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RhinoW

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About RhinoW

  • 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. I don't play with mods either, and the drone still seems underwhelming. While the sledge turret did get improvements, let's not forget it's a turret made for home defense, not really a weapon to carry around (using it like that is really just for the memes). The drone strikes me as the third weapon type in the intelligence arsenal (baton, turrets and drone), much like in perception is explosions, javelins and rifles, and because of that I would really like to see it having more impact than what I've gathered so far. You either add it with an intent or don't. It seems that so far TFP has stayed true to their A17 re-route of the game's balancing and have made all their additions have a purpose (weapons finally having their playstyle purpose/related skills and feel imposing). I hope the drone sticks to the same formula and doesn't feel off or useless. That's just all. But only time will tell...
  2. So the drone is a flying backpack by default, shouldn't the storage actually be a mod while his default behaviour would be to help you in a fight? Is the shock hit on the zombies discarded? Let's just hope it's not too expensive to craft then, because the drone really just sounds more like a gimmick than a useful craft (unlike the junk turrets).
  3. I heard that something was being done about the looks on the dismemberment. Besides that, is there going to be a VFX rework (not necessarily just blood)? or the addition to blood splatter decals?
  4. List should tell you that there would be options to increase the difficulty, as zombies aren't just "zombies", they got 2 different variants that could serve different purposes when destroying the base, or could be tiered direct upgrades to the zombies themselves. Meaning, having a full concrete/steel base wouldn't make the game trivial (which wouldn't anyways). Why do you see it as a nerf? They continue to have the same impact early on, and only have a harder time destroying harder blocks, which would make sense, as you are actively trying to find better ways to make the zombies more ineffective towards your base. Also, you are bound to have blind angles on your base or have the zombies separated into 2 groups if you have an actual square fortress/wall, so shooting them isn't always constant action. Wait, so by that logic, you should always have enemies that scale with you in order to give them a use. Doesn't that kind of ruin the point of progression? You never really notice the difference in that case, as there would be nothing to compare yourself to. One could argue they could be removed near the true endgame, but...that already happens mate, they are replaced with radiated versions. After (old) gamestage 300 (correct me if im wrong), 90%+ the zombies you are facing are radiated. And commons aren't weak, they would become weak as a sign of your efforts. Must admit, my opinion here is totally biased because of my experience ever since the A17 pathfinding update. Zombies focus on the block with the lowest health and breach through concrete walls like butter, so much for using and upgrading military bases with concrete walls around them. Worst part? We literally had 2 open gates in front of the base, set with traps, and they ignored the open entrances to destroy 2 previously damaged concrete blocks. So I still believe concrete (not even gonna mention steel) should be that impenetrable block against a small horde of trash zombies (unlike lesser blocks), and a "normal" block for actual base buster zombies. Reminding the problem here is the late game, how they still deal too much damage to concrete, screwing with damage values for the zombie itself, means it alters it's interaction with ALL blocks, not specific tiers, hence the damage reduction based on tier. Giving specific zombies the ability to consistently deal 40, while weaker zombies have a falloff, means they will always be VIP targets, and at the same time, you realize your base becomes stronger against hordes. Not just *this upgrade adds about 5 extra seconds of survival time to the block against X recurring scenario because it's health increases*. There are many more variables that make damage interesting, right now, 2-1=1 is the most basic and most boring of them all.
  5. Radiated zombies? Ferals? Game stage integration with the damage dealt? And even so, isn't that the point of using up all your resources and hours of work to make a fortress to hold off a horde? It's not like you'll stay there scratching your b*lls and not shoot them, you know damn well players would still want to play normally. And getting a full concrete base takes time, I play with 2 other friends and we only get a stable concrete income by day 30 (90m days), and that is because we specialize in 3 major categories. I really can't imagine a single guy going through all the hassle to stabilize his base in full concrete, only to have 2 of it's blocks destroyed and become a free real estate for the horde. Besides, that's an existing thing with automated slaughterhouses anyways...it's not like cheese strats don't already exist (except these cost less and actually exploit pathfinding).
  6. Damage is good as is in my opinion, however , i believe all objects in the game should have keyword labels (if they don't already) to determine % damage reduction with fists (weak), mid and high tier damaging weapon/entity. Concrete should have significant damage reduction against weaker things, currently it is completely overwhelmed by anything more than 5 zombies attacking it. I'm all for strength in numbers, but not when zombies are strong on their own. Wood/Cloth 0% damage reduction (current) Iron -25% damage Cobble -40% damage Concrete -60% damage Steel -80% damage Bonus health is good against a single opponent, but damage reduction would be good for normal zombie hordes and long term stability. And then you have bruisers and the demolishers that would ignore the damage reduction, making the extra block health do its part. Currently the only thing (at least from what I could tell) that differentiates a concrete block from a wooden block, is the extra hit points.
  7. That's very unintuitive for endgame. Wasn't the whole point of having those frames to setup the layout, upgrade it while skipping early game steps without manually switching a placeholder block? Rebar frames could stay, I really can't see how their existence is a problem, just have them upgrade into the (new) concrete or cobblestone. And I still feel like concrete should be a thing on it's own (cobblestone path), those old metal upgrades from wood always felt gritty and satisfying. While I agree about the no downgrade to a certain extent, that has always been the logic behind the "reinforced" block types, you're just adding more layers, (wood to metal mostly, and their extra upgrade within their tier) which makes sense and feels rewarding watching them get broken down into what they were (means they served the purpose).
  8. 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.
  9. @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:
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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...
  15. 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).
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