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c33tz

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Everything posted by c33tz

  1. I know... I know ... this has probably been brought up 9001 times before in 9001 different ways. I just wanted to bring it back up in relation to how good things have gotten cosmetically with the Dye system and setting colour-varying masks, not just entire items/objects/clothes changing a solid color with dyes [which woudl just look weird on zombies]. I think with this same approach, AND making it an OPTIONAL setting in the Graphics settings (as I assume it'd tax RAM and such to load/log "dyes" attached to each entity), by masking at least the shirts or some single major/dominant portion of clothing and picking 3-6 hand-picked dyes that can randomly be attached when a Zombie is spawned, would add that (much) demanded diversity, but not give up to rich/awesome details of all the new high-res zombie models to date. This would only apply to certain zombies where it makes sense [don't think I care what colour a Spider's shorts are ; but I would love to see something like cocktail dresses in black[as-is], gold, white, red or blue ; maybe hazmat suits in bright orange, white, and yellow] To go a step beyond, maybe also make it also a toggleable option due to potential performance hits, but a 2nd dye slot could apply to hair for appropriate zombies as well: blonde, brunette, redhead, black. [for zombies that ...well have visible/any hair lol] Setting like: Graphics -> Zombie Colour Variation: Off; Clothing Only; Clothing & Hair I think hand picking colours for the dyes is key to not have ridiculously over saturated outputs, and to make it make sense for the appropriate zombies, but even 3-4 variations of collared shirts, t-shirts (Hawaiian shirts?) and the works would make a surprisingly diverse and appealing palette to the world all-around. Age old request, sorry, but I think the tech is FINALLY close to making this dream come true -- overall great kudos to TFP and all the amazing stuff they've accomplished -- it's insane thinking back and lookback on the number of game changing overhauls in gameplay, graphics, etc. and they never ever disappoint!
  2. Very small thing I noticed while clearing the Diamond Gentleman club was that a section of the upper floor had, clearly hand-placed, but spawned Nurses in private rooms and VIP booths along with the Suit zombies. I assume this made sense when the old Nurse model existed and was... more appropriate for the venue lol, but I figure after the Nurse got overhauled, the zombie picks weren't update and it seems weird to see hardworking "nurses in scrubs" being a not commodity for the VIP area XD ...maybe just throw extra of the new ripper zombie and call it a day I think immersion wise haha Obviously not critical, but just something I notice [and clear felt a distinct lack of boobie physics for the venue, obviously]
  3. This is a stretch, but ALSO on my mind like my other recent suggestions To evolve the combat a bit (and also add some value to keeping ranged weapons in-hand more if thats your specialty) I would LOVE to see a "Kick" action. What I imagine it would do: - High Stamina cost (like a heavy attack) - Low (or no) Damage - High Ragdoll/Stumble chance [reduced on larger/specials enemies as usual] - ? Small knockback effect ? (can still benefit hitting specials to create space, even if low ragdoll chance) - Stationary while animating kick What this does is add another dimension whether you're using melee or using a ranged weapon to try and "stumble" your opponent strategically as opposed to dumping stamina to kill it directly [or run] -- a way to create "space" and "time" to say fire another arrow, or target a body part while an enemy is staggered... or what I really want, kick a zombie off a tall building/into a deep pit XD As long as the stamina cost is high enough, I don't see it as abusable, and being forced to remain stationary while animating it, it comes at a huge risk to if you miss, as you'll be severely punished. Just adds a fun new mechanic to make combat a little more in-depth and offer new strategies [ie: if I have a rifle in hand, and don't want to play a kiting game, I can preserve some stamina and time my kicks well to ragdoll zombies, then shoot them in the head, without needing to switch, or even carry a melee weapon as backup. Other fun additions, having Magazines dedicated to like... Taekwondo or something, can have modifies to do things like: Add damage value to kicks (based on fist damage) ; chance to dismember with kicks to the head ; increase knock back amount/strength ; increase ragdoll chance ; etc etc Food for thought!
