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warmer

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Everything posted by warmer

  1. Ahhh how nice a positive thread I completely agree with your points. Especially #1 there are many survival games that ONLY let you manipulate a small fraction of the game world. Having complete freedom to change the world is hands down my fav feature.
  2. Until you have a full stack of jars, I liked having empties. The second I had a full stack they became annoying. Empty jars/food cans get annoying quickly when you are looting and that becomes an additional thing to manage. Knowing I generate 3 water a day per dew collector while I can focus on anything else I might want to do is really satisfying. If you have 2 or 3 dew collectors per person, you never run out of water. Jars and cans just become useless once you get past week 1 in my opinion. After week one they are more of a nuisance than a benefit.
  3. Well a knife does way weigh about half or less than a machete so that makes sense stamina wise. What's the difference in durability? That is significant when it comes to a weapons viability. I would guess knives are lower than machetes, which is a nerf in and of itself.
  4. The exploit is the unintended game balance breaking use case.
  5. These are wildly different games. I am not sure how you are drawing comparisons. The only thing diablo like is the quality colors, other than that nearly every aspect of gameplay and presentation is different.
  6. I play "dead is dead" and make a new map everytime I die, so that basically deleting everything. I want each map to feel new. I get so much enjoyment out of the discovery aspect of the game.
  7. Ya Alphas were never intended to be played by anyone other than internal testers, but then early access became the norm in indie game dev. Gotta feed those hippos somehow.
  8. I have taken a height map of my home town and brought it into Kingen and mapped out the residential/commercial/industrial districts. That has to be my fav map I have played because it feels familiar. Just the mountains and lake alone gave me an erie vibe even if the buildings and streets didn't match up exactly
  9. As someone who has played every Elder Scrolls game from Arena on, I can say I was super excited to see Starfield until I realized space wasn't space at all, you can't "fly" to planets and "land." The flying/space gameplay was a massive let down. They took the very BEST part of space games and nerfed the hell out of the exploration aspects. hard pass until it's $20 on Steam.
  10. Until you know how they are tracking we are all making a bunch of noise. Not one of us has a real picture on how this works. The best thing to do in this situation is to NOT blow things out of proportion, but there are lots of people making a ton of assumptions. I am coming from the perspective things get tracked correctly, whereas everyone else is "assuming" things are going to be shady.
  11. I understand your math, but when the software is 100x the cost of the "fee" so what is the issue? 1% is nothing. I pay Bandcamp and Tapalti and PayPal 15% on my music sales because they make it possible to sell anywhere in the world If someone wants to keep 100% of their earnings, they make their own engine and sell directly from their website on servers they host. The arguments I am hearing is the makers that facilitated the possibility of you earning millions doesn't deserve 1% and that is just crazy talk.
  12. This wouldn't apply to a game written in an engine version prior to this being part of the contract entered by the dev at the time of game development. The contract can only be moving forward from point of game dev. You can't apply a contract backwards in time. That is a core tenant of a contract, and why a date is associated with one in the first place. If you continue to develope a game after using the version of unity's EULA associated with the you are agreeing to it. There are so many reasons why you can't write a new rule to create a fine, and retroactively apply it to someone's previous work created prior to that established clause.
  13. I realize this. It's $0.20 cents from what I read. You'd have to install the game 100x before it would cost as much as 7D2D did. No one installs a game that many times. I might install a game 3 or 4 times max. That's a whopping $0.80 Why is this a huge problem? Legacy games won't be charged, you'd have to use an updated version of unity for this to take effect. This isn't backward compatible. If it wasn't already written into the game engine when the game was compiled, this isn't an issue.
  14. The cost of an install is miniscule. Why are people making this such a huge deal?
  15. Honey in stumps is totally random. I have literally got 2 from the first two stumps I chopped after starting a game, and other times gone through 19 stumps in a row before I got one.
  16. How many bedrolls did you have in total? Only 1 bedroll is protected. That is the last one you place.
  17. That's not what I mean. You get more total damage out of HP rounds between repairs.
  18. Well I have seen them at night, so I am not sure why you haven't
  19. You also get WAY more cloth when scrapping clothing items. I have over 1000 cloth sitting unused on day 7 playing solo. Cloth is not in short supply That has got to be loot abundance modded and maxed out mining/books. That's also like 5 veins of ore minimum for the iron.
  20. All game stage dependent. Wolves come pretty quick and then bears
  21. Day time in the forest there aren't any predators. Night time is a different story
  22. Wear and tear on weapons should be factored in. More damage=less bullets=less weapon durability damage. Needing to repair your AK mid bloodmoon horde can be the difference between life and death.
  23. I start hitting grass. I have lost rabbits in tall grass a couple of times
  24. I modded my spawn xml file to give me 3x the zombies at double the respawn rate. This made the game much slower and dangerous. I also play with them a jog speed during the day to make it more dangerous as well. With those two changes it gave me the challenge and "unlived in" feel to the game world I wanted.
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