totally ok. it's a dead space reference, one of my fav games.
made a discount on rsass
yes it will be fixed
yeah. that is pure shit. did you send bugrep?
yes, its known
thats because ppl used depleted medkits to craft. need to fix that first and the trade will return back
no. didnt nerf it
bring back the memes. at least a little)
Yeah, they need to do a lot of things like this tbh. The biggest issue that allows for hatchlings/pistolings to thrive is that the best loot in the game doesn't require gear to get. And the best way to make you want to use gear to make money without outright requiring it through shit like gearscore, is to gate it behind combat. Loot on or guarded by AI enemies, or in a location that promotes PvP like a door that sounds an alarm and takes ~90 seconds to open. Do things like this everywhere: high end scavs or raiders patrolling inside resort, at the start of labs, at techlight, have kiba set off an alarm and open the gate slower, and put better loot on higher end scavs. It incentivizes using gear without forcing you to use some just to play, because playing the way you want to is important. You're far more likely to get that good loot with a higher end kit, but you can still try it or just loot somewhere else with little to no gear. You can still hatchet run for easy money if you want, but you won't be getting those gamma-able value items anymore, leaving players with that option too.
It would be relatively easy, I know they can alter loadouts for AI on the fly, and adding entity spawns to maps and pathing in Unity is easy, unless they're using some proprietary pathing system.
The game would be so much better with incentive to run gear.
yeah this idea has already been voiced. but the thing is that there are too many places of good loot - we just cant practically put enemies around every point - it will be too many network entities/characters which will lead to lags. fps drops and overall chaotic experience about enemies all over the place.
most importantly it will require a lot of routing - AI pathfinding work, balancing etc.
Nevertheless, we plan to add more patrol points near important places. And the idea to remove static valuable loot and spawn it in raiders, bosses has a point too. They spawn some rare loot right now. Just not the "all rare hatchling dream" loot
Read morethere is no static spawns done especially for ledx. we just enabled this item to spawn there - in generic meds spawnpoints
Hey Nikita, it seemed like you enabled it for places that had the Ophtalmoscope spawn previously. Ophalmoscope is very rare to find outside of those Shoreline rooms and Labs.
I think a good solution is to enable to find Ophtalmoscope, LEDx and Defibrillator inside medical bags throughout the entire game. This will limit people rushing the static med spawns and people should play the game normally.
There still might be people rushing the medical bags, but if you make the chance low enough, it shouldn't be that bad.
i got your point
will be fixed
its being fixed
Not a bug, it looks to be a balance pass on optics to make an actual 'progression' of worst to best in terms of accessability by tier. so the stuff from level 4 traders has better statistics than stuff available at level 1.
plus compaqct collimators and especially russian-soviet collimators influence on your accuracy IRL due to low precision - cheap production.
nope. it was changed lately.
fixin fixin fixin
thank you appreciated. can we please have a word about the filters? flea market is hell to use right now and presets are essentially useless
fixing