  4. So though it was a thing, until I realized it wasn't lol ... I feel like a good immersive next step for the game (which has a lot of dependence on calorie burn and weather conditions as-is) would be, if possible/easy, make terrain [not just elevation] effect things like: stamina cost to sprint, movement speed, vehicle speed ie: Sticking to a paved road, you're bicycle will be able to reach a top speed say x1.5 the base speed/acceleration, adding value/strategy to using highways over driving through the pine forest/grass that maybe offers x0.7 modifier to top speed/acceleration. Would also apply a similar bonus to sprint efficiency [jogging on a paved road vs. jogging in snow or mud] Gravel paths can be maybe x1.2 ---bit easier to sprint (lower cost)and easier for vehicles to traverse more efficiently as well Running in snow should be slower and take up more stamina [also factors into biome difficulty rating/expectations other than just "cold/wet"]. Running on rough terrain: grass, clay, debris/wasteland should also be slow...like running through tall weeds/uneven ground I imagine? (we're not running through fresh cut lawns I presume) More complex could also be consider like: Sprinting through say (heavy rain+grass) or actively snowing vs. clear can worsen the modifiers proportionately base don terrain and weather conditions ..... like running in mud vs running on dry clay when thinking about grassy terrain. food for thought!
  5. Just posted the same thing on Steam forums, so I'll dump it here too! TLDNR: +1 XD Suggestion: Modular Dew Collector Small idea, but I felt when I had the Dew Collector, like most other crafting stations &machines, I felt I should be able to build it to collect at least Murky Water ...then plug in a Water filter (maybe have it degrade over time to keep pressure/cost/upkeep of the convenience?) to let it produce clean water instead ... maybe a module to speed up production, or allow it to produce better in varying weather conditions, or have storage larger capacity, etc.Getting murky water out of it would save my inevitable puddle drinking early game and for the cost of making one, it still offers a convenience especially for remote bases [even without"clean" water... as you can boil this water into clean with some fuel/effort before investing to get a filter and make it even more convenientAnyways, great addition in general, personally would love to see it expanded upon like everything else great in this game.food for thought. (more to come sorry in advance lol)
  6. Not sure if this is the place for suggestions, or if it's been made, but small request on the new crafting XP setup: Basic: - When scrapping a weapon, provide a small amount of crafting XP to that tree Ideal: (probably not as easy to implement to existing system) - Very low XP (or none?) given to lower-level items (ranked lower than highest crafting level for that weapon), large XP given for dismantling items higher than maximum crafting level --- alternatively, dismantled items would only provide XP to various stages of the crafting XP... ie: pipe weapons would provide XP until maximum crafting level for Pipe weapons s unlocked, then provide none. - No XP given for dismantling items that are crafted (like Pipe weapons - maybe an internal flag on all items that have bene player crafted) to prevent 'XP grinding by crafting', still keeping "XP by Loot" as the goal. - Intellect Perk tree could provide bonus % XP to dismantling items (could synergize well with Loot+ skills for interesting character builds) -- "would level faster, and be a 'jack of all trades' when crafting, compared to others in becoming the 'blacksmith' for the camp" - Magazine system would still provide the most (and guaranteed at ANY crafting level) XP to each tree.... meaning to get 100/100 crafting, you almost certainly need to find those magazines, but early on, you can find a bit more abundance of low-tier loot to help tide you along until the loot-find bonuses kick in significantly for each tree. Reason: ie: instead of just getting some scrap metal by dismantling those lvl 1 pistols you loot around but will never use, you can at least 'gain some knowledge' by picking them apart with keen interest.
  7. 1. I agree I preferred scarcity of ammo and focus on being able to craft it down the road... but I do also agree with he change to make Pipe weapons and with Skill trees as they are, you really need to have this available --- One alternative could be that, much like the blunderbuss, makeshift ammo for all Pipe weapons and low-tier is what you can craft/find materials easier (like firing nails from the Pipe SMG, or 'junk ammo' for the Pipe Shotgun), where as proper "bullets" are much less common until later loot stages and high tier POIs and such. 2/3. I also loved this... if we could have both Modifications, and gun parts would be great but I feel like they interfere, and the modification/attachment system is probably of more gameplay value IMO... but more in depth gun maintenance and crafting would certainly be appreciated on my part, but not at the cost of game performance 4/5. I don't mind this either, again to isolate 'Tiers' but I think this simplifcation into "Wood units" (as opposed to like "Logs vs. twigs") was wise to take out some tedium and database usage ... while less 'immersive' not everyone enjoys the extra 2-3 layers of raw material crafting when they already know what they want to build and don't want to lose hours on it. This also goes into your point 5. where TFP have spend a ton of time freeing up database size and optimizing the game overall -- game likes Empyrion do the 'shapes' thing well and while yes it seems odd it saves SO much room for other goodies to put in the game and less tedium of (like the other fellow said) 1000+ different unique blocks and