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AtomicUs5000

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Everything posted by AtomicUs5000

  1. It's something that could bother me in almost any game if I let it and it's not just limited to zombies. In general, I think it would be nice to have basic zombies where you can't really tell them apart. However, I still want to have the specials. A game that could alter faces, hair, clothing, and animation in slight random ways, and yet still be able to perform would be superb. Very few games accomplish this and I'm sure for the few that have, it was no easy feat. I'm sure one day in the not so distant future this will be a more common thing seen in games. There once was a time when a fully destructible open world only existed in developer dreams and yet here we are.
  2. Why are games always so absent of scrolling? I can understand avoiding long pages of scrolling while playing a game, but for set it and forget it things, it's pretty useful... says every browser and most applications.
  3. I love all the new models and I love all the junk intellect stuff they added. Melee combat is still pretty basic, but I have to say it is much better than it used to be, AI pathing is way better than it used to be. All the stuff that a lot of people complained about to make the blood moon more difficult I greatly appreciate (digging zombies, swimming zombies, aggro vultures). Weapon/tool/armor mods were a great addition. My favorite part of the game was always the very first days. So many times I restarted just to experience it again. It was sometimes intense and a real struggle. I've broken sweat trying to find that cooking pot in the past. I'm not going to get into details with the skill system (yet again). I'll just say I'm disappointed with them. At this point I probably wouldn't mind if there weren't any skill points at all and the character you build randomly depends on the books you find. Building simplification I'm not that upset about. What I hope for in exchange though is that there is more defined progression. People need to experience several blood moons with only wood and then slowly progress into stone and beyond. It should feel good moving up in materials. The progression with weapons and such was out of whack for a while, but it's pretty decent now. I'm hoping they find a good way to have a player progress into being able to handle different biomes as well giving the player a real need to enter different biomes. For years I've been craving special zombies with unique behaviors and abilities. I sometimes wish they could just forget about the whole bandit thing and focus on providing this. oh... and I'll never understand the helicopter idea. Maybe, just maybe, if we had giant maps I might think it was a good idea. I just don't get it. Ziplines make the game too easy for players, but a helicopter is fine?
  4. What if there was some intermediate object like a simple version of the instance that should spawn there without any AI or animation... and it gets replaced at the moment the real entity would normally pop into existence?
  5. I have to draw the line here. If TFP starts nude streaming, I'm done. Uninstall + T-shirt burning.
  6. 7D2D is a unique gaming experience, packed with surprises and a kind of creativity you don't see anywhere else.
  7. How about a compromise? A small percent of the bonus per item, then a significant bonus if a full set? Everyone's happy.
  8. I don't see any benefit to this. What exactly is being prevented in that 15 minutes? Is such a system worth the extra little amount of ore someone would get within 15 minutes? Someone could carry around an extra set of armor to swap out, but that would already be a huge burden on the inventory. To me, that's enough burden to justify the gains of attempting such methods.
  9. I'm not a minmaxer, but I definitely will be keeping sets of armor. At least one for mining and one for looting. I can't imagine it being that difficult to manage. What would be cool though is a wardrobe container that holds one of each item. Go in, click on a single button and it swaps everything with your current set.
  10. Been thinking about this for a few days, and I have to disagree with OP, and agree with the choice of having enemies you cannot and should not face right away. My reasoning is simple. If not for mountain lions and dire wolves, all we would have left to fear are bears/zombie bears... and that's just not very fun. I wish the other biomes had even more of a weather hazard, to really hit home that we need to be prepared before even stepping foot into these places. Likewise, there needs to be more of a reason to do so when the time comes. Gamestage increase will help a little, but at the same time, not really because a player could just avoid those biomes. I'm hoping legendary items are tied to biomes somehow. Nobody should be finding these in the forest. For as much as TFP has played with gating the player progression behind things, here's the one type of gating that would actually have some meaning and some fun factor. I would love to see some specialty craftables that require a piece from each biome.
  11. It's dtm.tga and if it's missing, then you can just make one in a graphics program that can export in tga format.
  12. Sounds great. I'll give that a try, that should do. Thanks!
  13. I love this tool. Best way to fix water imo. Is there any way to do a conditional search? For example, have damage selected as criteria, and choose something like >0 to get all of the blocks with some damage. I am finding that I have a bad habit of punching blocks and not repairing them and then noticing them in this editor.
  14. Thanks very much. Edit: BTW, I did read that, but I guess I should have worded my question better in some way. I basically just wanted to know if they were aware and will fix it, or if we just had to sit it out and hope for them to catch it... which you've just answered. Thanks again.
  15. OK, so is this something that is going to get passed on to them, or I should expect to always use a custom DLL to generate maps with smoothing?
  16. I've been playing around with the dtm.tga file. For the most part, it works very well. However, I am having a problem and I am not sure exactly how to fix it. Basically, I cannot seem to get the same smooth ground on inclines as you would normally get in random gen. For each step in rgb value, there is a step in the terrain instead of a slope. The result is a very minecraft-looking world. Does anybody know how smoother terrain is accomplished? I suspect a couple things are possible. One is that perhaps the dimensions of the dtm.tga image is different than the map size, and maybe the raw file is generated with floating point values in between each rgb integer value. I have no idea if this is the case because the game no longer provides this file. Another possibility is that the tga is in a specific format that allows for floating point values, say in between rgb(100, 100, 100) and rgb(101, 101, 101). Any clues?
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