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Jost Amman

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Posts posted by Jost Amman

  1. 10 hours ago, Ranzera said:

    ETA: Also, 10 (I think that's the right number) equipment slots down to 4 is a travesty. What a loss. I used to argue with the guys in the older alphas who said that removing complexity was becoming a problem.

     

    I was wrong.

    Not necessarily. It all depends on how they put down things in the game.

     

    Removing stuff may be even better if you achieve the same goals. Think about when they invented the dishwasher as an example: before that, in restaurants, you had 1) the pile of dirty plates 2) The washing basin with soaped water 3) the washing basin with clean water to wash away the soap 4) the pile for clean (but wet) plates 5) the clean and dry plates. All that was put together inside the magical box we call the "dishwasher"! :hail: 🍽️🍽️🍽️🍽️

  2. @Gazz ...regarding the clothing switching / multiple sets (I know, sorry, this is not The Pimp Dreams, but it's on topic since we have been talking about it).

    Would it be hard/possible to add a "dresser" object to the game that when opened will display a copy of the character outfit layout where you can place whatever clothing/armor you like and then have a button to switch that setup with the one you're currently wearing? I was thinking this because, if added, it would solve the problem of quickly switching sets without giving the player additional "magical" storage slots if added in the player sheet (like some other RPG games have done in the past).

  3. 20 minutes ago, AtomicUs5000 said:

    I'm not a minmaxer, but I definitely will be keeping sets of armor. At least one for mining and one for looting. I can't imagine it being that difficult to manage. What would be cool though is a wardrobe container that holds one of each item. Go in, click on a single button and it swaps everything with your current set.

    Are you out of your mind?? You can't do that! That would be MAGIC!!! :eek2:

  4. 11 hours ago, Crater Creator said:

     

    Gosh I hope they do modular clothing and/or body parts.  And it's not even as important for human NPCs as it is for zombies.  Zombies are and will be the primary antagonists of the game, we're told.  So we expect to encounter more zombies than bandits, even when the game is finished.

     

    They've put so much work into having random worlds populated with a plethora of different POIs.  But consider that we encounter hundreds of zombies for every POI over the course of gameplay: not just the sleepers inside the POI, but wandering/screamer/challenge/Blood Moon hordes.  In other words, we'll see ten identical Zombie Steves, easy, before we see our second identical house_modern_04.  In that light, it becomes clear that individual variation among zombies is where the real bang-for-your-buck is.

    That would be the UMA technology introduced a few years ago in Unity... they tried using it both for players and zombies, but it was under-performant during BM nights, so they had to tear it down and change back to hand-modeled zombies (now in HD!).

     

    So unless Unity has HEAVILY optimized that engine part I don't think they'll risk using modular anything anymore... :nono:

  5. 1 hour ago, MechanicalLens said:

    @Jost Amman I have a better idea. How about the devs vastly increase the amount of old sham sandwiches in loot, increase their stack size to 500, and have us use those as dart trap ammo. ;)

    Frankly I don't know why you guys don't take such suggestions seriously... is much more possible that they listen to these little changes/fixes that they can do in a measurable amount of time, than if you're asking to completely re-write an entire system. Removing Dart Trap ammo is also an example of how you can optimize the game a bit at a time.

     

    One less recipe in the Forge, one less item in loot (if any) or in the trader list, only used there, there's really no point in keeping this one.

     

    Also, @SnowDog1942 it's not like making "everything generic", since the ammo example you make is ludicrous.

    I suppose you're one of those guys that still want Bear Meat, Boar Meat, Deer Meat, Chicken Meat, Wolf Meat, Snake Meat and Rabbit Meat?

    (ok, I know some snarky sexual oriented comment is coming... crap! I've essentially shot my foot here)

    /serious

     

    Ok, your replies were fun actually! :heh:

  6. 6 hours ago, MechanicalLens said:

    Regardless, I'll be curious to see if the infinite water trick still works with this new system in place. :)

    Among other things.

    Let them work on the basics of the new system, there's always time for bugs/exploits later... 😉

  7. 1 hour ago, hiemfire said:

    Wow this thread is a muddled mess of disconnected conversations and random thoughts. :D 

    And that's why the climate is changing! Not that aliens can't be blamed at all... but, whatever, what were we talking 'bout? 😶

  8. Sand should also be used to crudely filter water. It can be used to doze off fire when you don't have water.

    They should also add sand "blocks" you can put on the ground to slow down zombies (or, in the future, bandits) to (i.e.) 30/50% speed.

    Imagine how cool it would be to be able to craft "quicksand" blocks you can place around your base! 🙂

     

    I can see several more examples where sand could be expanded and better used in the game.

    Maybe mods will do it.

