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madmole

Fun Pimps Staff
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Everything posted by madmole

  1. I played a game a while back and really enjoyed it. Loot isn't done yet, but the full line up of primitive weapons was implemented so I got to start off with a pipe shotgun and proceed to double barrel and then a pump before I quit playing and it was great being able to specialize right away. I focused mainly on PVE and turned off hordes for the first time ever in a game, mainly because I wanted to try out the new build menu. The new build menu features every block shape in the game, so I was able to go crazy with creation and I had a lot of fun even though hordes were turned off. I did quests for money and the economy is harder than before so I was walking until day 21 or 28, I can't remember when I could finally spring for a motorcycle. Even though it was an early build I had a great time with it. RWG is amazing now, especially cities they are well put together with stop signs, cross walks, sewers, and a lot more. Nobody cares about that except people who have 5000 hours. Football player and cheerleader are gone for good, they don't fit in average scenarios since one out of 100,000 people have those outfits on. This helps make room for bandits (18 of them planned). Yes.
  2. I think with any rifle you want to get a scope asap but I think they are ok, I just found one so I'll try it out in my game. There is a pipe rifle, lever action and the sniper rifle you all have for an alpha or two. No it's not GPS, but their hearing and sight are much better so you have to be more careful. If you don't have enough stamina or decent guns and you have jog or run on you are dead. Like I was clubbing away at them but ran out of stamina with too many on me and I got rekt a few times early game.
  3. We'll have to contact them and force them to change the name since they probably don't have a copyright ") But seriously no, who cares. Purely coincidental. It's inspired from an old winchester lever action.
  4. Those models have been redone and replaced.
  5. Very similar but it's not smell, its noise and sight.
  6. I tried out feral sense with zombies on run during the day and it was intense! There are actually a lot more zombies in the world than people think, they were coming at me from all over the place. I had to repair my club several times there were so many of them, and you really have to pace your battles. I was playing dead is dead and night time came and I was in a house and suddenly a fat tourist and biker and arlene stormed my bathroom door so I bailed, ran around a nice pool fighting them and just killed the arlene and a wolf came into the fight and finished me off even though I hit him twice in the head I just didn't have the stamina to keep up. Even on jog it kind of reminded me more of the walking dead where you run away and somehow these slow ass zombies are still coming. It's a great feature I think people will like. Zombies just don't see or hear very far so it takes advantage of that and leverages probably nearly every zombie that is out there to come at you. Reminded me of the earlier alphas where there were more zombies because it was just non stop fighting or running.
  7. Working on another game, but I come back to 7 days as needed. Testing out feral sense in between things. I helped a little on getting the drone wrapped up and ready to test recently. Funny man.
  8. For one the editor runs about as good as a build. For us that means more productivity. Faatal can go into further detail.
  9. Time management is always a thing because the horde is coming, calories are burning, bullets are spent, etc. Drying concrete never added challenge because even wet concrete was pretty formidable. Did it cause you to prioritize getting your concrete up and going first? Sure, but with the new building system you can build steel with any shape and the team doesn't like blocks that downgrade to other blocks. 10k hit points, ok I'm slaving away to break this block, boom no now there is another 8k hit point block that just spawned... that is unintuitive and frustrating. How many more are there? It will be better to get rid of downgrade blocks. If we can do visuals great, but when the hit points hit 0 the block needs to go poof. At the end of the day we're trading a little bit of old immersion for something that makes sense and isn't so watered down. No more multi stage blocks to break through and no more wimpy upgrades. Big meaty upgrades. I believe we're going to port a lot of optimizations to A19 the last I heard. Pay the price of upgrading from frames to wood to stone to concrete if you aren't confident in what you are building. You can always build it in frames then remove the frame and place the concrete block where it was.
  10. It is a torch not a workstation making resources. Nonsense there is never enough space to carry stuff and we're adding more and more items so if you don't have a problem now you probably will at some point. Don't use the drone if you don't like it. We didn't want to make it so OP everyone wants a drone so we disabled the weapon mods it has, for the first version at least.
  11. There has been a lot of optimization happening, plus Unity is working with us. I doubt the default will increase though, 8 per player is plenty hard for new players. Turn it up if you want, but defaults need to be noob friendly and performance friendly. Nice Valheim skin bro. 😆 I love that game, but had to make the joke.
  12. There are no plans, I shouldn't have said anything. No you can clunk it up with 10,000 blocks if you want. One model that has parts hidden is the plan, rather than changing models which is why there are bugs with cars popping up and down. The drone is just a pack mule and has no weaponry for this very reason. He can heal you if you sacrifice a mod slot for the healing mod. He can boost your stamina recovery speed with the teddy bear mod, has armor and a headlight to light your way when mining, etc. Cargo mods are stackable so I imagine most people filling her up with cargo mods.
