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RhinoW

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About RhinoW

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    Hunter
  • Birthday 08/13/2001

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  • Biography
    18y game design student and concept artist aspirant! Follow @rhinowarlord on instagram where i post some of my drawings and creations!
  • Location
    Portugal
  • Interests
    Music (Rock,metal, electronic), gaming, drawing concept art, working out, martial arts, game design

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  1. We already have an implemented electrical system, all they gotta do is spawn it in a PoI, and allow the player to interact with it. As for the fuse boxes, it would be like the switch, but with a new model and animation.
  2. @madmole Considering the new generator quest, wouldn't it also be a good time to revise and improve the existing quests? Visuals and lore-wise giving them descriptions that you would find in those random readable quests, as if people left bounties on the traders. Game design-wise make them more intricate and have an even heavier RNG influence. - Clear Zombies ---> Infestation - Fetch -----> (Person) needs (amount) (item) [RNG] They would have specific PoI's and items to collect in normal containers (for example, collecting grades of beer, gas, ammo, break into a safe) It's rather boring finding the same "Riverwood supplies" hidden in the same place - Fetch/Clear ---> Recovery Clear an area, and if possible, have an open area mini event spawn (like a spawned camp/vehicle), and recover what a courier had failed to deliver, because he got swarmed. - Buried Treasure ---> Same Nothing to add. - [NEW] Heist Pretty self explanatory, break into a safe, steal, would be a cool addition once bandit structures/houses are added. And as for the new generator quest, it seems like a really nice addition, and I hope different tiers add different electrical puzzles that the player needs to solve (activate a button, connect wires, interact with fuse boxes similar to far cry towers) The PoI reworks and new gen quests are giving me Dead Island nostalgia, especially the gas stations and garages. I would love to see environmental traps in the future, like electrified water/fences, gas leaks and other puzzles. Any thoughts people? PS:
  3. Read everything again, but slowly. Don't get your blood boiling, you might not handle yourself. Fantasy as in, anything can be in this, it doesn't NEED to follow or have something based on real life, but if it does try to represent something real (in this case the name's of the freaking entities describe what they are suppose to be) it makes sense they do it based on what THEY ARE SUPPOSED TO BE. And no, they are not weak, or oversexualized, as I explained before. But if they were, I wouldn't get in the way, because as i said, it's fantasy, you absolute tunnel vision social justice warrior. Find another house to bark at.
  4. Why are politics always trying to find their way inside a f*cking fantasy videogame? They are zombies, f*cking zombies, the only thing that i care about them is their uniqueness to gameplay, i couldnt give two sh*ts about the background of a zombie im going to get rid of in 2 seconds. And besides that, I already know that a lot of people (probably like yourself) will start calling out players for mentioning the zombies as "the black zombie" (in case he has a special ability or combat difference), or the more deranged will start complaining about players killing minorities in the game... Also, oversexualized? Fat mamma? Darlene? Lab worker? Arlene? If you're talking about the nurse, it's your typical "sexy nurse", monster or not, like the nurse from Silent Hill or certain movies. It's like having a fat suicider zombie in a zombie game. They're so engraved into movies/games that it's hard to get em out. The cheerleader is pretty normal to be honest, and is supposed to be the typical american high school girl probably. The reworked model of the stripper, is pretty self-explanatory, it's not oversexualized, it's literally what it is. But if you really want "realism" in a zombie game, then every zombie should turn into a fatless husk with possibly their intestines out, pale skin, wrinkles, bad teeth, eventually no nose, oh and full of their own literal sh*t. So f*cked up, that you wouldn't be able to tell gender, physique or race.
  5. It's rather amusing reading these replies, as you obviously have no idea what I've talked about previously, or what i've contributed in the forums. Whenever someone says amen, it's all good, the moment someone presents criticism and seems unhappy with a certain decision it's overly squeaky? You haven't even started an argument and you're already losing it by trying to insult me. Keep going with that mentality, i wonder what results you'll get.
  6. I guess we are dodging the topic here. I don't want to praise any work for the bare minimum (and in fact I already said I what to say for this update multiple times), so I prefer to focus on points needed to improve. Physics on anything of small scale (ex: not flags or capes) is completely useless and a waste of resources. And I was simply pointing out that out of the many things the game needs desperate improvement in (player swim mechanic since zombies have it, proper VFX for hit feedback or improved dismemberment visuals, and hey I guess with limb physics when detached), we get bouncing tiddies. But nah let's keep playing defensive, dodge and avoid criticism. Praise everything they give us, because it's surely a blessing seeing that juicy discord tag. Bring the poop reactions and call me a hater all you want, just have some arguments at least. I never said I didn't like it, though I prefer the real thing.
