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Jost Amman

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Everything posted by Jost Amman

  1. And then a way to make the block clear/clean, so we can play 7D2D + Viscera Cleanup Detail...
  2. I always thought 7D2D had the record for the highest number of Alpha!
  3. Not sure if you're referring to my OP or to the other guys's ideas... in any case I'm not a modder.
  4. Is this recent? ... Because I clearly remember people modding their game to play with up to 128 zombies (not sure if active at one time, probably not). In any case there are other limits that are imposed with no setting available to overcome them, so my point stands. We need more freedom!!
  5. In my opinion the real problem is that some supported features are geared towards low-end, 10 years old computers, and are impacting everyone. Example: why don't they allow a greater number of concurrent zombies in the game, as an option? No, they limit it to 64 whatever system you have. Same goes for view distance and map size. Those limitations should be removed, and left to the individual player to try on their system. As for the "legal reasons", they could just add a short disclaimer about that. Done. Everybody happy.
  6. This is however, how bartering works in real life too, so... I really don't know what to tell you! But that's not necessarily true. If you just go scavenging blindly you will probably get the most common items. But what if the trader wants something for the item you're interested in, that's not found in your area, or if he want a specific high quantity of something? You may find yourself just wasting time since you won't know what you really need. Indeed. That's why in my idea of bartering you'd need a "barter table" for each item in the game. I'm not sure I understand this... but just to be clear: my idea is that you can only use dukes to offset the perceived value of something you want to trade. Example: the trader will sell you that nice rifle in exchange for a car engine, or a battery plus X dukes. My goal is to make it more difficult to acquire the rarer things from traders, while making every barter need more like a "treasure hunt". Basically, every time you really need something in exchange for something else, you'll be creating your own "adventure" to acquire that precious loot!
  7. I never said to remove that currency. I just said to make it just an accessory to bartering. I know this is "reality" so it doesn't have place in a game... but in real life currency only has meaning as long as there's a society (read civilization) to support it. There's no government anymore in 7D2D and the Duke can only have very little control over the value of "his" currency. That's why TFP could make the dukes only have partial value compared to tangible stuff. My idea is more complicated than that actually... I was thinking more like "I'll give you this, for this", not a general "Bring me stuff and then I'll give you whatever you want in return". That wouldn't work. Instead, for each combination of item+trader you'd have a "barter table" with a list of objects they would be willing to trade for that specific item. That's why, if you want something specific, you can't just go around looting "random stuff" and you're set. You'll need to plan your looting and maybe even need to explore areas you usually don't go to. Example: "I'll tell you what... if you bring me 400 lumps of Oil Shale, I'll give you 200 9mm rounds."
  8. Add BARTERING. Traders wouldn't be interested in money in a "real" Apocalypse, they'd be wanting your stuff. They need replacement parts to fix their own compound and vehicles. They need ammo for their weapons They need water and food They need schematics to craft stuff so they can barter it or use it THIS! makes sense. Money can stay. But more like an accessory to bartering, when you need to compensate for some difference between your bid and the trader's bid on something. That also means that you won't receive much money from quests anymore, just pocket change beside whatever they give you as a reward. Why this works? Because bartering means you first need to find the "right" stuff to barter with other stuff you need. Exploration beyond a few blocks from the Trader's compound will be worth again. Spamming jobs won't be worth the trouble anymore, since exploring in a wider area will let you find (maybe) that special item the trader wants. The difficult part would be for TFP to create a barter "loot_table" where each trader has preferences and needs for each item. For each item you would have one (or a list of) item he's willing to trade for the item you need. I think this would add a very interesting new game mechanic and liven up the apocalypse "economy". What do you think?
  9. No, it's not, but my educated guess is they'll also take a pass on that one since the model is the same....
  10. May I suggest 42? ... It's the answer to all questions after all.
  11. I feel you man, I really do. But even if I'm not a developer I can tell you that bandits will be the most groundbreaking thing they'll ever do. I really, REALLY, hope they'll be worth the wait and they can pull it off, but adding bandits the "right" way in a dynamic environment like in 7D2D is one hell of a job!
  12. The only outfit I've heard no one giving a good feedback on, is the nerd outfit. But think about it, that's how us non-nerds, e.g. me, look at nerds. So, it kind of makes sense. The reason why it got so much backlash here, is because most of this forum's posters are, in fact, nerd-ish!
  13. As long as you can keep playing each new version... who cares?
  14. Sorry, maybe I wasn't clear. That's precisely what I was saying would be an issue. For the way you want it done to work, they'll have to custom fit every single possible combination of overlapping models in a way that they don't look weird. My example about the bandana covering the mouth, having the cigar sticking out if you also equip the cigar, it's the perfect example. Not to mention that aligning correctly different layers of "clothing" on top of each other would be tricky, to say the least.
  15. Consider this. What is now -> you EITHER had a bandana OR a cigar in your mouth What you're asking -> you can hav BOTH a bandana AND a cigar in your mouth Imagine now of all the weird combinations you could have with "visible" mods that before the change were actual clothing slots.
  16. There's already the Junk mobile Turret that does that. Just carry it with you and deploy it when needed.
  17. @faatal I remember the so called "Events Director" (IIRC) was mentioned in several past dev streams. They told us it would leverage stuff from the Twitch integration developed by Prime to create unique encounters and events in general. Has the idea been scrapped or is someone working on it? It would be great to have at least a prototype of the ED in A22. Thanks
  18. Life is funny. We asked TFP to make zombies look more like a mob (similar and "grey" like in LFD) and to have players be more varied, and now we'll get zombies with all different colors while us players will all look samey and greysh...
  19. I would like that too, but before that, why don't they FIX weather survival back to actually be ANY kind of threat?
  20. It would have exactly the same impact traders have now.
  21. You're mistaken. Trader-like NPCs are only active in the limited area (chunks) they're in, and they're "static" (they don't need to move around). They don't have an AI, so they don't suck up resources because of pathfinding, and so on...
  22. Why? The infrastructure for friendly NPCs is already there. It shouldn't be hard for them to crate a few new models/skins and add an interactive dialog to them, similar to the traders. They don't need to have them fight you or go on quests with you. They just need them to give you faction-tailored quests and items.
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