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Aurelius

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Aurelius last won the day on February 4 2020

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About Aurelius

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    Zombie Hunter

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  1. The one and the same. He's got his own E3 booth front and center of the main conference hall. -A
  2. Wrong. Go back and re-read what he posted about "not checking in detail." Hint - it's the licensing... It's clear you don't understand the risks Alloc and others are pointing out, and it's also clear that you are idealoging for whatever reasons. I'm 100% in agreement with Alloc and Xyth on this. When Prisma's code injects a rootkit onto your server, just remember - you were warned. -A
  3. Wow. Forums still look like garbage. Please hire a web developer to make the forums look decent... -A
  4. Love the city biome news! I recognize that you have made your decisions, and I respect that. I respectfully disagree that they improved the game, because they took away meaningful choices. None of the things I listed were due to nostalgia. For example, skins -> leather required at least a book and (maybe? memory is fuzzy) a tanning rack. Meaning you had to scavenge, fight/hunt, and craft. If I have to craft sticks, or sharp rocks, or whatever base usable material, I can't craft anything else at that moment. Time is the most precious resource in a survival game, and in earlier alphas y
  5. The "difficulty" people are talking about isn't 1000hp zombies; it's the complexity of the game. Meta-difficulty. Removing things like sticks, or bear meat; requiring you to convert hides to leather before you can use the leather; city biomes packed with cops and dogs. These aren't difficulties you can change in the options menu. They are difficulties that come from game design mechanics, which force the player to make decisions about how to spend their resources and energy. That's what's been taken away. Contrary to what MM believes, simplicity in a game is NOT always a good thing.
  6. I think they chose the nickname for themselves. So the story goes... -A
  7. You think *THIS* is Stallionsden ranting? Pffff... this is the kindler, gentler Stall. Besides, everyone has the privilege to post their feedback on the game... -A
  8. Daw! Whoever's said you don't listen to the forum is clearly mistaken - obviously you were taking notes when TSBX said: Great idea! (IIRC, it was originally posted in the dev diary and shortly after that got Rolanded) -A
  9. Not at that low of numbers. If it were latency, you'd see more complaints from people who play on dedicated servers where latency is much higher. But it's clear you guys aren't going to listen, and consider it working as intended. -A
  10. With single player you can scoot in, hit, and step back out of their contact range. This becomes a muscle memory so you know just how far back you have to go to evade the hit. When you switch to being a client in a P2P setting, this mechanism changes. It's really not about "my too far is your too close" - if you move the same distance as you would in a SP game, you'll get hit when you shouldn't. It's pretty subtle, but you can notice it by playing strictly melee in SP mode and getting used to the evasion timing and distance, and then joining a P2P game as a client. If you start up the ga
  11. This. Melee range is consistently wonky when playing as a client in a P2P game. -A
  12. EVE Online has handled a lot of PVP issues in interesting ways; you may want to look into their game mechanics Gazz. Mind you, CCP is handling 15-40k users online all at once in one "universe" so it has vastly different scope and scaling than what 7DTD does. But here are some highlights which may (or may not) encourage you to investigate further. 1. They have designated zones where non-consensual pvp has severe repercussions to the aggressor. If you attack someone in one of these areas (high-sec) you are obliterated by the NPC police and lose faction standing. No where is truly safe, but th
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