  7. Stripper has breasts jiggle physics...I honestly don't know how to react to this @%$#. Before we got decent zombie dismembering or enemy degradation based on health, we got a @%$#ing skyrim mod...
  8. Yeah, but even though they WILL add it. It's false advertisement at its current state, I actually got hyped for nothing (thinking they added more stuff in 19.0 after b180, but didn't show in the patch notes).
  9. Hey, i have a question. What's up with the steam store screenshots, showing what the game doesn't have available? (Stripper, business, fat hawaiian zombies with new models).
  10. Stealth? Broken? Mate i think you are thinking of a different game. I mostly go for agility tree when I play this game and let me tell you, unless you freaking max rank the stealth perk, zombies will still be alerted out of nowhere. Even without perks sometimes you can stand in front of a sitting sleeper and he won't notice you. Stealth damage is a different story, but then again, mention any game with a stealth damage mechanic that isn't "broken". If anything, the most broken thing about an agility build is the deep cuts perk + fury of blows, that @%$*#! is super consistent. And perhaps run and gun.
  11. I chose "Other Reaction". So I, in general, "like" the new progression system as it does in fact extend the game's length. However, it was never about JUST finding better loot, the game kept you playing because you wanted to upgraded your base to it's maximum potential and see it hold off the hardest hordes with ease, this new loot change just shifts the perspective into making you focus on your gear alone, rather than your home defense or construction (this also ties into perks but I'm not falling into that hole again). These are the stuff I have been thinking since I first played the experimental: - Primitive items should be found in survivor caches/stashes, instead of having crates on top of PoI's as "Dungeon Reward", how about, depending on the PoI you actually just have a mini survivor camp where he left some of his stuff? Like some PoI's have the chair and reinforced chest on the roof(food ones for example). - How about having these survivor stashes (also add new lootable blocks mind you) not JUST as dungeon reward, since primitive weapons are not the best either, you are just trying to find (in madmole's words) "something better than what you have". TL:DR Low tier rewards with low tier effort. - Have a RNG system inside the PoI for a specfic set of blocks, for example, in shotgun messiah normal stores, where there's a bunch of crates on top of shelves and a ton more in the back. How about those blocks, get changed whenever the PoI spawns or is refreshed? (Switches between: Full crate, cracked crate, no crate, something else). It would also make up for more interesting replayability. - Following the previous suggestion, this way, you wouldn't need to severely reduce the chances of getting an actual weapon or iron tool, because that change would already be apparent as soon as you look at the block (meaning, you could be clearing out a PoI, for a bunch of open crates, it leads up to a similar result, but this way the player doesn't feel cheated on). It also should mean that if you see a pristine crate, it SHOULD contain, at the very least, 1 weapon + (mods, ammo, both, another gun), and later on much more and much rarer stuff. - And also, for the love of god, actually remove the goddamn special chests and crates (even in late game's rewards) from food PoI's and stuff like that. I'm not looting a freaking fast food restaurant for a shotgun, it makes no sense. - The big reinforced military chest should not contain bad stuff, period, it should always be the most reliable source of a BIG REWARD, but obviously should be more well guarded. Some of these problems will get fixed with the additions of bosses and special infected, i'm sure of it. Conclusion: It's going in the right direction, but there is more the devs could have done already to make the looting much more interesting until the great A20 additions that will also improve the loot balance. Some of the major problems that were fixed by nerfing the loot, should have been fixed by making it harder to get instead or spreading it out. My suggestions are take it or leave it honestly, i'm not here to get into more pointless arguments. The devs obviously have their own vision of the game, and I'm just another guy writing on the forum. Meanwhile I'll be waiting for the next updates and a modding kit. I apologize for any grammar mistakes that may occur.
