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Xtrakicking

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Posts posted by Xtrakicking

  1. 36 minutes ago, Ladarian said:

    Good luck with this bud.  I agree with you - plains of old were leaps ahead of anything currently.  To see them get excited about desert mesas last ngiht when the original plains had them everywhere and looks great is humoring.

    The plains were also the best place to make a base, since they had a lot of even terrain and it was clear of trees. I truly never understood why they removed it.

  2. 36 minutes ago, Blake_ said:

    My opinion is that the burnt forest is currently not only bland, but boringly bigger than it should be. Same with the forests before they merged. I'd rather have more interesting locations in a more densely packed area than a big chunk of burnt out land that has mostly 1 type of Zd around. I always thought it was weird that they didn't merge it like the forests.  Now we will have everything that the burnt forest offered (burnt piles, burnt Zds) mixed with the Wasteland. It's not that it is gone, it's just more interesting because it will be a combination of the Wasteland art sets and the burnt forest ones comprising a single general area.

     

    The new RWG system will allow new tiny mixed biomes, like ice formations in the snow, muddy swamp looking places in the forest, you name it. Not really pimp dreams here. Madmole talked about it a while ago. It all comes down to time. I think this merge helps time by not taking away anything yet making weather survival and gamestages easier to balance in the future.

     

     

    Well, here we can see an example of the strange phenomena of "fixing the broken item by throwing it in the trash".

     

    What you're mentioning isn't a problem stemming from the burnt forest in itself, it's a problem stemming from how the burnt forest biome has been handled and presented. The snow forest also has just one type of zombie in it, yet the snow forest isn't bland or boring, and they're probably not going to take away the snow forest either anyways (really hope so at least, unless they're thinking of blending it together with the desert somehow). Could it be because of the unique POIs? The mountain lions? The overall look and feel? If so, why not do the same with the burnt forest too? Why not make it a fun and interesting place to visit instead?

     

    We'll be getting new mutant zombies and bandits in the future, which give more options to make the place more engaging as well.

     

    Anyways, my point is that it just looks like instead of making the burnt forest an interesting place in itself they want to merge it with the wasteland to "dilute" its blandness. By blending it all together, it just seems like the end result will be overall less unique locations to see and visit; just either forest, snow forest, desert or wasteland now.

     

    We'll see, I guess. Really hope you're right.

  3. 1 hour ago, Blake_ said:

    -Burnt forest is going to be combined with the Wasteland biome into a big "art set" in a similar theme than the previous pine forest/normal forest merge, adding beefier gameplay with seamless merged burnt/radiated areas. TheFunPimp argues that the impact of this change will hopefully result in MORE variety due to the granular design approach of the RWG and also better gameplay overall (less repetition, more good stuff, better weather handling and straightforward progression). This is still a WIP.

    I fail to see how this adds more variation. Correct me if I'm wrong, but if the wasteland and burnt forest are going to be merged together like the pine forest and maple forest were, it just sounds like they're taking even more biomes away now.

     

    So right now we would have Snow Forest, normal forest, desert and burnt-wasteland. Four biomes as opposed to the seven we used to have.

  4. 28 minutes ago, n2n1 said:

    I haven't done any more retexturing yet, so I don't have any ideas...

    If you manage to do so, please contact me. Apparentely the zombie textures are now in the Data/Bundles/Entities folder and I've got no idea how to edit them when they aren't .assets files.

  5. 5 minutes ago, Ti2xGr said:

    Alright. I fully agree. It's a very important thing to give feedback. Yes, you're right. I'll step out of this important conversation and continue playing a well balanced (for now) game, because I took a few personal minutes to change some numbers to temporarily balance what we currently have, knowing that what is coming down the pipe will eventually be a finished product. When Alpha 19 comes out this summer, I'll play that revision, and re-tweak as needed while you continue to discuss what Alpha20 should be.  

    Cool! We'll be here giving the devs helpful feedback for the development. Cheers!

     

    (Just for the record, I have my files modded too. Even so, I still give feedback on what I think the game could do better.)

  6. 1 minute ago, Ti2xGr said:

    It's really hard to give feedback on a product that hasn't been built. I can give feedback on an Ikea table, but wouldn't it be nice if we had all the pieces of the table manufactured first before we complain about the finished product. 

     

    1. We don't have all the zombies created yet or have a clue what they look/act like. 

    2. We don't have all the weapons/defenses created yet and don't have a clue what they are. 

     

    What's the point? You're trying to give advice to the developers on what we don't know or even have a clue about. Are you an insider? Do you know what their whole finished game is going to be? If so, please share with me how this demolisher is unbalanced to "insert new weapon/defense here". 

    No, it's really not. We've been doing it for 7 years straight, and guess what, the devs have found it very useful, trust me. This game has undergone many design, gameplay and balance changes, not just based on the devs experience, but also on players experience. We had a very heated argument recently in the Dev diary where Madmole mentioned that all the feedback they receive, specifically from new players, is very important for them, because at this point it's hard for them to judge their game as a new player would judge it.

     

    So yes, feedback is very important, even if it's an alpha game.

  7. 19 minutes ago, Ti2xGr said:

    "Should we not discuss gameplay mechanics and features that we deem unfun, unfair, or damaging to the game?"

