Jump to content

Aldranon

Members
  • Posts

    3,303
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Aldranon

  1. That makes a lot of sense both as a great game device and a segway to Part 2. It should be something a late game player would be hard pressed to make (or find the rare parts) and not just a gyrocopter. Wait! was it you that suggested that the parts/equipment needed for the plane be within the POI itself? Just image, most people in the area trying to flee via the airport... thousands and thousands of people, now zombies! The player will spend DAYS trying to find all the parts (locations are never the same) while fighting off what seems to be endless waves of zombies. Maybe with the Duke and his elite guard after you (they want to leave and leave you behind! Ah yes, it would be one for gaming history!
  2. I didn't say anything about a foolproof AI (it's that "all or nothing" you have). Also, I don't look down on the current AI (that's your strawman on what I'm trying to do) I guess some lore on what the blood moon really is would be helpful, but missing that... As zombie vision should be very poor to non-existent (it's the first sense that goes when people are dying) some zombies might go to the new bridge if its close. Most would become enraged and attack the first bridge area for a while. The blood moon might be goading (and/or guiding) the primitive "lizard brain" of the zombies to attack certain areas. If the Blood Moon is an Intelligence that's trying to kill the player, the zombies might dig under the building as well. But it's a game, so FUN must always win. SO, with each bridge switch fewer and fewer zombies would go and just rage attack the walls. Late game most people have literal tons of ammo. I always thought BM hordes were to sink some of the extra ammo away from the players. Finding tier 6 weapons makes more sense as the player would need machinery at the level of late game ECO (survival game) to even have a chance at making one.
  3. It would be good for the business side of TFP of course. I might be influenced by wanting it to happen then, but there's no word on Dev streamers yet. So unlikely.
  4. I should add that for bandits, the first layer of the "AI" would be something like this after they spot the player: <Seek Cover><Shoot><Begin moving toward player><Begin moving around flank of player> These events could be modified by the player: <Shooting and missing>. <Shooting and hitting>. <Running away>. <Charging>. Ect. So these player events can modify the Bandits subsequent actions or emotes even. Not the easiest thing, but certainly not impossible.
  5. You're an all or nothing kind of guy it seems, when a simple percental can create many responses to the same event/situation. Enough that would turn the current mind-numbing and endlessly repetitive reactions into something more interesting plausible. Adding just one more layer of sub-responses with conditions or from other events and you have an "AI" that bandits could be very interesting and seem realistic enough (depending on programmer imagination of course).
  6. By adding and removing one block (a method) you can have the zombies forever moving down one path or another. The zombies will never adapt to this infinite loop. That is just the easiest to understand example I can think of. The near infinite methods/constructs they build, to troll this simplistic AI behavior is not very interesting to me. I repeated what I said about player methods and constructs as I guess you misunderstood something.
  7. The zombie AI does not adapt to the players constructs or methods and so it's simple. One can enjoy that, I guess, but for me I like to let the zombie AI have a chance. I'm hoping that the raiders AI has several AI paths based on players actions. That it (the AI) can have some raiders do one method (ie Hide) if shot at, while others will Shoot at the player, approach the player/ out flank the player. Even "calling for help" by firing a flare gun if the player is "Rambo" would be great. You could layer that behavior with how much damage each Raider has recieved. Fatal has something not quite that much I heard but maybe could be a A24-A26 thing?
  8. I agree. Complexity can actually be a hindrance to enjoyment for the average gamer. For example, Paradox gaming makes games that are FAR from any point and click games. They are also not popular for the average gamer. Complex games are a niche.
  9. With the small amount of information I have, A21 will be more satisfying than A20. 1) Getting to late game, alive, in A21 will be more challenging and so for me, more fun. 2) A "learn by" system that makes more sense than A20's learn by <upgrading vast concrete buildings> will help with challenge/emersion. 3) "Testimonies" of trustable people who have played A21 gives me confidence that A21 will be well worth the wait! For the (normally) thinking people in this forum that complain about A21, I believe it's mostly misplaced frustration that it is taking longer than average.
