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Maxley

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Posts posted by Maxley

  1. 10 hours ago, new7daylive said:

    havent had a chance to catch up on the dev streams.  Has there been any mentions about caves or other underground features being a part of the released game?

     

    Apologies if this has already been covered somewhere else recently.

     

    Thanks

    They said they need to implement some better terrain editing tools for the level designers to use before they really produce any caves. I dont know if thats actually going to happen but that is what they said.

  2. Some unique zombie ideas for to be adding greater diversity in zombie hazards

     

    -Zombie cop acid pool should deal damage to blocks and players over time. So if you stand in a puddle of zombie cop acid you will take damage per second.

     

    -Zombie exploder: a zombie whose only purpose is to run to the player and once within a couple of blocks range they self detonate, much like a cop except they explode even if you kill them before they reach you. They should have low hp but fast movement speed.

     

    -Zombie grabber: this zombie grabs hold of the player when it comes within melee range and immobilizes the player until the player kills them. So you would want to take these zombies out first when fighting. This might be tricky to make it look like you are being immobilized by this zombie since we play in first person mode.

     

    -Zombie cannibal: this zombie eats the corpses of dead zombies which causes it to heal and become stronger and faster.

     

    -Zombie tanky ass boy: this zombie cant be knocked down or stunned and has a good amount of hp. Might not be a good idea, but it would add some variety.

     

    -Zombie necromancer: screams or something and brings nearby zombies back to life (Only zombies who still have heads). These zombies should be a bit rare because fighting several of these at a time would be stupid.

     

    -Zombie antifa: incites nearby zombies to become temporarily feral (increased move and attack speed).

     

    -zombie creeper: just follows you around but only attacks when you go below 50% hit points. Is extremely fast. If possible has a lunge animation similar to the ghouls in fall out 4.

     

    Ill think of more ideas.

     

  3. 23 minutes ago, meganoth said:

    Where did you read the biome gamestage bonus would be a multiplier?

     

    They said in the dev stream that the desert would be i think 2x base gamestage, snow would be x2.5 or 3, and wasteland x3 or 4. I don't remember exact numbers.

     

  4. @Roland For the biome gamestage multiplier will there also be a flat bonus to biome gamestage as well. What i mean is, if you enter the wasteland on day 1 with gamestage 1, then the gamestage in the wasteland would only be 3 since it has 3x mutliplier. So i think it would make since to add a flat bonus like +15 or 20 gamestage and then add the multiplier. This way it would be a worthwhile challenge to enter other biomes on day 1. So if you have gamestage 1 and enter wasteland it would go like this: (Your gamestage x 3) + 15

  5. On 6/2/2021 at 12:38 PM, saoron666 said:

    I did stop and play other games and come back hoping there is something NEW! NEW as in new areas, new tough mobs, bosses, vehicles etc..

    Last night i was playing this and my gf saw a zombie bear and she like OMG whats that?! i was so happy i thought its actually some nasty mutated mob that will kill both of us or we run away.. but was just the same old ass bear ... funny thing she's like oh its just a bear...

     

    thats what i am trying to say in this forum but they just dont get it.. they think im just @%$#ed or a hater lol the game needs some major tough special mobs. not just random mobs in the same mob group..

     

    same mob outside on the street is inside the buildings..  

    even if you start walking more in those shoes you will have to change them sooner or later..

    a little update wont make them new..

     

    not cause you polish that shoe that it will be as new.. so they need some major updates and implement BOSS's, tougher mobs, special mobs. which drop special loot also..

    it will give it that extra spice to it you know!

     

     

    You’re not a hater. I know what you are saying. I too wish they would add new challenges for the mid and late game. Some new interesting zombies with mechanics that you need to be careful of or perhaps wandering hordes that increase in size as the game stage rises or a setting which increases zombie movement speed for every week you survive for example. I know they will add bandits at some point so that should help hopefully and they have mentioned “special infected”.

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  6. 23 hours ago, Roland said:

    That's great but then it brings in another problem that the economy was handling and that is rushing up the perk tiers on Day 1. It is way OP to be able to spend all four points in one perk on Day 1 like you described. There still needs to be a balancing cost associated with moving deep within perks so that the best rewards can't be accessed so early and then there is no challenge. I finally got to tier 4 on my blade perk on Day 30 and with a machete right now on Day 41 I am OP compared to the zombies. I tear them apart without effort. Now on Day 1 there would be no machete but I'm betting with the bleeds and the dismemberment probability even a bone shiv is going to be amazing-- which feels good at first and then quickly renders the game boring.