IDs to sort through for each shape ... in the long-run I think this is the right call, but I do agree it takes a bit of the 'realism/planning' out of things that (as an engineer) I did enjoy in my own way haha. 6. Yes, why not! More recipes = more fun (as long as they provide something unique tot he gameplay and not just act as 'filler') 7. This one pains me the most to say... but the 'Younger generation' is how TFP can keep doing what they do. They are new, untapped customers and $$ income for the game enmas so sadly if they want to keep doing Free updates for us (which they have been since 2013), someone still has to pay for it, and it has to at least make SOME business sense to jsutify the hours the whole team puts into the game -- PS: they do let us Rollback to old Alphas technically in Steam (in the Betas section of game options) , so to be fair we 'can' go back (to Alpha 8.8?) and play our preferred version if we so choose (just not public online most likely if that was ever your thing, and lacking newer updates that maybe you DO like and want to keep, like HD models and such) I will also argue that by simplifying Shapes, this doesn't imply 'laziness'... if you've played Empyreon, or, space engineers, there is still a TON of thoughts to consider to laying out the right base, with right angle (for visibility/shooting) and right amount of stability (structures do collapse and have different load bearings based on shape i think?) ... who while "planning" is easier ("I am making a 200pc wood fort") the design element doesn't go anywhere, it's just more convenient to tweak your design on the fly if you made an oops, or need a change. (don't need to scrap old part, find the "one of 1000" of the 'right' part then recraft it) Why spend more time crafting when you can spend more time designing/building? At least for the base building aspect, it's a gameplay convenience that lets you spend time on the 'fun' part... I'm not sure how much fun being meticulous and literally having to write, or pre-draw on paper all the parts you need for a simple base to survive in. (I think the system also speed sup Dev time and modders time to make POI dramatically because it cab be done on the fly without sorting through hundreds of parts to plug in)
  8. TLDNR: Now that early game versions of all weapon styles/types now exists, I think a XP system similar (nearly identical) to Mount & Blade Bannerlord may be achievable and a huge jump in immersion/character development for 7D2D!! To not duplicate, here's my (essay-length) thoughts: https://steamcommunity.com/app/251570/discussions/0/3196989600462121585/
  9. So now that Pipe Weapons and 'early game' options for all weapon types are now in... any chance for an XP overhaul in the near future? My thoughts/suggestion, in the name of a game are: Mount & Blade Bannerlord. Pretty sure all the framework is in place, specializations well defined, just need a method to track/gain XP per Skill + Cumulative General XP (as-is) for this to work! I'm not going to retype it here, my essay is here as follows: https://steamcommunity.com/app/251570/discussions/0/3196989600462121585/
  10. I think we all knew/know this comment would come (probably already has 9001 times) when we shifted away from UMA zombies back to hand crafted HD zombies. Let me start off by saying HD zombies was a GREAT call, the game has never looked better and can't wait for all the rest of the HD makeovers for Zed and players coming up!! SO... I had a thought that "might" be able to address the "issue" of Zeds feeling repetitive, but does so using only existing assets and work done, so here it is: TLDNR: Let zombies spawn with one UMA slot & a Dye 'mod' just like items Basically, as a start-point, instead of full UMA profiles for Zeds, just like Weapon mods & loot, have Zombies able spawn a random DYE that recolours the entire model (or to be more complicated you can make it apply to specific parts -- ie: shirts primarily, maybe hair as well to a degree?). In terms of "work" on the HD models themselves, I'd say nothing other than perhaps change all Shirt/top Fabric colours to a base natural 'white top' (business suit zed is already "ready to test" I suppose so it better highlights the dye applied, where as the darkness, skin ton and rest of the model 'should' be less affected and not "too coloured", but still unique in a way. ... now, realistically it likely will look "not great" at first (if it is as I imagine by looking like a Disco of zombies) with out some fine tuning of brightness levels and saturations within the models themselves to better "compensate" for the dyes/variability, but it IS an very easy thing to test and see if theres hope, and uses all existing work/assets. I'm sure with all the skills/knowhow TFP have by now, they could do so much more than just this basic "Dye-All" adn truly make them look good with the least impact on performance. I'm sure it's more work than I let on, but I would imagine it easier and less intense than making colour variations/.new assets to load for every zed individually if we want some diversity. Just a thought for some inspiration is all!! Sample of my crummy photoshop skills for the "disco zombie" dye: "worst-case" disco zombies Dye example -- for concept visualization & inspiration only!!! --> https://ibb.co/6grDphY
  11. I actually think I was experiencing this with electrocution (stun baton) -- I found when the Zed died, the +XP notification didn't pop up. This being said, haven't confirmed if I didn't "actually" get the XP, or if the notification simply wasn't showing. NOTE: I am playing vanilla, no mods! ...that being said, on my other game with a bleed/blade build, I think I WAS still seeing XP pop up on bleedout. So in your case, maybe the Katana mod?
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