  13. No because sales continue to improve and review ratings are higher than ever. The process of going gold requires us to look at every system and decide if it's the best we can do or what we really wanted then change it to something shippable. If you don't like change don't play EA games. We haven't removed any materials, we removed the endless tapping of upgrading to reach a decent block. Wet concrete is just a dumb simulation thing and never added any value to the game and eats CPU to calculate when it dries so it really wasn't worth the sim factor for the CPU it ate. Wood to reinforced wood? We want meaty upgrades you can feel, not oh another block that is only 200 hit points more than the last one. New quest type restore power will be cool. When you flip the switch zombies are attracted to the noise/light. There is more to it than that but I'll save that for a stream. Pretty much this. It's too tedious and confusing to upgrade your base with the insane current block upgrade path. It's just over designed. Simple is better.
  14. Yes, but I think we're buffing the basic concrete to be as strong as the old r concrete. Probably cobblestone so it has good amount of health and looks better IMO. I'm not saying no. I think we have a dev tool that does it. Yes we're rebalancing the hit points a bit. Free endless burning? No.
  15. Frames are there yet, as well as particle board (same thing) for experimental building with every shape available. That upgrades to wood, wood upgrades to stone, stone upgrades to concrete then steel. All blocks go poof. You can build with any material but you only get XP for upgrading so if you want max XP start with particle board(frames) and then upgrade it all the way to steel. We haven't really talked about this, perhaps placing the block can grant XP for late game builders building with steel.
  16. No but be assured we'll use that texture space for something useful. Brick can probably be just textured stone AFAIK. Corrugated is still there. I don't think we've deprecated any blocks just yet but we'll do a conversion and probably release a conversion utility.
  17. It's entirely different. All the shapes are in categories now, and unified no matter what material you are building with. So if I want wedge 60, it's always in the exact same category and same position regardless of if I'm building with wood/stone/concrete/steel/cloth etc. All shapes now exist in every material and are in the exact same menu location when using a different material helper. You can build steel tables if you want or cloth tables, we don't care. Having a powerful build system you can get creative with is better than using realism to determine what you can and can't make. The cool thing is once you memorize the layout of where each shape is you'll never have any trouble finding it, and the categories are pretty good so even if you don't know where something is, you have a good idea on where to look. On top of that all icons are now grey, shaded and rendered like art, similar to sketchup art. So they are very easy to read and tell what the shape is. The background of the icon has the material in it so you can tell what helper it is in your belt. Finally you can just build with wood, stone, concrete and steel. All the upgrades in between have been deleted, and wet concrete is gone too so less clicking and just build with steel if you want. Nothing downgrades to anything either, when the hit bar is gone the block goes poof. A fairly big change, but now each tier is meaningful and it won't be 1000 clicks to go from wood to steel now.
  18. I think we punted on that, there are too many other unfinished tasks to start on it. I adjusted the beaker and chem station a bit. Yeah I agree that in the grand scheme of things opening up the chem station is game changing so it needs to have a cost.
  19. Eventually you'll drown when swimming and you run out of stamina. Hopefully we can put some creepy water logged zombies in there that pop up and scare the @%$# out of you or something, zombie catfish. No because that just isn't how the game will work. You'll spawn with a trader nearby to get started and a better tutorial integration. If you want to skip all that leave the easy forest, but you'll pretty much insta die in the harder biomes without gear IMO. Cold will be harsh and radiation even harsher. Desert will be somewhat harder but survivable for a little bit without some gear. So the standard way to play will be to gear up in the forest then attempt harder biomes. We might change the forge to a normal workstation instead type of work flow and that will change everything, so it's too early to comment on an industrial forge. Simple is great, stop being married or emotionally attached to old designs. A lot of stuff was prototyped as a work around because we didn't have programmers to do exactly what we wanted so streamlining is a normal part of the alpha experience. I wouldn't expect major changes to everything, but as we go gold stuff gets redesigned in a better way that is easier to understand and more streamlined. It's not going to change what the game is or how it feels, just less clicks or a smoother experience.
  20. The idea is more mods than there are slots so there is some choice. Seems to me that is just a balance thing, and 20 is OCD if you as me, I have 2-3 max and build some large bases. They could simply smelt much faster so we don't need late game ones. We've talked about an industrial forge, but with some simplifications coming I don't see a need for it.
  21. I love games with heavy character customization, but unfortunately we can't add 2 years of scope for this. We can always go there in future products. No more vehicles are planned, but I'm sure a modders will do it. Vehicle mods should be about wrapped up. We'll reveal them later unless Faatal already spilled the beans. Drone is getting closer I'm confident it will make it this time. Yes at some point. So much for holding back info
  22. Pipe weapons are easy early game craft so you can start specializing right away. They will share ammo with existing weapons of their class which will drop in scaled quantities. It's looking really sweet. Allan and Alloc have done most of the work there AFAIK and Rick designed it based on our numerous discussions, but others have contributed for sure. It is going to change building in a big way and make this the best building system of all time IMO. We are planning a biome difficulty that scales so if you want more xp faster, you can go to the harder biomes.
  23. I'm biased, but I think the new pipe weapons and loot/progression will add a ton. Greatly enhanced random gen will be great too, as well as a million other things.
  24. Yes, I want to add about 3 more Faatal's so we can get @%$# done. Good programmers please apply.
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