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Everything posted by Danidas

  1. Level by doing only makes sense if doing not only takes time and resources but also cannot be easily repeated safely. In other words you have to attack/interact with enemies, break things, move between areas, and all around cannot simply hide in a hole some where and spam do something. Basically the game will have to have a whole array of systems to ensure that you cannot just run/swim into a corner for a few hours to get better at doing them or gather a ton of resources to sit around all night crafting then destroying something. If what your doing is meaning less on its own beyond watching a number go up then why in gods name are you doing it as you might as well be playing Cookie Clicker or some other mindless game.
  2. Ideally for a really good locking picking mini game it needs more challenge then just having to worry about your pick magically getting weaker the tougher the lock is and instead actually change the lock to be tougher. For example altering the mechanics of picking it similar to real world lock picking where the number/type of pins is what matters and the locks design. Edit - Yes I watch way too much of the Locking Picking Lawyer on Youtube.
  3. They are replacing all the gear slots with a new 4 slot system so the days of wearing cloths under armor are gone. As a result the outfits they shown and the many others not shown yet will be all your character will be wearing. So if you want the complete set bonus for a outfit your going to have to deal with all the down sides of wearing it. Such as being forced to deal with freezing or over heating or radiation or light vs heavy armor for getting the perks that you want. As a result adding way more importance to the armor mods that help in dealing with all that.
  4. Get rid of the Batter up perk book and move its perks to a baseball/athletic outfit. While replacing the perk book with something that combines clubs and sledges. This way to get the insanely over powered Home Run perk you have to wear a outfit as a soft nerf on it.
  5. If they have enough head room in the texture/model/POI files they could add decorations and different versions of the trader POIs that are swapped in between certain system clock dates. So if you load the game between those dates the trader POIs are swapped with ones decked out in decorations for the major holidays. Also in addition they can have them sell decorations and other items during these times. Even better would be adding special quests during these events. In other words load the game during December and some traders will have Christmas trees out with lights while others may have Hanukkah decorations. Now if you talk to the trader they will give you a quest that rewards a present based on the max tier you have unlocked with them. Which will reward different items from a special limited loot table. Grant it I wouldn't want them to do any of this until after the game has gone gold or have enough free time for it. Which wouldn't be too hard if it just repeats the same exact event every year as many of other games also do this even for single player.
  6. For future versions of the game would you consider the possibility of re-adding cosmetic mods. Like the current hat mods for helmets to make them look like a cowboy hat, baseball hat, etc but for all 4 gear slots. In order to allow us to swap out the look of our gear to further diversify our characters appearance beyond the dye system. As one of the main complaints about the new gear perk system is that everyone will end up looking identical when doing a specific role.
  7. Not so much don't care and more like the company they were doing the console port with died. Which naturally creates a lot of issues of continuing support for something when said company responsible for most of that support no longer exists. Especially when you consider all the time and money that it costed them to ensure that a future console port would even be possible. Also that the Fun Pimps are not a console gaming company and lack the ability to develop, maintain, and update one. So they would need to risk tons of money and time to partner with a new company that may very well go belly up as well landing them back at square one again. In other words it makes no sense for them to even think of a nother console update or port until the game has gone gold and no longer needs updates.
  8. I would rather them making it so swapping full suits is not worth it by having the full set bonuses be nice things to have but nothing that you must have to do a role. So at most all you will need to do is swap out one or at most 2 pieces of armor to go from adventuring to mining for example.
  9. Just wait for Bandits to get added since they will be living people with guns to go up against and later all the NPC that are planed to get added. Also we already have plenty of nonzombie enemies in the form of hostile animals.
  10. Considering that Blade Traps used to set them off and were specially changed complete with a mention in the patch notes I doubt it. Other then maybe Dart Traps getting nerfed to set them off in the future as they are by far the most effective trap when used right. As they excel when used in a corridor or other tight spaces where you can ensure that all darts hit the mark with trip wires or pressure plates to trigger them only when needed. Edit - Forgot to mention that Blade, Dart, Spikes, and Electric Fences are not effected by Game Difficulty while all the other traps and player damage output are reduced the higher your Difficulty is set to. So at Insane a gun/turret that does 45 damage will only do 25% normal damage aka 11.25 but a Dart Trap that does 45 will still do the same 45.
  11. Blade, Dart, Electric fence, and Spikes will not set off a Demo no matter what. However SMG Turret, Shotgun Turret, Junk Turret, Sledge Turret, Thrown objects(Grenades, Molotovs, Pipebombs, Rocks, Snowballs), and Player Melee or Ranged attacks will if they hit the Demo in the left chest region where the blinking trigger is located. So if your using Turrets it is always best to position them to ensure that they are always attacking the back right of zombies and never the front left to minimize any risk of setting off Demos.
  12. On that note will we ever see the ability to make basic logic gates for the electrical system like and/or gates and such.
  13. Zombies will always target the shortest valid path to you with the least block hp in the way. So if one way will require doing 15,000 block damage and another will only need 1000 the zombies will pick the lower number every time they can. The same occurs if your walls are all the same with no gaps but you forgot to repair one of the blocks so its hp is lower then the zombies will target that block as it is the path of least resistance for them. Lastly the zombies are aware of support loads and are able to zero in on support pillars or structures to bring you down to them if they cannot find a valid path to you.