    It’s just a matter of balancing numbers. Perks can cost more with each level. Also there could be diminishing returns. Another way to help balance it out would be to double the number of levels for a perk but half each levels benefit. 
     

    however, I get what @Gazz is saying when he says that without attribute requirements people would just chose the same thing they always do with each play through. I remember playing Oblivion and I always chose heavy armor, repair, blades, etc and pretty much never deviated since there was nothing to prevent or discourage me from doing so. 
     

    So in the end, I guess someone (not me lol) will have to make mod and then I’ll see how it feels.

  7. 5 hours ago, Roland said:

     

    Well, you're not exactly being consistent with what you are saying. You started by saying that what you want is for an increase in agility to have an agility themed boost to ALL weapons and a strength themed boost to be given to ALL weapons whenever strength is increased-- instead of the handful of weapons that rest beneath those particular perk list headers.

     

    But then you go on to say things like a Sniper can't be good at cooking which really really makes it sound more like you want to be able to mix and match any and all perks equally. Your first suggestion of having the attribute bonuses affecting all weapons instead the few that are assigned to them would not solve the problem you later bring up about a sniper specialist not being able to cook very well.

     

    So excuse us for not exactly getting what you mean. 

     

     

    Another solution would be to remove the attribute gates from the perks so that any perk could be advanced irrespective of the attribute level. You could spend to move attributes up for those bonuses and/or you could spend to move perks up but the perks would not be dependent upon any particular level of attribute. That way you could mix and match any perk from anywhere that you would want to focus on. Removing the attribute requirements for perks would be a much easier mod to accomplish I think. You could probably change the value associated with the perks all to 1 so that once you put at least 1 point into an attribute all the perks under it would be available to advance all the way. So for two points you could advance blades and snipers or farming and snipers.

     

    That would solve the economic problem you hate but the attribute bonuses you dislike would still remain.

    Yes I think removing the attribute requirements for perks would provide a great deal of freedom. And as I said earlier attribute points, if they continue to exist, can serve as a secondary bonus that enhance the character for further customization.

  8. I think they should remove attribute point requirements for perks. Just let the player mix and match perks as they wish. Why do attribute points exist? To funnel players into predefined roles. I know you don't have to stick to these roles, you can put points into multiple skill trees, but it is much less efficient. Player choice should only be limited by the base cost of perks as well as the increasing cost of leveling a specific perk.

     

    Also, having perks assigned to attributes is highly limiting to developers if they plan on expanding the perk trees. You have to consider where each perk would logically fit instead of just being able to make an interesting perk and add it to the list. Why are chefs under strength? Why are javelins under perception? Having to consider these things is a waste of time.

     

    If attributes have any place in the game, they would be as a secondary bonus that aren't tied to any specific perk. Probably have a separate attribute skill point that you gain when leveling up. As Liesel Weppen said above, just have attribute points provide non specific bonuses, like +3% melee attack speed or +5 hit points.

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  9. On 4/26/2021 at 10:21 AM, Roland said:

    That is a great point and I very much agree with this assessment. But if they remove those incentives and force players to just one quest per day then it will feel artificial and nobody will like that either...

     

    The way it is now you can choose to be casual with quests or hardcore with quests. If one way is turning out to not be fun for you then choose the other way.


    I don’t think it would be unimmersive if the trader could only offer 1 quest a day or instead a handful of quests per week. Realistically there’s only so many drops a trader would need you to collect and only so many houses to clear. I think they should run out of work for you to do and you have to wait a few days to get more work. The game currently is all about quests.

  10. On 2/19/2021 at 7:03 AM, Xtracker said:

    So basic what i learned of 26 pages is that character overhaul won't be in A20 but why.. is so much to re-code ? or something is not on top priority ?

    @faatal or @madmole can you say something why it is canceled for now i will appreciate every info.

     

     

    Its because the team is overloaded with things to do and they need more Fatals to get it all done in time. It takes quite a lot more than people realize to make a game. Its very stressful.

  11. 1 hour ago, madmole said:

    I'd love a full character customization setup like Bethesda has but we're a small team and have to pick our battles or never ship. The head system is expandable and we might get a little face customization in, we'll see yet. After a few hours though everyone has a full helmet on and you never see your face anyway so I don't see the argument.

