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Jost Amman

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Posts posted by Jost Amman

  1. 3 hours ago, MechanicalLens said:

    In other words, hopefully to hit the nail on the head here, conversion mods are created under the vision of one, sometimes a few, individuals. With humans come opinions, and each individual has their own to speak of. To some, chopping down a tree, crafting wood logs into planks of wood, strips of wood, sticks, etc., harvesting the next tree with a bone knife to get sap, having to craft a forge (which is its own extended process) to craft nails, as well as obtaining glue, all to craft wood frames, is realistic/rewarding/etc., but to other folks, they'd just fine it a pain in the ***. 😛 With conversion mods come hundreds, if not thousands of changes, and a lot of people will prefer the vast majority of them, but to some people, they are just far too picky and if they had the ability to, they would just create their own mods instead. I fall into that category, for one.

    No, that's not it... I can accept mods that are geared toward specific audiences (even if I may not like them).

     

    My problem is of a different kind: I'll give you an example. A long time ago (during A16) I tried the "Starvation" mod. It was a great mod with a lot of innovative gameplay, graphics, NPCs, colonies and so on... but the crazy amount of exotic wildlife they put in it was simply too much for me. On top of that they also added some alien-fantasy special infected that made absolutely no sense.

     

    If they had removed those crazy/weird stuff it would have been a blast to play that, but I guess you can't have your cake and eat it too. :nono:

  2. 38 minutes ago, Gouki said:

    Yes, I play with mods, they give a little more life to the game, why be waiting, if in the end they introduce it to the main game, in a different way, but they do.
    Regards

    Personally I never play with mods. I tried them but I never find one "reasonable" enough to feel like vanilla. What I mean is that vanilla, even when still in need of some balancing, feels way more "professional" than whatever good/great mods are out there. I already said this before (I think on Steam): modders are great, sure, but the problem is they can't feel the pressure the devs have on their own game to not screw up, so they often go too far or let some very weird stuff slip into their mods. :noidea:

  3. 8 minutes ago, Outlaw_187 said:

    It would be cool if tools could be used as weapons, like maybe have separate perk trees to increase damage done with them. 

    Then people could use shovels, hammers, pick axes, etc as weapons if they wanted. Would give some variety with already established in game stuff. 

    Personally I like using the axe as a weapon to save on tool belt space as it doubles as my tool & weapon. 

    Problem is they can't / don't have a power attack... otherwise you already can use tools as weapons.

    Have you ever tried using a T6 wrench as a weapon? I'm telling you, it's got a pretty decent blunt damage!

  4. 7 hours ago, Baddasse said:

    Exactly. I know when someone talks about animal that can possibly be ridden alot of companies freak out because they automatically assume people will want to be able to ride them. But I am honestly not suggesting that and I know that would be hard to implement. But to me it seems like an old western town should have horses or the such around. I think it would make the old western town districts like they were talking about even more cooler to go check out. Whats the old west without horses lmao

    The problem with horses, and to be honest with ANY other domesticated animal, is that they were used to trusting men before the z-apocalypse. That's why you see so few of them in TWD series (and I agree with the authors on this choice), because they'd probably try to get near the zombies at some point thinking they were regular people and get eaten. :hungry:

  5. 42 minutes ago, Frontjunky said:

    we have very soft couch or corner sofa, but i want to see me or my friends sitting or laying on it, please implement this! Oh and i wish me a rubber doll....hey i am a lone ranger i have only needs :D

    I'd second couch/bed use only if they add some kind of bonus for resting/chilling.

    Example: if you lie down for a few minutes you get a bonus to max stamina for double the time. If this could become useful in some way then I'm all for it.

     

    As for the doll... I don't know what you're talking about. :pray2: :biggrin1:

  6. 29 minutes ago, Xtrakicking said:

    Anyways, my point is that it just looks like instead of making the burnt forest an interesting place in itself they want to merge it with the wasteland to "dilute" its blandness. By blending it all together, it just seems like the end result will be overall less unique locations to see and visit; just either forest, snow forest, desert or wasteland now.

    Yes, you're right, it's all an elaborate plan by TFP to make the game more... "bland", ehrm. :heh:

  7. 7 hours ago, faatal said:
    On 11/20/2020 at 9:09 PM, Jost Amman said:

    I thought zombies were supposed to dig in A19, but I built a "trap base" near bedrock with a long ramp going down to me, and they didn't show up on BM.

