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meganoth

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Everything posted by meganoth

  1. When I play AGI/stealth I consider myself a lightly armored guy who's greatest strengths are speed and stealth. So unless I think I can handle them right there with bow, knife or silenced gun I will strategically withdraw (or in other words run or slither away like a coward). Ok, sometimes I will draw the big guns too, especially if I don't expect to draw more zombies by loud shooting. But my reply to theFlu was more about the fact that the video doesn't really give me more information, at least not the info I'm most interested in
  2. Once there are bandits in the game the player will get the chance to join one of two factions and remove the other (or both). That is the planned endgame as far as I know.
  3. Sadly this doesn't show whether they would have zeroed in on Kage or just stumbled to his last location if he sneaked back. He immediately left stealth and attacked them And please notice the light level. Whether it is a good change can be argued but sneaking in daylight or a well lit corridor is a lot harder and actually more realistic than before. I don't care about realism, but when you say silly, how silly would it be if those zombies did not see the player in this small and illuminated corridor?
  4. Are you talking here about the volume trigger or the continuous detection done by "active" zombies as well? If it is only about the volume trigger, thats okay. Once active the zombies will be scanning for noise in their normal routine
  5. Have a very small room with only 1 or 2 zombies and them ALL waking up means just those 1 or 2, nothing extraordinary.
  6. In simple words I would say the following is true: 1) stealth perk does help, everywhere. 2) Light has a big influence on stealth now 3) There are some rooms where zombies will immediately attack you when you enter the room when you are in the light or just not stealthy enough 4) There might even be some rooms that are so well lighted that even the stealthiest possible player will be detected by some of the zombies in there. 5) Stealth is more difficult to play now than in previous alphas
  7. Not as much as you seem to be thinking. While the RTS genre has less players it also has less competition. While a new big FPS is coming out every few months. And you don't know what the market will be in 3-7 years when the game you start to develop today will be released. If you are one of the big names with a successful franchise there is much less risk, even a bad game will be bought. But the smaller the shop and the more congestion in that market niche the more you depend on details, for example which rival games get released at the same time and whether you got some influential people talking about your game. Which has not much to do with your question. That writer usually has a body of work already that establishes him as a good writer. Or he can show experience with game development. The same goes for a game designer. When I assume that you have no connection to the games industry and are not a know author or game designer, then that is all I need to know to predict that you will not get hired as a game designer no matter what game idea you are proposing. Again, game ideas are cheap to create, everyone is a hobby game designer if he thinks 10 minutes about a concept.
  8. Does this mean you can enter a type-2 attack volume and no zombie makes a move? I thought at least the intention was different (judging by Faatals words).
  9. You are refering to this thread where it was discussed I suppose: https://community.7daystodie.com/topic/27522-so-i-decided-to-track-sleeper-volumes-in-pois-and-how-many-are-ambushes/?do=findComment&comment=471641 We didn't get a conclusive answer then, but that "see you to not see you" I would classify as an unintended consequence aka bug of the AI switching between different modes. Also there was lots of talk about type 2 attack volumes. And at one time Boidster showed the code and from it it seems that if your stealth is bad they will all be coming at you for some time (the dreaded case you talked about above). But if your stealth is excellent then those zombies just go into active state but we were not sure what active means here. It might be that they just target your old location and search from there, or that they are only actively listening but still in a sleeping position. One thing is sure though: Even in type 2 attack volumes there would be a difference between you being really stealthy or just pretending.
  10. From the Shadows improves your chances with each Zed in an attack volume. Each of those Zeds does its own determination whether it sees you after you cross the trigger line. That depends at least on your stealth, the zeds notice skill (higher level zombies notice better) and the distance. Possibly a random roll is added to this but Boidster seems to have looked at the source code and I think he said he didn't find anything random about it Clarification: There are two types of volumes in POIs, normal ones where zombies are just spawned when you enter the volume. Individual zombies will check all the time and detect you whenever you are too loud or visible, but with good stealth that would be never. The type-2 volumes do at least make zombies "active" (whatever that means) if your stealth is good or actively hunt you if your stealth is bad. Whatever "active" means it should be of advantage to you.
  11. (You didn't ask me, but I'd like to answer this as well) In my opinion you have a misconception about game development. It is not about risk, any game development is a a high risk venture, except for continuations of successful franchises which are low risk. The best game can crash silently because it isn't the right time or a slighty better game released a week earlier or the game simply didn't catch the attention of players. But publishers or generally producers of games are not looking for ideas. Ideas are cheap, you are not the only one who can produce them. Publishers are looking for the whole package, a developer who they judge to be able to do what he proposes together with an idea that seems to have a chance in the market. No publisher will give you money and a development team just because they think your idea is good. If you want to work as a pure game designer without programming skills, your only chance (if there is a chance at all) would be to take a job as junior game designer at a bigger developer, but it probably is nearly impossible to get that job without anything to show (like a degree in that subject or participation in some mod development). Everything IMHO!