  10. IDK, I kinda make my own "content". -Will I be Super Soldier and tear through the wasteland like a CAT 5 hurricane or die trying? -Will I be very careful not to get a cut or scratched because of deadly infections? -Do I make a "Fortress of Doom" or go from poi to poi like a vagabond? There are other more subtle preconceived ideas that sometime pop into my head while the game is loading. Getting these at least semi-fixed in my brain, paint the game for a good RPG event!
  11. I did some research on that and found that Pee-pee and poo-poo are great for plants. Pee from one person can restore about 70% of what that same person eats from the ground. Poo-poo on the other hand (NO, don't pick it up! Drop it!) is a bit dangerous and maybe is what is done to/for a "Fallow field" (something they did back in the old days). So 7D2D was actually an educational piece of software!
  12. I'm for that! Just leave the "Toilet Gun" clean and dry on the ground. Early game, I almost squeal with joy when I find one!
  13. I like your ideas. With the Airship, it's just a joke really. They already tried making an Airship, but like the behemoth, the game engine didn't work well with large objects. Maybe someday it will.
  14. -A Motorboat has not been mentioned! Of course, it's needed to travel to the other islands! -A Radio has not been mentioned. This is to listen in on Bandit plans! -AIRSHIPS HAVE been mentioned, but maybe you didn't notice. Launch your trained commando bears from ziplines and watch as they smite and bash those evil Bandits!!
  15. A major airport POI quest would be similar to clearing a small city, all at once! It could be a tier 6+ quest. It could (should?) be on a separate map and be the final quest that possibly ends 7D2D part 1 and opens into Part 2 (the player flies a 747, loaded with supplies, to their "Final Destination"... Part 2.
  16. I thought I read that the player will be able to join the White River Band (the plane people) at some future release.
  17. Realistically POI's would not respawn with stuff (at least useful stuff) in a situation like the player is in. But 7d2d and realism are not close friends anyway, so I don't understand why all POI's are not used. EDIT: My two pet theories on why it could be "realistic" are: 1) The player is in a coma and will wake up for the Part 2 of 7D2D. 2) The player is in some level of Hell and must find a way out and escape. (The POI's that the player is not sent to are potentially key to find clues on how to escape) EDIT2: -In BOTH cases, AIRSHIPS are a critical for the game!
  18. The pieces of this puzzle are fitting together, quite well. Quite well indeed...
  19. Sooo, Unity build 2021.3.19 will probably be out next month.... Are you trying to "Roland Hint" us? I'm OK with March 30 or April 1st for a release date!!
  20. Paradox Gaming is similar to TFP as they both are small-ish game producers that don't take themselves too seriously. The difference is the player base for "war games" is much smaller than RPG's. So, in order to keep their financial heads above water they charge for some game modifications (not all of them). Note: Paradox is probably more wasteful of its money too, but the people working their might have more fun (company trips to Malta, renting castles and larping)
  21. New Tier 99 POI Getting there is only half the fun! New creature: Aliens (their special attack is too humiliating to say)
  22. From a "realism" gaming point of view: -Lag spikes alert the player to a large group of zombies. -Player immersion can be disrupted. ... OK that's it! Just a bit off-putting for some people but not enough to quit playing the game.
  23. Maybe a slightly modified system that reflects how reality works. How do people get better at something that's physically practical? 1. Something is explained in words, actions and/or printed material. 2. They practice it. 3. They continue step #2 until they are satisfied. (This could and often does last a lifetime) So, in 7D2D context, this is reading a magazine and then... Nothing more? Learn By Reading is just the first step (it unlocks the skill at 1 point for example) Then some type of learning by practicing that eventually rases the skill to maximum. Some types of practicing are semi-passive (a knight wearing 60 pounded of armor/weapons) would eventually get stronger and use to the added weight. Finally, some compromise system where each level of knowledge (potential growth) would require another book/magazine. The actual gains to the skill would require practice.
  24. Well, I stand corrected. However for me, taking a 44 and sniping his head adds a late game thrill. Also I don't normally have spare points to put in explosives... although that could change. with raiders. Then I probably will borrow your well thought out ideas.
  25. To item #3: The demolisher is kind of like that. You have to shoot it carefully and explosives are not good vs it. But some huge thing that is just a bullet sponge would be kind of fun the first time or two but after that would be annoying for me. I like items 1 and 2.
×
×
  • Create New...