  14. Just grab a Stun Baton of any quality and as long as you have Tech Junkies 6 (1in4 normal, 1in2 power attack to charge) you can take her out easy naked. I've soloed 2 zombie bears at the same time easy with nothing but a quality 2 Stun Baton and that book. Basically Tech Junkies 6 makes the Stun Baton overpowered as it is trivial to not only stun lock anything but also melt them with the electric damage over time. Sure time to kill is not as good as a Club but it more than makes up for it with the stun lock.
  15. The trick is if they auto aggro is to break line of sight, re enter stealth, wait for the forget me timer to hit zero while staying out of line of sight. Now the higher your From the Shadows is the quicker the forget me timer will be and to make things way easier after you break line of sight you can toss a rock to distract the zombies to where it landed. This trick is very easy to use and normally you only need to retreat one or two rooms at most but with the rock tossing trick its possible to avoid retreating as long as you have a way to break line of sight handy. Edit- Once you pull the trick off the zombies will forget about you and become normal awake zombies who will wonder back to their spawn location. From there it is a simple task to circle back around to sneak attack them while being mindful that they are awake and easier to aggro then sleepers but the same trick can be repeated to deal with them.
  16. The chickens wondering around everywhere want a word with you......
  17. I admit that I over dramatized it but that is the general gist of it. As every second your not doing something you might as well not be playing.
  18. Unfortunately a large amount of players believe that if they cannot just hold the mouse button down while looking at rock and endless mine its simply unplayable. Hence all the players moaning about every second they aren't mining as if it's the end of the world. Aka how dare the game interrupt my quest for perfect efficiency as every second must be life or death. Which is why we get so many people complaining about stamina use and going crazy for getting the Auger ASAP.
  19. One thing that you have to realize is that the game is taking a ultra minimalist approach to this due to extreme limitations on performance imposed by the devs. Which is the whole reason the sleeper system exists now and all the other zombie mechanics to ensue that every zombie is purposely spawned in for a encounter with the player. As a result absolutely no zombies exist in POIs until the player crosses into one of the cube shaped volumes the designer drew around the room they wanted to create a encounter in. Which at that point the zombies with in will pop into existence and if that volume is set to auto aggro then the second they pop into the world they will not only know where your at but begin attacking you. In other word the system is insanely simple as all it entails is draw a box around the room including the intended path to it. Then add more spawn points to said room then your intending to use of the types that you want (normal, tough, badass) in as hidden of locations as you can. Lastly set the number of spawners to get activated and if they will all be asleep, awake, or lastly auto aggro to the player and almost always it is either asleep or auto aggro as they very rarely use awake. This system requires absolutely no set dressing or any thing to add any from of complexity to it as it is intentionally as simple as possible. At the very most all we can really expect is a audio queue at this point if a mechanic for it exist and if not then I doubt that adding it would be seen as worth the effort to do for them. Since they are not going to go and redesign any bit of the POIs as that will take way to long and is not worth the effort. At the very most all we will see for POIs is minor tweaks to the easiest to cheese ones to make it harder to cheese your way to the loot room.
  20. Fully agree but that last sentence is where the issue begins as that only really works the first few times it happens. However after that it starts going down hill for most players as they cannot possibly be failing this many times. Instead it must be that stealth is bugged or broken, as in most games that is a more logical conclusion then it being intended. Since it is such a sharp 180 on what most people expect to occur and in most other games they tend to make a effort to ease that 180. aka a pause before confrontation, cut scene, scripted event, etc... Now as for the tactic to deal with it via retreat and trying again, it typically runs contrary to a players ever forward drive. Making it feel wrong or uncomfortable especially at first and due to that it is rarely second nature or at the very least unintuitive. Basically the more natural the devs make the mechanic feel the better and in this case a keep it simple approach is best. For example the sound of a zombie falling or tripping, tree branch falling, thunder or wind, etc....... Also for the tactic to retreat to be more obvious via at the very least a loading screen tip or the stealth help page.
  21. Sorry should of been more clear, as what I was going for is a sound after the trap has been sprung to explain the trap. But for it to be a natural sound from a zombie, animal, or natural effect that is not tangible. Which will naturally work best if it uses a random sound every time or at least most of the time. Basically I don't like the idea of using a sound that can be even remotely tied to a block.
  22. I do agree that a simple audio queue would be best here but would have to something outside the player control. For example a zombie sound or other natural sound like thunder which has no possible link to a block or item. If we look at Bloodmoons they have a lot of visual and audio queues that something bad is about to happen. So it would make sense that auto aggro volumes would have a much more scaled down warning.
  23. The thing that your missing Diche_Bach is that zombies literally do not exist with in POIs at all in any from. Instead what happens is when a designer makes the POI they place spawn points into the rooms to make encounters. Then they draw a single box around the room that the spawn points are in and then not only choose how many points will be used but also pick one of 3 modes for the whole box. Which are Sleeper, Awake, and lastly Attack to determine how all the zombies in that room will behave. Now for players nothing at all exists with in that box until they cross into it and at the point the specified number of spawners will activate to fill that room with zombies. Now if the designer did a good job drawing the box it would not be possible for the player to look into it with out triggering it. However in a lot of cases especially when players deviate from the intended path to bust wholes in POIs they can see the mechanic in action. AKA zombies popping into existence
  24. The main issues is that it has to be clear to the player that no matter what they do it will have no impact on the result. Now I do like option 5 and proposed that my self a few times as a special infected alarm system. But the natural challenge of selling a inescapable trap in such a dynamic sandbox game that prides it self on player freedom will always be a tough sell. As players will always insist on a way to bypass it especially if they got burned by it one too many times.
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