    No worries! Although I do enjoy my lobster red white mustached partially balding avatar, I understand that you guys are a small team and that you are pushing for gold. If it isn't feasible, then its ok! Good work as always

    • Like 1
  12. @madmole with the new character models, will we still be able to make our characters bright purple or any other unnatural color? I really enjoy having my character look as bizarre as possible so I hope this will still be a thing. Ark does an excellent job at letting you make a truly abominable characters, though I understand if body shapes like that aren’t possible for the sake of making armor not clip.

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  13. 10 hours ago, Jost Amman said:

    They're not going to add Ents, sorry, Unity has an Entity limit that's already been reached. :heh:

    Okay... too many ENTtittys, what about the just titty limit? Have they reached the limit there??

     

     

    @Roland can you make the dev diary discussion always be at the top of the general forum page? Cause it gets buried way below a bunch of other topics and there's hardly anyone talking on it as it is. Just a request and thank you for all you do around here to keep things from falling into chaos

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  14. 1 hour ago, meganoth said:

    This is done on purpose, for balance. If the axe was as good as other melee weapons but ALSO saving a slot, why even implement other melee weapons, nobody would be using them anyway.

     

    Well when they add Ents into the game in alpha 21 i can see axes having a bonus damage against them, as well as molotovs and other fire sources.

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  15. It would be ideal if they could do that but it isn’t something that they have the time or man power to do. Even if they managed to make 3 variants for every POI players would figure out the fastest way to cheese it and get to the loot for all of them, it would just take 3 trails per POI instead of 1.

     

    just reduce the amount of loot at the end to one hardened chest and one box and spread the rest out around the POI more. Sham way actually does this pretty well already. There’s like 3 worthwhile loot piles throughout the building besides the very top loot.

  16. For highways maybe you could find a way to replace the 90 degree turns with curved pieces instead. I can take a look at your highways and see if I can help there.
    I really like the open sewers so far. 
    I think adding overpasses and a sort of raised highway that intersects the island in two or more places with on and off ramps would add a lot to the appearance of it being a dense city. Perhaps the highway could split off with one section going diagonally and the other going straight. Add some depth and realism.

  17. 4 hours ago, stallionsden said:

    To add quests.

     

    You need to in cm type quest.. grab the yellow exclamation marker and the green satchel bag.

     

    Place the marker at the front of the prefab and then place several satchels around the place (1 in each spot) in the prefab.

     

    Then open up the xml and you need to add the quest line which you can do by finding in a existing poi in the prefab folder. 

     

    Should look like property name="questtag" ..... fetch,clear 

    Thank you! I’m going to give that a try now.

     

    2 hours ago, Gouki said:

    Thank you very much Maxley
    The previous prefab will you update it? or it will become obsolete.

    I’m still working on the train station prefab, just have to add sleeper volumes and loot. I think I’ll just have one passenger car though rather than putting the whole train dungeon next to the train station. Was that picture of the cafe you showed on my train station thread a POI you made? 
    image.thumb.jpeg.8d837be23cd6e12360b43b6749e5588c.jpeg

  18. I expanded upon my train from my train station POI. Originally I only planned on creating one passenger car, but I decided part way through that I really enjoy making trains so I made a full passenger train consisting of a passenger car, diner/dome car, and a locomotive/engine car. They all hook up together to make one long, narrow dungeon.

     

    I want people to test my train dungeon and tell me if it seems balanced or if the difficulty needs tweaking.

     

    ALSO: How do you add functioning quests to a prefab?

     

    Entrance

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    TrainDungeon_0.2.7z

  19. 4 hours ago, Gouki said:

    Here is an example:

    1- Press update imposter and it will automatically be generated the mesh file, then press save to save the changes.

    2- For properties press prefab properties and mark according to your criteria,then press save to save the changes.

     

    Make sure to always make a backup copy of your prefab.
    When you go to generate the mesh file, do it when you have everything ready (objects, loot, prefabs, etc), the sleepers can be added later.

    Regards

    Thank you very much! That's a lot simpler than I thought it would be lol. And good idea about making backup files. I just made a backup right now when I read your reply.

  20. 1 hour ago, Gouki said:

    Hi maxley


    A great job on this prefab, I really liked it.
    Regards

     

    P.D.  You need to generate the mesh file and add a zone type to the prefab, otherwise everything is ok.

    Thank you! I'm making a full set of train cars plus the locomotive next. I'll probably split the station and the train into two separate POI's.

     

    How do I generate a mesh file? I'm trying to look it up, haven't found any info yet. And when you say zone type, are u referring to the Prefab Properties tab which allows you to specify if it belongs in the burnt biome, snow biome, etc?

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