  12. 2) Not necessarily. You might think they are aware of you, but if you did not make a mistake those zombies probably only have a general sense of a location where you might be. If you had been just moving away stealthily you would notice them running around then stopping and listening (unless one of them stumbles over you by chance). And then you can simply snipe them with stealth bonuses. 3) Again this might be a case like 2. Sneak backwards and if they stop at your previous location you are good, otherwise get out the big guns or run away to restealth. Using stealth is a dynamic challenge now and not the simple static spot-and-shoot-sitting-ducks minigame.
  13. Read one of the pinned threads, "Possible work around/ solution to MD5 error" Your request though is impossible to do, TFP said they didn't get the sources of that console version when they got back the rights in the auction after Telltale went bankrupt. Have you read the information behind the links above in the red banners? There will be a new console version that will be ported from the finalized release of the PC version, with all the features. And that will take time.
  14. Ok. IF you really don't compromise with your work, then assuming you were developing your own game you would surely stick to your vision, right? If some greedy investors won't make you change your game to something you don't want then you surely won't compromise your vision, your ideas to what players are suggesting if those ideas don't fit your vision. And that was all I was saying. If someone develops a game he wants to make his own game, what he envisioned, and not what some players want on the forum. Opinions are cheap, every forum poster has one about any feature of the game and often those opinions are contrary to other opinions. But for the typical forum poster this looks like the developer is deaf to suggestions. For example he might say: "Hey, I don't like farming like it is now. And look there are already 5 guys that say the same. Why aren't you changing it?". "Hey, I don't like the humor in the game. I want it more realistic". "Hey, I play multiplayer, please focus all your attention on that" ... As a developer you can't make everyone happy. And you develop games to make first and foremost yourself happy about what you created.
  15. And what are you doing with a snake in your hand?
  16. It is really simple: If you have no points in the Living of the Land perk, then converting produce into seeds is wasting resources, don't do it. If you have at least 1 point in Living of the Land, then converting produce into seeds gives you **on average** a benefit. On average means that even if it is hit n miss in the short term, over a longer time you can supply yourself from farming. Even if you sometimes have to use up all your produce for seeds, at other times you will get much more out of it. I always try to keep the number of seeds planted constant, so for example if I have 12 corn planted then I try to replant 12 after harvest
  17. For me Roland now looks like a beardless cartoon character that rubs someones head when I try to picture him. No resemblance to Mungo Jerry at all. That is the result of learning to associate the icon with the poster, eventually defining the image of a poster in everyones subconsciousness (I assume others have the same problem as me) Which probably also means everyone subconciously thinks my skin is falling off my face and Maharin a shriveled dwarf might be.
  18. Nothing. So why are you posting in a weeks old thread that has nothing to do with your issue?
  19. And I can just repeat: I don't see what this would bring. Why bind players to a place? If you build a horde or crafting base you are already bound to a place. And if not you will have a very different game as a nomad. Why prevent that alternative playstyle? Why try to bind the majority who makes bases and already is fixed in a place even more?
  20. I don't see what this would bring. You need workstations right now for any weapon better than scrap. And the stuff that is craftable without workstation is surely craftable because people need to be able to craft it without having a workstation (not everyone specs into INT)
  21. You got it wrong. What you describe is automating the current crafting system. But Roland talked about a new crafting system itself. I assume one of the things the new system will fix is the strange situation that increasing your weapon perk could make a weapon you could craft before no longer craftable. And that "bug" in the system needed a solution anyway before 1.0
  22. No, but if you LIKE creating a world, then it should be no problem doing it whenever you want to play in a different alpha version. Everything is fine if you use a world in the same alpha you created it. Often it is also fine if you use it in a later minor version, i.e. a world created with alpha20.2 will usually work in alpha20.4, but that isn't guaranteed anymore. Very important is that you always use a new Game Name for every new game you start. You can use Game Worlds multiple times (if their version matches), but never ever use the same Game Name
  23. My advice would be to message a tester directly that a bug report in "incomplete" is sitting there even though you added more info. And include a link to the bug report in your message !!
  24. Well, the alternative is to always use one of the pregenerated worlds. Because then you always automatically get an updated world if the way the world is described on disk changes.
  25. What I noticed (with a DF mid-march version and alpha20.3 on ubuntu) and what may still be a problem is that sometimes loading the game seems to hang. But when I then access the console and try to execute any nonsense command (like a single "d" followed by <return>) the loading continues. Not sure if this is your problem because you didn't give any details about your problem except of "doesn't work"
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