  12. Haha, well it ain't exactly the newest Tesla =P
  13. I used the world realistic to separate the base designs in cause from the slaughterhouses players build, I believe that was fairly obvious. As in, something that someone could live in (not necessarily real life) and have permanent entrances, not entrances that you get to by placing down 2 frames and removing them, but anyways. Well, my first base in A19 was made from the destroyed house PoI with the water filled basement (has an ammunition box inside the water) and was holding up pretty well, until zombies "found" a weakness (literally the same blocks throughout the whole house, but these were slightly damaged) in the opposing side where they were originally coming from, and their hive mind AI simply sent them into attacking those 2 single blocks. And no, not everything has to work, but practical things that look good and are built to protect, should continue to be viable strategies. The example you said "pole sat on", is one of the things that in fact YOU SHOULD remove...Oh and i did have working designs on A17 and A18, otherwise I probably wouldn't be playing the game. The point here is not to see what works, but to ask yourself why don't the others work, when they obviously should? I'm not putting in cause the bases that work, that has never been my point, I merely questioned why do they keep working, but the others don't. Oh and when you have double walls, triple, quadruple, you really SHOULD have it working. But as for someone who is putting concrete walls simply to direct them to the BIG *SS open entrance and mitigate focused damage, it's kinda frustrating when they prefer to break 2 blocks instead of going through an open area with traps (yes, zombies don't know what traps are) or each attack different spots at the same time. But hey, each to their own, i'll make my own final judgments when the game finally comes out.
  14. I can still how you my previous alpha bases, including THE A16 base, that was built on the scrapyard PoI and I turned it into a freaking last stand base, with catwalks, double thick walls (plates on the inside), spot lights, realistically placed traps, turrets and not a single place that was inaccessible to the player unless I had the drawbridge up (like real life). What had worked on A16 (having an open gate letting them through for the traps to take care of them, having some rogue ones being taken care of by the spikes and my friend also walking around the catwalks, yadda yadda) didn't work in A17, they prefered to break through literally 2 concrete blocks instead of going through a little open corridor (with an iron door, that has much less health than a freaking concrete t2 block) which made my base literally useless, and we just had to kite them along the catwalks because we got out swarmed through 1 little spot. Oh and invulnerable? Like the funnels and unrealistic killing houses with 1 way entrances that players have built and still work now, the funny pole wall protection that let's you melee them? My "invulnerable" and realistic A16 base, took 70 90minute days to freaking build , terraforming, gather materials with my friend and still wasn't perfect/finished. If by that point i can't get rewarded with a proper defense, then the game has failed one of the main principles of game design. Not luckily, it was the most fun i've had in bloodmoons and I was always eager for the next. Oh, and I didn't build it from scratch, as I said, it was built/upgraded on a PoI, let that sink in for your "invulnerability is bad" standard. Also, did you really just compare zombies to military strategists and soldiers, with trebuchets, catapults, oil based flammable projectiles, and other gate/wall breaching war weapons? Are you serious? They obviously had the cognitive capability and experience to know, even before the wall got damaged, where they would hit... You see, I avoid making unnecessary comparisons with the real world, but, with all due respect, do you really want me to play the same game? I can start talking about real-life parkour, how flesh works, how armor works, how zombies should die easily and not be able to do jack @%$*#! against iron armor, how swat soldiers don't carry c4's on their chests, how concrete walls would never be smashed by fists (unless it's a giant), how having a working, upgraded and solid vehicle like the truck would make you king of the apocalypse. Oh and how it's unrealistic that you build a literally concrete house on your own, with metal bars and all the fancy stuff. You can pull these pretty easily out of your back pocket.
  15. No, it's not untrue mate, i'm not exaggerating. I don't use hyperboles unless I know what I am talking about. Making a wall around your base means you have an extra chance per block, that they will choose another block. But in the end, whenever a block takes 10% damage or has a bit less health than another. All of the zombies will focus on it, so yeah you can spam repair it, but that's not really the point of making fortress walls now is it? Keeping true to a PoI's design and making it efficient is one hell of a fun task, but you literally have to think about how the AI pathing works (so new players are completely out of the equation) so you know exactly what path they will take, and that has only work so far in my A18 base (after A17 AI update) on the elementary school base....because I literally had no block (besides spikes and blade traps bla bla) on the front entrance, and in the end, the base worked like a tower defense game, where I had multiple base defense stages inside (and yeah it was hella fun, until demolishers started appearing), but this is only because I knew how the pathing worked, a newer player will have a hard time if he goes by common sense. Your best common sense is still staying on top of a building and waiting, getting on top of a building and shooting them down through your "floor" iron bars, or hoping on unrealistic killing houses that exploit the AI (which is not wrong and doesn't affect me, it's just a different playstyle that keeps getting more and more worshipped). My point is, the zombies are getting smarter and smarter, rendering a lot of previously decent bases, useless. And the player character is not even picking up the pace if the players want to play realistically (which forces people to use cheap tactics, bloodmoon "bases" and those that don't want to use em, get screwed), again, staying on top of the roof is pretty one of the last few realistic and solid choices. Oh and zombies now swim faster than you, let that sink in, because they won't anymore.
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