     

    It's in ALPHA. It is a work in progress. Just imagine about 2-3 years from now when they have all the weapons, zombies, vehicles, and such in the game.....Oh wait. It's not done yet and we are discussing the balance of a game where at least 1/3 of the content hasn't been included yet. Yes, I think it's a case of whining. Just tweak the demolisher to make it what you want or pause and stop playing until it becomes the game they are trying to create....or, just keep "discussing" how out of balance it is...for now, I guess.

    Dude, the fact that it's an alpha is 100% irrelevant. Feedback is always needed, early access or not.

  8. I must agree, sadly. I feel like it's a cheap way to keep the challenge "alive" during late game. I personally find it a bit frustrating to put so much effort into building a base, with traps and turrets that have costed me so many hours of farming resources and skill points, only for one enemy to destroy it all in the blink of an eye. Everything, aside from dart traps and electricity, has a huge (or even certain) chance of triggering his explosion, so you're heavily limited when it comes to defense of the base, but not in a fun way.

     

    I think it's terrible design, personally, but I also think it's possibly temporary until bandits and other threats are added that may prolongue late game without resorting to cheap "let's take away everything the player has to make it difficult" tactics.

  9. Yeah, nights have always been that scary moment when everyone hides away. I remember in previous alphas, it was just impossible to do anything but to wait for morning, and some people would watch youtube videos and the like while waiting for night time to be over.

     

    Luckily, this isn't the case anymore, thanks to the new stealth system. You can pretty much do anything you'd do during the day with somewhat safety, just a tad slower. (Looting would be an exception. It's still possible, but really hard and risky).

     

    As soon as night hits, what I recommend is to equip stamina boosters such as beer or coffee in your taskbar as well as stones. After that, you crouch and start doing whatever it is you want to do (explore, build, get resources, dissasemble cars and machinery, dig or mine, etc.). Zombies have a hard time seeing you during night time, so only use your lights when you need them, be wary of all the noise you make and pay attention to foot steps.

     

    If you see a zombie on your way, just throw a stone next to him. The zombie will hear the stone hitting the ground and will run towards it to investigate the noise. You can do this multiple times, throwing the stone further away each time, and clearing zombies from the area this way. Sometimes, you can have up to 5 zombies and more following the sound of your stones.

     

    If a zombie sees you, just don't panic. Get up, turn your lights off, run a little bit, then crouch again and keep moving away. Zombies will lose sight of you, because it's dark, and you're no longer making sound. If they won't stop following you, then keep running away until they lose sight of you. Drink up those stamina boosters you have if you're out of stamina.

     

    This way, you can do anything you want at night. Granted it's scary and you have to pay more attention, but it's fun and productive. I usually spend nights mining resources, though.

  10. Are you using beta4?

     

    Both N and myself had no issue with the resources.assets file. (unless you mean you tried entity bundle - which I have no idea)

     

    I was, indeed, not using beta4. Now that I've tried it with beta4, it doesn't crash anymore, but it's not replacing the textures.

     

    Edit: Nevermind... it worked now. Lol.

     

    Thanks for the help!

  11. Hi. Just tried the typical method to replace the textures of zombies with the UABE tool. Upon doing so, the game crashes, saying "bad_module_info stopped working". I'm guessing this is an A17 thing, since the method still works for A16.

     

    Any ideas what could be causing this?

  12. The .tga has to be imported through the texture plugin (Plugins -> Edit). .tga is not the file format Unity uses, the plugin only converts it to/from .tga and decompresses/compresses the texture, which usually is DXT1 or DXT5 on PC.

     

    Holy damn, it worked!! That's what was going on. I knew it had to be something stupid...

     

    Thanks buddy, texture mods here I come :D

  13. It just causes more aliasing on textures and flickering of details when moving around. Mipmapping just stores several downscaled variants of the texture that simply don't longer contain these details.

     

    Some textures have their alpha value set to 0 and some image tools either display it as a white image or discard all non-white pixels but keep the transparency. I don't know of any issues in UABE causing such behaviour.

     

    I'm not sure if it has to do with UABE or not. Basically, I opened the resources.assets file in the game's data folder and exported the burnt zombie's textures in .tga, then I opened the file with Photoshop and scribbled a couple of lines with the brush tool to test if the changes show up in the game.

     

    After saving the file, I selected the texture in UABE and imported the .tga file raw; basically swapping the textures. I then made a mod installer and ran it; everything worked as intended, but when I got in the game and spawned a burnt zombie it looked white.

     

    And now for some odd reason the game just crashes after doing it again. I honestly don't know what I'm doing wrong.

  14. So... based on sales.. All the goals have been achieved and more when it comes to the money or am i misunderstanding the situation? Id love to have some kind of update to where we lie on the list and whether there are new goals. Maybe an ongoing post that says something about what player suggested things are planned to be implemented as well.. But at the end of the day, working on the game itself is priority one and alpha 9 shows that they are not sleeping on the job. Hats off to the pimps!

    They are going to add everything on the list with no exception as those were their kickstarter promises. Give them time as they come across other ideas that want to implement first to have a base. As far as I'm concerner the weather and temperature effects are getting closer ;)

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