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Laz Man

QA
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Everything posted by Laz Man

  1. Don't shoot me, but it is probably easier at this point to remove snow harvesting all together and just yield dirt back to the player... *runs and hides*
  2. Believe it or not, lighting is a very important part of level design. Although the world is fully destructible and players can bulldoze their way in however they like, there is an optimal path to take for questing and to ensure a high quality experience...😎
  3. If I am remembering the correct POI, I believe we have discussed some implementations of some of the ideas from it. However, it is a lower priority at the moment. Don't worry though, there is quite a line up of new POIs in A21 already (and counting) . Many of which, will blow your minds....😎
  4. Apart from the realism concerns. I think the changes are an improvement over the previous trivial water survival setup. I personally like some of the suggestions. Hopefully there is time to vet them out and further improve the system.
  5. How people drink in the apocalypse... 😅
  6. It's worth mentioning that the owners stated in a previous dev blogs that the game's scope has grown from its original inception. If my memory is correct, the game was intended to have Quake graphics and nothing more then that. Obviously, we are way past that point now. There definitely had been a few detours along the way but the finish line is finally in sight. Starting the game at A6 myself, the ride has definitely been worth it to me.
  7. A general rule of thumb we use is reward vs effort. For example, lower tier hidden loot is usually hidden behind easily breakable blocks, while higher tier loot such as hidden stash crates will require more effort to get to (e.g. longer path, higher HP obstacles, etc.)
  8. A general rule of thumb we use is reward vs effort. For example, lower tier hidden loot is usually hidden behind easily breakable blocks, while higher tier loot such as hidden stash crates will require more effort to get to (e.g. longer path, higher HP obstacles, etc.)
  9. I can't speak for all of the props, but those look pretty darn close to how they look in game...assuming your not playing the game on the lowest texture settings...😅
  10. Certainly, immersion levels will be at an all time high with all of these new props. 😎
  11. Some art for you guys to look over. Enjoy. https://www.artstation.com/artwork/5BVO9P
  12. Haha...so you found the "secret" food truck? 😅
  13. Apart from more POIs for you guys to plow through in A21, hopefully the new hazards and quests will add to your enjoyment. 😎
  14. I'd like to add that level design is still chugging away adding new POIs in addition to updating existing ones. Personally, I am currently working on a new POI that is related to one of the new deco vehicles that was added recently....😁
  15. Just checked that POI in current build and no issues with spawning that group normally. Are you running any spawn count related mods?
  16. Thanks for the info. Whats your perk load out look like?
  17. A20 Is probably the best iteration of "less POI duplication" to date in RWG maps. AFAIK, I have never seen a duplicated POI within the same city in A20. I would imagine we are not at a point yet where we can have map with multiple cities without duplicated POIs anywhere unless you tone down the number of settlements way down. Certainly, modding in community created POIs like the compopack to the mix can help. It would be amazing for us to reach 100% unique vanilla POI RWG map one day. *goes back to making another POI...😅*
  18. Sorry to hear you are unhappy with the game's direction since the Alpha you most enjoyed. All of what you mentioned has been discussed and rehashed multiple times here on the forums. Hopefully you can still find some enjoyment in the game when it's finally done. If not, I hope modding can bring back some of that spark for you. And if that doesn't work, I genuinely hope you find another game you can be positive and excited about. Life is too short to be dwelling on what could have been.
  19. house_old_mansard_03 is a tier 3 POI. Not a POI most new spawns should go into. I believe there are plans in the future to be able to tell the difficulty of a POI when a player wanders in when not on a quest which should be helpful for players who have never played a specific POI yet and/or likes to explore POIs but necessarily on quests only.
  20. Pipe weapons can easily be crafted early for those oh crap moments. Also, most encounters with dogs in/near them have nearby blocks/terrain to take advantage of (e.g. cars, hay bales, etc.) No nerd poling required. Edit: Out of curiosity, what was the name of the house with the dog that killed you?
  21. There are certainly tons of ways to make your own base and cheese the AI to the max but I find the most enjoyable playthroughs are the ones I have reinforced POIs. With that said, there are tons of POIs out there that you can reinforce into multiple fall back positions. Hatches at key choke points to buy time. Segmented areas that you can jump back and forth from. Sprinkle of traps here and make each defenceable spot last longer. Junk turrets and sledges at each fall back spot to give you cover and save time to get into position. Note: if you have a vehicle, make sure to pack up your workstations so you can craft / build what you need once you find your new horde base.
  22. Zombie numbers in games is always an interesting discussion point. How much is enough? How much is too much? What gameplay and/or technical sacrifices /costs are made with increasing count by x? I have played all sorts of modes/mods that change zombie counts, and I feel there is a very fine line between too little and too much which will also vary from player to player. Too many zombies can easily turn into combat fatigue and tedium. Keep in mind, newer players will probably appreciate the lulls between POIs and blood moons to rest, focus on skill review / loot / crafting / building. I would be interested to hear what those who want more zombies think of the new feral sense mode and why.
  23. The sky during bloodmoons would look like this...😅
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