Jump to content

Blake_

Members
  • Posts

    1,968
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Blake_

  1. Children plz. Imma call Roland and he ' gonna com a knockin' with the full power of algebra. And we' gonna end in odd numbers and with an X .
  2. I believe faatal is already aware of this issue. It's not that they don't notice the player, as a matter of fact they do as you can see towards the end and with a few of them at the start of the video. The problem here is that they update their pathing/behaviour too slowly and they are following the general direction that they took on spawn and therefore they won't disengage from the incorrect behaviour even after a few shots. For performance reasons they update in groups and slowly, so these things can happen not only on horde night, but with also with a single Zd that saw you while you were inside a building and you go outside to face him and he is still hitting the wall while you're sniffing his hair. This is one of those issues that can make the game pretty boring pretty fast in some situations. Faatal clones are on the way to be delivered, so no problem here.
  3. Nah, you just noticed for the first time an engineering flaw that is a direct result from the blocky nature of the game. If they make the camera higher it would clip through doors and blocks when looking up (diagonal-up). So when you come back from a first person game you will 100% notice it. I think it is designed as a sneaky way to make us kiss the floor, lol.
  4. A 47 millisecond is on average up to a 2 fps gain. So even if you are joking (of course you are) , that is a huge achievement depending on the situation. a 0.1% low 2fps gain often translates into a 50%+ noticeable smoother framerate. This game is full of those bumps, so huge deal.
  5. We should get the ability to capture and tame wild vehicles too. And train them to higher levels. I believe that gives us players a sense of progression and attainment too. Also it would be cool to have npc leaders in each town that give us medals when defeated.
  6. If they are made smoother, they might become slippery when attacking. Or they might embed their conversation with subtle and cunning insinuations to achieve their goal. Can't wait for a "smooth talking rabbit".
  7. That statement is like saying you love kids. It can be interpreted however we like, but we as human beings will be annoyed and ban Blake before hearing that you are a father and a great man. The same goes for a dev trying to explain that vehicles are OP in armour, free lights and balance/torque and should be balanced with a proper mod system. We should ban Blake nevertheless. To hell with Blake.
  8. That is correct (both of your statements). They do disengage in a wonky way if you happen to be both skilled and lucky. Yet as you noted, that behaviour needs to be well done, solid, balanced and reliable even in crazy situations. Right now is wonky (more so if they run, in that case I should call it useless ) and it just makes you feel like stealth is doing absolutely nothing VS your ability to run for your life without it.
  9. About the first point I would like to update your question about the update on updating stealth: Can any dev ( @madmole , @Gazz, @faatal, madmole's cat ...etc ) clarify if Stealth is going to get some perk tweaks/ balanced behaviour eventually ? (more info below) I agree that a stealth character should have a proper ambush chance protection when sneaking , but when triggered the player should be able to lose a Zd easily using just a couple of corners. OP mechanic is good if you have all the perks in stealth like the 100 skill gameplay in Skyrim. Stealth is a bit broken and in my opinion not shippable. A shippable version should have: 1- The same perk benefits per level + a percentage per level to avoid the triggering of an ambush. Top level perk should have like at least an 50% (idk?) chance to avoid ambushes . Maybe top notch lowest chance with gear/books. 2- Each perk point point should reduce the "seen therefore I chase you" behaviour of an entity by a certain amount, up to a point in which basically when you make noise and hell breaks lose you just have to hide for like 5 seconds and they stop chasing you. Animals have this by default, but Zombies and Npcs should disengage eventually and increasingly soon (Yeah, even Zds ; except Horde Night) if the player is perked enough. Right now, using a stealth character makes me cringe and sob and cry while eating nachos. And I tried it more than a couple of times. Inside big POIs the nightmare can be real. Once they see you they won't unsee you.
  10. Here's what I know: I asked sometime ago about when would making traders mortal/destroyable/pickable be a thing. Traders being cheesy because of their invulnerability , various Tower defense cheese strategies and general exploits and nuisances like those you mention and some others (you can build a tall tower right next to the invulnerable area and fill the trader with inmmortal rubble/debris by collapsing said tower, no kidding) are just the tip of the iceberg. @Gazz (dev) said that it was not a priority (I guess compared to other more important things at the moment like human npcs and quests). The issue of it being destroyable is quite a can of worms because of the following: 1. Trader needs to respawn when dead with faction relation damage for the specific player/s that killed him or contributed to his death, plus the respawn needs to be another generic trader (requires NPCS, Character Creator tool and faction relation code). 