    I guess there's a limit on how far pathing can reach out? :pout:

     

    @faatal : could you check this for A20 and see if it's possible to have them path to you from 60-100 blocks away? (at least during the Blood Moon!) :yo:

    The pathing distance limit is horizontal. They can only path about 40m out. Farther and they just go in a straight line to the edge of the path grid.

    I dug to bedrock in Navezgane and BM day 7 spawns came above me and started digging down. They do a lot of moving and stumbling in addition to digging, so it can take them a while if you don't have a ton of zombies.

    Thanks for the reply @faatal but, honestly, this explains only part of why the zombies didn't find me during horde night.

     

    This is what I did: before my first BM I created a slanted tunnel going down at 45° for (admittedly) longer than I had expected, surely more than 40 blocks horizontally. It's a wide entrance since it's 3x2 all the way down. I dug it like that so that the zombies would easily fit in, but as you confirmed, they didn't come. Next day I found some of them tunneling down in a nearby POI but apparently quite far from my horizontal position that night (no idea why).

     

    So after that utter failure on my part I decided to use the old "pit trap" design. So I dug a completely vertical 3x3 tunnel down to the end of the 45° ramp. So, my latest design has 2 points of entry: the first through the ramp and the second (vertically) from the "skylight" with a ladder all the way up.

     

    Well, next BM night, even after this last change, I stood right at the center of the vertical pit with no obstacle above me, but the zombies still didn't come. Not even one fell down or tried to use the ladder to reach me (there's a gap of a few blocks at the end). Next day I went up and checked the ground near my pit and found no evidence of any digging! Is this what you'd expect? Just trying to help. I'm sniffing some erratic behavior or hard "limit" on the AI part... Thank you!

  8. I thought zombies were supposed to dig in A19, but I built a "trap base" near bedrock with a long ramp going down to me, and they didn't show up on BM.

    I guess there's a limit on how far pathing can reach out? :pout:

     

    @faatal : could you check this for A20 and see if it's possible to have them path to you from 60-100 blocks away? (at least during the Blood Moon!) :yo:

  9. 5 hours ago, canadianbluebeer said:

     

    My server is 4' behind me. I still get the the hits with no swing animation.

    I've also had the hit THEN the swing.

     

    It's random, so very very hard to pin down.

    I see... then I guess it's just bad coding/syncing on the MP part.

    As I said, since MP is not the main focus I guess they'll do a second pass on MP gameplay near or after release.

  10. 1 hour ago, Star69 said:

    I agree that melee feels better from the players swing perspective....you hit when you think you should hit and at the proper distance from a zombie. However, on a multiplayer server, getting hit by a zombie with no corresponding swing animation 50% of the time is absolutely annoying as heck. I’m patiently waiting for a fix for that. Some people say that it never happens to them, guess I should learn how to take videos and edit them....never taken & edited videos in my life! 

    Most people play SP or MP on private servers (better performance) so the swing animations are always in-sync.

     

    MP has never been the main focus of the game since most of us play SP and (I think) this game was born as SP, so they'll get there but probably much much later.

    Now that they can, I'm curious to see if they'll release statistics regarding how many players play SP vs MP BTW. 🤔

  11. 2 hours ago, DanLW said:

    Based on past releases, you uave plenty of time.  Id be very (pleasantly) suprised if A20exp dropped before April 2021.  If it dropped befoee July, Id still he suprised.  Especially considering the scope of the given roadmap.  Last half of next year seems a safe bet.

    I don't think so. The team that's now working on 7D2D is not the same team we had a few years back.

    Now we have 2 AI guys, several Art guys (modeling, texture and so on...), several Design guys, Madmole can focus mainly on the general picture.

    The only real bottlenecks I see are Gazz (who's the only one working on tying everything up in the XML) and (I think) Robert, who's working on RNG.

  12. 24 minutes ago, Kandrathe said:

    If people run 60 forges ( I thought 10 was over the top) maybe it is...   ☺️  Brass knobs, trophies, radiators melting in the forge is a pain.  I run out of space for low stacking items like radiators, and end up spending game time planning out how to not build a backlog.  I really would rather be mining, or killing zombies.  Not babysitting my forges, or mixers.

    I don't know... I've built fairly big bases and never needed more than two forges.

     

    That's the same reason I refunded Satisafactory on Steam... for me, it was all chores and no fun gameplay.

    Fortunately there's 7D2D to make up for it! 😁

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