  9. 9 hours ago, Danidas said:

    The very first computer bug that ever occurred was a moth that flew into one of the early computers and shorted out a circuit to produce a error.

    Sorry, but that's not entirely true... there weren't exactly "circuits" at that time, it was called a "memory node" and it was made of rings of copper wires.

    I know this bcause I had read some "computer encyclopedia" when I was a boy about the history of computers (not that it was useful afterwards lol).

     

    BTW: each node was probably the size of a coin or more! :heh:

  10. 59 minutes ago, Kosmic Kerman said:

    I'm sure you've seen this but Fataal responded to your question in the A19 Dev thread.

    Thanks for pointing that out, I actually missed it until now because sometimes I forget to check the red dot on top of the page! :frusty:

    56 minutes ago, MechanicalLens said:

    Truth is, A16 zombie AI could be much more easily manipulated than current. A YouTuber named Vedui has proven this quite extensively. Seriously, all you had to do in A16 was build a 20-30 block bridge with supports on both ends, stand in the middle, and the zombies would just gather beneath you and do nothing whatsoever. 😛

    Edit: Maybe closer to 20 blocks vs 30, but you get the point.

    Yeah, I discussed with Vedui a few times on Steam... he's a good 7D2D "reporter", he always does interesting comparisons and tests. :nod:

  11. 46 minutes ago, Roland said:

    Well AI and pathing are pretty intermixed. The zombies HAVE been dumbed down quite a bit from where they were in A17. Technically, the long multiple pathways from them to the player still exist but faatal has made it so a lot of them "forget" the long paths and turn to destruction mode and some do random things that often make no sense at all. So most likely for pathing and knowledge of ways to get to the player the bandits will probably be closer to A17 than A19 on that spectrum and you could say that bandits and zombies share a common knowledge of pathways and how to get to the player. But then there are AI tasks and Bandits will have all new tasks completely different than zombies.

     

    So there is a little bit of truth to the urban legend if you include both pathing and tasks under the umbrella of "AI" which in the minds of the players is something everyone already does.

    This makes sense. If I had to choose a word, I'd use "Simulated Behavior" more than AI, since that includes every type of action executed by the entities, including how they path through the world. Also, I'd say that when the zombies behave stupidly you can't call that artificial "intelligence"! :tongue:

  12. 8 minutes ago, Roland said:

    faatal has stated in the past that bandits will not use the same AI. Pathing will probably be same but the AI tasks for bandits will include taking cover, flanking, using ranged weaponry, etc that zombies would not utilize at all.

     

    Other than edge cases that faatal continues to sand off the zombie AI is intended and designed for the zombies.

    Thanks for the reply.

     

    So the rumor that the zombie AI was just temporary and that it will be "dumbed down" was actually an urban myth lol

    I can already envision a new "AI gate" on the Steam forums when they find out! :peep:

  13. 3 hours ago, MechanicalLens said:

    @Jost Amman It's certainly not the end of the Elder Scrolls series, Microsoft has already addressed this. However, they hinted that Starfield will most likely be a Gamepass exclusive title, and in general it'll be a game-by-game basis on which games head to other platforms and which ones do not. An interesting development is that Bethesda will be keeping their name under their games and won't be replaced by Microsoft in that regard, so I suspect that a good chunk of their games will be released on all platforms, with the majority of the profits heading directly to Microsoft. Will they all receive timed exclusivity on Gamepass? Possibly.

     

    Also, surprisingly enough, Microsoft is honoring Bethesda's deal to keep Ghostwire Tokyo and Deathloop as PS5 (and PC?) exclusives for a limited time before they head to other platforms, assumingly Gamepass.

     

    It's not the end of the Elder Scrolls like I said, just a slight changing of the guard. :) And if Microsoft pulls a fat one, well, we can tell them to stop and inform them that they have violated the law. ;)

    I'm worried about the Microsoft transition because probably the Elder Scrolls will become very bland considering how MS handles game development. Look at what they did with the SoD series, SoD 2 is just more of the same. I was hoping for something more but Microsoft won't "risk" trying new things, if you know what I mean (money first!).

  14. 14 hours ago, MechanicalLens said:

    Completely off topic but I'm sure @madmole would find this at least somewhat interesting (if he was still around on this dev diary 😛), but Microsoft has just purchased Bethesda for 7.5 billion dollars. An interesting development...

    And that's the end of the Elder Scrolls series... :Cry:

  15. 2 hours ago, Ezed said:

    Heh...ya...but a shotgun vs a safe is probably going to leave your face like American drywall...

     

    I think the point is the block damage is a abit over the top, making the shotties less viable overall...and that's a shame.  Shotguns are my favourite in most shooter games but not in 7D.

     

    Maybe if all that block damage was reserved for a special ammo type and the default shells not do the damage of a howitzer :p

     

    :peep:

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