2.Trader needs to maintain the current quest status of each player (maybe except the one who killed him, which will be obviously failed) . This Needs programming. 3.Trader Outpost has to be made with locked doors, safeplaces and enemy behaviour that either ignore it or be repelled when the"safehaven fee" is paid by the player. Needs optimization to allow a very limited amount of npcs guarding the outpost. 4. Those locked doors are in addition with a steal mechanic for npcs, preventing player from cheesing farming seeds and loot like it were Christmas. Needs programming. 5. All of the above need to be voice acted or written with a minimum reaction mechanic with speech for thieving, and without bugs. Needs dev time and programming. So it is a main feature mechanic that in order to make it just OK and balanced needs quite a bit of work. So @faatal , we are counting on you ! that's just a couple of hours of your time, you can easily do it when you finish the pathing AI for the Mars lander, O-o
  11. No worries. The jeep can do that as long as there's nobody inside. When you enter again the code forces it to stay in the correct position. So you can do crazy things with the vehicles if you exit them in the precise moment. Lots of fun actually but only if you do that to others lol.
  12. That's unlike because of Unity. If you try to spread the (single threaded ) main Unity API load through all CPU threads to lessen the draw call bottleneck you will end up with lots of errors and general unstability, therefore you can only spread some limited amount of tasks to be multithreaded. That Engine flaw prevents the game from properly use the full potential from both CPU and GPU with extreme emphasis on the CPU. So to answer your pimp dream, caves are unlikely to be abundant or very complex in this game because of that particular problem , yet they can be handmade and not perlin using the POI editor and placed in a low POI area plain . The entity amount being limited is also caused by that Unity issue. Our wish is then, for Unity devs to improve that flaw and eventually bypass it (unlikely in the short term).
  13. He's gonna get so fed up that he'll make cacti give first aid kits. And leather. For balance reasons.
  14. I appreciate it. Also, fixed that for you.
  15. Honestly, I don't fully enjoy those finish kill-moves in Skyrim and deep down I don't tolerate them very well even if they are cool. The reason being that they take away the full control of the player over his avatar even if it's for a short while even if they make nice moves unthinkable for the basic handling of a 1st person game. So in the end I prefer any improvement over the animations and first person "feeling" with different kinds of feedback like dismemberment and the like, but I would hate to have my keyboard blocked in a game in which every second matters.
  16. There's a misunderstanding. They only do the "tink" when it's chilly, like when inside the snow biome. They sometimes shoot lasers from there too.
  17. I prefer using DM and hitting Q. Far more efficient. CM for sundays and giveselfxp for when my back itches.
  18. He is being WAY overly optimistic, he is a glass half full kind of guy. The forecast since a17 is 10 months from stable to stable give it or take (June 2021 rings the 10 month bell) . Experimental might come sooner but expect June Stable IF they don't go nuts (we benefit when they do ). Still a few months from now though. Hold the Kraken train. March Experimental is just not gonna happen unless they severely cut corners, and that would be bad for us and bad for them because of bugs. In the meantime Alpha 19 is a blast to play either way.
  19. https://preview.redd.it/w95xdrlqt1401.gif?format=mp4&s=9f7170f81bdd84eba09ecefcea6a076e3a01a0ea
  20. It depends on where you mine. If you mine far away and in random spots then you can avoid a constant screamer parade for a few minutes. If you mine in a workstation area or in a previously heated place without the proper "cooling" time then it's very possible to have peak heat and get constant lady attention from minute 1. Happens to me near my base, yet on a Tier 3 POI with guns (and above) and far away mining I would get just one or two fangirls in that half hour. Worry not ! According to the OP we get a new model for the Screamer in a20, I'm sure we will learn to love it !
  21. That is absolutely true. I was also weirded out that they made those books instead of the schematic and therefore the friggin' book is a complete waste as they don't really do anything else. There are clothing protection books that are a bit useless, but those two are just annoying (they could do something useless, but not useless to the point of repeating a perk crafting recipe, that's what plain schematics are for). @madmole , I would also like to hear your take on this matter, as it directly concerns your department.
  22. There are plans to fix spanish translation and every other translation. All of those you can report with the proper form in the Bug Reports section, because here they will get ignored. Nevertheless, I myself will make sure to report every single translation mistake of the spanish language once the game has more text to go on (campaign, npcs).
  23. Are you going to put kid npcs in the game at some point ? Madmole: Pretty much no to every "any chance for" question. Bethesda: Proceeds to put them in but completely immortal so you can punch, shoot, burn, electrocute, freeze, slash, hit, blow, humiliate and subyugate the hell out of the poor creature to your heart's content without any consecuence.
×
×
  • Create New...