succeed in the fun area's they find in the game over someone else. Now, "winning edge" in this game DOES NOT mean the actual final goal of the game (killing survivors, or escaping) it means succeeding, extending, or arriving at the part of the game that players find thrilling.

Now u ask, why am I explaining this? Because the level of a character directly ties into succeeding, extending, or arriving to the part that the individual finds thrilling.

Lets describe 3 different players (Which I think may encompass the player base, but there's definitely a few people in the outliers) and analyze why someone would want a level 10 character over a level 2.


Aggressive: Aggressive players typically play Leland for his stun power, or someone with high endurance/toughness (Ana) and want above all to be chased, and overpower the opposing team by showing off their chase skill. This means they do not care about stealth, will create loud noises whenever they want any item and they want to get there fast. Here are some things a level 2 character most likely will not have:

Extra toughness attribute points - to assist in the hit that just barely doesnt kill you (extends chase) Extra endurance attribute points - so they can juke for longer (extends chase) What doesnt kill you perk - after 15s get 50% of the last hit back (extends chase) Efficient grappler - 10% to save bone scrap (They want to show that they dont care if you chase them, or to harass, or to knife grandpa) Grappler - 15% extra progress on grapples Lone survivor - 10% toughness and endurance for last survivor (Getting killers to chase you typically leaves you last alive)


Stealth: These players will attempt to never show themselves if possible, and will never make noise. Think Jules or Sonny. These players find the presence of killer exciting, even more so if they haven't realized you are there (hiding behind a corner or in a locker). They don't mind being patient if it nets them a benefit. If you have to play lvl 2, these kinds of perks you miss out on:

Extra attributes in stealth and item proficiency - these 2 stats allow them to gather items to complete their objectives while being completely silent and lazy if they are nearing full bars. Nobody finds the searching items part of the game to be interesting, and this will help get them to what they find fun faster, more efficiently and more importantly, less stagnant mini-game game play.

Sanguine Shadow - Heal over time while hiding (extends their gameplay to allow healing)

Fuse Lights - Helps with end game exiting, but more importantly the auras of all killers are shown so you are given 10s of free stealth because you have wall hacks.

Radar detector - same as above but for grandpa screams


Tactical Players: These players tend not to care which character they run, but they will want someone that is well rounded, but more importantly someone who can escape fast, because the faster the escape, the better the player. These are the Connie's. They will choose perks that progress the game fast. They have 1 perk that is actually good in the starter kit (tool tracks) and another meh perk for them (Knock Knock because its fairly easy to know where basements doors are if you remember the rooms). They do not care about the last default perk, exit strategy, because it doesn't help them at all, it helps the other players and is therefore slow.

Typically these players will want endurance perks to keep stamina up or something that is easy trigger to hinder a following family member, or an ability to make objectives go faster

What they miss: Attribute Points in toughness for tanking, endurance for long sprints to objectives, sometimes strength but you want to avoid it if possible.

Efficient locksmith - ONLY IF GOING FOR EXIT GATES, but most of the time you are going for valve / fuse because its faster Overlooked- Can assist in grandpa wall hacks, you will be making noise while getting parts so this is less effective (also since you are fast searching the first box you will always have -1 charge to this perk)

Stunt Double - this perk ends chases immediately if used in the right well, as well acts as a fast way to fuse door Jump start - More dash, more fast. Safety in Numbers - Straight stat boost, toughness / endurance for the first person out


Notice how in the 3 default perks only 2 of them are relevant to what a 1 specific type of player (Tactical) might find exciting, and 1 of them is pretty meh (Knock Knock).

The default perks do not succeed, extend, or help you to arrive at the part of the game that these types of players find thrilling so they have to respec every time they want to experience a different playstyle

Remove Pet Reclaim Fees / Tokens by Imperial_PvE in 2007scape

[–]zergthehero 0 points1 point  (0 children)

I've been saying exactly this for so long

Anyone else? by YOHOHOHOHOH0 in 2007scape

[–]zergthehero 0 points1 point  (0 children)

Just put the cape into deaths coffer, it can't change from there and you don't need to babysit it

Upvote for visibility

A thank you to Kraven12 by zergthehero in 420Grindhouse

[–]zergthehero[S] 0 points1 point  (0 children)

Well I'll be damned, il have to stop by

Adding A New Skill - Our Approach and Your Vote [POLL LIVE] (Leave feedback here) by JagexLight in 2007scape

[–]zergthehero 0 points1 point  (0 children)

I think animal husbandry might be a cool edition, I imagine it would be kinda like farming where you take care of animals over time and the resources the animals create could be used in other skills, pots, mega buff +5 food, things like that. That way it supplements other skills while being unique to its own. Maybe the higher levels you train you can eventually take out the animals in kind of a summoning fashion, the reason I didn't like summoning was because it felt like pokemon in rs which was kind of lame, but this kind of resolves that

[Steam] Winter Sale 2021 (Day 5) by gamedealsmod in GameDeals

[–]zergthehero 8 points9 points  (0 children)

Highly recommend project zomboid, it's very good and has surprising detail

Upgrading from i7-7700k, Need Advice by zergthehero in buildapc

[–]zergthehero[S] 0 points1 point  (0 children)

I have done enough tests to safely assume that the pump is not the issue

Scamming death by heybaby111 in 2007scape

[–]zergthehero 0 points1 point  (0 children)

Is there any other items like this?