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MechanicalLens

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Everything posted by MechanicalLens

  1. It honestly wouldn't surprise me if these numbers were somewhat accurate across most titles: 1) 60% of people never launch the game in the first place. 2) 35% of people put in 10 minutes to a few hours, get bored or lost, and quit. 3) 5% of people dedicate their time to one full playthrough (per version or once period). TFP would logically try to bring as many people over from the 35% to this group. These 5% are also some of the individuals who look up guides, tutorials, and communities. 4) 5% of that 5% play the game regularly, mod their experience, and are regular faces in the community.
  2. I would nonetheless 100% suspect that's what the average player does. Play for 50-60 hours at the most at the beginning of an alpha/version cycle, and put the game down for a few months, or even until the next big update. There are no DLC (yet), no microtransactions (yet?), no battlepass (yet???), so there is little incentive from my perspective to really care about people who have hundreds or thousands of hours in the game. The only positive outcome for them at that point is you might leave a positive, helpful review and recommend the game to others after you've sunken your teeth into it. Well, at the very least, the game is replayable for many, and if not the base game, the modding community is pretty strong, as well.
  3. Honestly, it's for this reason alone I never max out Parkour. If I do invest in the perk, I'll put 2, maybe 3 points into it.
  4. In 1.0 the 4x4 will be able to hold 4 people by default, and up to 6 people with the extended seating mod. The flap at the back of the truck falls down and the other two players sit on that.
  5. This. People have different tastes, so not one game has to cater to everybody, which is an impossible task within itself anyway. Sometimes regretful purchases happen, and that sucks, and if you can't get a refund, you move on and treat it as lesson learned. (For example, I couldn't get into BG3 because I don't like turned based combat.) However, this doesn't mean the game is inherently flawed. If you can't mod out what you don't like about an experience, it's healthier to chalk it up as a loss and move onto something you do genuinely enjoy. I don't understand people who stick with a game while hating it with every fibre of their being. That's a self-fulfilling prophecy for resentment and dissatisfaction. Edit reason: spelling errors (hooray to insomnia)
  6. People don't like change. TFP could change the icon for chrysanthemum flowers, and TheGamersTM would call it oppression.
  7. Despite my previous comment, I do understand why land mines have largely been removed from the game. Instantly dying isn't a fun struggle for many players - it would be no different than a dog horde on day 1.
  8. Outside of the perimeter of some military bases and maybe one house, I don't think any POI's have landmines in them anymore, so that would be a nice breath of fresh air.
  9. Lovely, thank you. Does this mean they'll occasionally be replaced by grills, or broken cooking pots?
  10. Thank you. Thank you. I had to remove my post from the subreddit because, 1) People were whining about glass jars again, 2) Some people think that 0.1% damage increase is deserving of legendary status, and 3) Quite a few people reminded me that children are starving in Africa and this is just a first world problem. Sorry I seem... plain and direct, I'm just mentally exhausted right now. Some people are just genuinely insufferable. lol
  11. In that case, the point of a legendary crafting component is useless. If there's not going to be a noticeable jump, and the amount of mod slots is the same, it's just another quality level. A legendary item isn't legendary purely in name alone.
  12. They could always scale everything else down to make more room for purple items.
  13. Currently, no, at least for tier 3 items. I would add this to my wishlist though. Still, an additional modslot is not going to get many people excited if the difference in stats is 2-5%. It absolutely needs to be higher imo.
  14. Well, currently, the scaling between tiers is completely uniform. (The difference between 33.4 and 33.6 damage is negligible, so I question the point of random stats. Hopefully this too is addressed for the new version.) So let's say an orange baseball bat has 5% better stats than a brown, and the yellow has 5% better stats than the orange, and it keeps on going into level 6. Here's me hoping we get more meaningful differences both in hard stats and variable stats in 1.0. For example, the difference in damage and durability in a brown vs an orange baseball bat (and speaking for all quality levels here, just giving an example) could be more like ~10%, with purple providing ~20-25% greater stats than blue. To compensate, the average stats of lower quality level items could be lowered.
  15. Have the variable stats between item quality levels been adjusted for 1.0? Currently, a purple item (example shown above) is always marginally better than a blue version, but the difference is entirely negligible, and I wouldn't imagine anyone caring about being able to craft a purple item if the increase in stats is only 2-5%.
  16. If you did, it was a good dream. Anyway, just because something is proposed, designed, balanced, etc. doesn't mean it's going to make it into the game. We're still waiting on that fabled plasma baton, after all. 😛
  17. Does that item still exist in the game? I haven't seen it since A16.
  18. They've been calling quality level 6 items "legendary" quality for years. 😛 And have also specified they have no interest in adding in "actual" legendary items for about as long. *shrug*
  19. I just genuinely hope that the stats between items has been balanced for 1.0. In A21 current, the difference between a blue shotgun and a purple is completely negligent. Something needs to change (if it hasn't already) to where if you encounter a very rare purple, you should exclaim with surprise, instead of noticing that the stats are 5% better than the blue and just shrug it off. Loot tables also need to be adjusted. Purples should be more rare in loot (aside from primitive items?), and end-game loot tables shouldn't exclusively contain T3 quality level 6 items, in my opinion. But yeah, TFP need to wean themself off the "legendary" term. It's like how they still, to this day, call the gyrocopter a "helicopter".
  20. Well, according to the first page of the 1.0 dev diary, there are several outfits within this tier, and it's been officially mentioned on the dev streams more than once. We're just unsure what TFP's intended form of progression will be. Will we be encouraged to specialize within one tier of armor (light, medium, or heavy), or will they expect the player to start at the primitive grass fiber set and work their way up to heavy armor? We'll have to wait and see. If it's the former, and they don't include a medium armor perk, I'll be (lightheartedly) calling them out on that. lol Edit: I'm not seeing the official list of armors on the 1.0 dev diary anymore, so either they removed it, or it's located elsewhere. As an example, however, they referenced The Enforcer set as Light Armor, the Farmer set as Medium Armor, and the Mining outfit as Heavy Armor.
  21. No, this is just honest speculation from my end. However, assuming that the Light Armor and Heavy Armor perks are being retained, it wouldn't make logical sense why there wouldn't be a perk attributed towards medium armor, nor would it make sense why the Light or the Heavy Armor perk should affect it. If there is no Medium Armor perk coming, now that there will be an official category of medium armor outfits, it would be an oversight. Agreed. Perhaps legendary weapons could also use exclusive ammo, such as explosive shells or super penetrator slugs for shotguns. It would be unfortunate if all we get, assuming legendary items will make it into the game at all, is "Crazy Jake's Chainsaw" which has near to identical stats as a normal chainsaw, it just has a custom name and font/color attached to it. Note: "Crazy Jake's Chainsaw" is meant to represent one potential example of an underwhelming legendary.
  22. Makes me curious where the "Medium Armor" perk will be going. Likely under Fortitude?
  23. Announced at the beginning of and in the Q&A section of the second dev stream.
  24. One feature mentioned in the latest dev stream is that tougher zombies later in the game have had their HP scaled to provide more of a challenge. Has their health been rebalanced outright, for both singleplayer and multiplayer, or does this mean that zombie health will scale for multiplayer? Can anyone comment on this? I believe the next dev stream is going to feature gameplay from The Fun Pimps directly.
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