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Laran Mithras

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Posts posted by Laran Mithras

  1. Art suggestion future update?

     

    Road tiles look fairly intact. I saw a mod once that broke up the road tiles with occasional blocks of grass - as if the road had aged/deteriorated enough to allow grass up through cracks here and there. (The mod no longer exists - the mod author was Russian and Nexus freaked on Russians when the whole Ukraine thing splashed - taken down/forced down, dunno)

     

    Think old sections of Route 66.

    zIcrOcmz2cHjo_ijE1M_w1SQRtV5yuKv61hEhxrkIXQ.webp

  2. 54 minutes ago, pApA^LeGBa said:

    So Version 1.0?

    Did the cry babies finally win? Do they get a meaningless tag on the game? Well they will switch from crying about early access to crying about how key features are not in a released version and that it takes too long to implement them as it´s now a released game and not EA anymore.

     

    That's a given.

    I think this all has more to do with the console version update than caving to crybabies.

     

    Whatever it is labeled, there is more to come.

  3. 6 hours ago, FramFramson said:

     

    They might be described as gamerfluid. 😆

    Glad I didn't have a mouthful of coffee.

     

    "Microtransactions" for cosmetics are great; I fully support this.

    Store transactions for "keys" to unlock "bonus" chests found in the game, are cringe. Very cringe. Please don't go there.

     

    But it looks like the FunPimps are aiming to do it right. DLC content later, plus potential cosmetic transactions. Assuming the cosmetics are good, the company will get a ton of money from me.

     

     

    FunPimps: Will the old Alphas be maintained as choices in the Steam Library Beta tab? Would players have the option of loading up A17, or will this be removed with 1.0?

  4. POI: Emergency Base overrun.

     

    I know there are a couple of POIs similar, but I'm aiming more at the remains telling the story - as in some other POIs. Take a typical army base or emergency CDC-type base and portray a zombie attack against one side. Broken walls, dead bodies in a line to the fallback position, more dead bodes at the pos, then the central command post tent with one side of the tent destroyed and corpses everywhere. Majority loot: corpse piles.

     

    Interesting separate idea to go with it: tripod mounted machine guns (broken) at defensible points/towers that can be wrenched for mechanical/machine gun parts.

  5. 5 hours ago, faatal said:

    I look forward to resuming the work and then inevitably adding the settings to make them easier or turn them off after we get sick of being murdered by them.

    (Re: bandits) Ah, good news there for those that prefer choices. The more choice, the better.

    The allure in this game that keeps it fresh are the procedural map generation and the customization choices.

  6. 9 minutes ago, SnowDog1942 said:

    For years its been.

    Omg when is 1.0 coming!! WTF Pimps!!

     

    Now its. 

    Omg 1.0 is coming!! WTF Pimps!!

    I believe many seek validation by being contrarians - even if it means hopping over their sacred fence.

     

    7 DTD 1.0 doesn't hurt anyone, though the lamentations sound terrifying. Queue up the Doom Prognosticators next...

  7. I fully support any game that goes paid DLC for cosmetic content: zero impact on gameplay.

    I see a few in here complaining like it will totally ruin 7DTD and I just don't see it.

     

    I would gladly shell out $$$ for some good cosmetics.

     

    Non-cosmetic DLC is fine, too, as long as it isn't completing features that were originally promised in the base game. Seeing DLC mentioned is a positive development to me.

  8. 9 hours ago, FramFramson said:

    What about having the default shape for towns something circular rather than rectangular?

    Some towns follow the flow of the land: built on the flat as it meanders a short distance through hills.

    Would be interesting to see in-game.

     

    I wonder if town/city tiles could be designed to only be placed on flat terrain, non-clumped? String-fashion rather than blobbed. I believe the game now selects a flat area for town/city tiles and even flattens an area if too many hills and mountains are packed into the map. That might satisfy players wanting no towns: they simply then select all hills and mountains.

  9. I had grabbed a mod that placed more cars, but it didn't effect the city. My thought had been, APOCALYPSE: everyone panics and gets in a car to jam the roads to go (somewhere) to "safety." As happens whenever something big hits America, suddenly the roads are packed.

     

    I feel as if the city tiles for roads are very much empty in the way of cars. And almost as many police cars as others when looking at the aggregate.

    The mod ended up solving the problem outside of town/city road tiles, but the cities still feel strangely empty.

  10. 1 hour ago, SylenThunder said:

    It wouldn't have any impact in performance. The bottleneck for BM is on the CPU. Jiggle physics are managed using the physx processor on the GPU. 

     

    Also, why the hell is everyone talking about this all of a sudden. It is like it has been completely ignored for a couple of years, and now suddenly everyone is complaining about one developer spending a few hours on a single feature like it stole years of development and optimization.

    Can't speak for the others, but while I'm not a big tit-man, I do appreciate the level of detail that goes into all the jiggling. I'm not complaining about it.

    And, if it has no impact on performance at all, then disregard my musing.

     

    Further, if it has no impact, make it all jiggle! lol

  11. Great work on making our characters finally look human and real.

     

    Over on Reddit, they're triggered by the "fact" that all development has completely stopped on the game to push these new art features.

    What a horrible, toxic environment over there. Gawd...

     

    Hey, FUNPIMPS: Thank you. Nice art work. My wife might finally play again.

     

  12. 11 hours ago, Adam the Waster said:

    I mean lasers are possible.  We uses them for anti air weapons.  But I don't think a single car battery would work. 

    Rumors of micro-cold-nuclear sources exist, pop-bottle size. Hush-hush, don't @%$# off the energy slave-masters.

    Since this is almost 20 years in the future...

     

  13. On 2/10/2024 at 9:11 PM, VoltraLux said:

    I don't think the lack of in game decor models is pertinent to the existence of something in the game, you just can't have models for everything in the game especially when they serve no purpose. 

    Right.

    I mean, at what point does the ludicrous become ludicrous?

    Where are the toothbrushes? Nail clippers? Scissors? Space heaters? DVDs? Pens and pencils? (gasp!) Forks, spoons, tumblers, hand soap containers, rakes, lawn mowers, ad nauseum.

     

    Don't need them for immersion.

     

     

  14. In the NPC mod, the nastiest firearm-wielder we faced was one standing in a dense cornfield. We couldn't see him, but he saw us. I'm certain that can be programmed sight-wise so it doesn't feel overwhelming.

     

    In other games, perhaps the best way I've seen an AI firearm opponent handled to force firing pauses and give away location is for the AI to fire a shot, then move positions - to different cover. Then fire again. Fire, move, fire move. On the one hand, it is very believable and true to some historical accounts from the World Wars. On the other, it is a very subtle way of alerting one to their presence, giving a visual movement indicator to give away their position, while at the same time slowing their rate of fire.

     

    I think this is likely what Laz is hinting.

  15. I wonder if Bandits are a case of "bit off more than we could chew."

    It isn't just a zombie reskin; these may have firearms.

     

    I see balance issues, definitely. Playing with the NPC mod, I found there were times the wife and I were simply ambushed by a single opponent who took us both down before we figured out from where the shots were coming. Bad enough on lower difficulties. On higher, I don't think many players will appreciate being shot for 80% of their health, dance around trying to look for them, get shot again and... dead.

     

    Do the Bandits have advanced AI with the same weapons we have? Kiss your playthrough goodbye. Do they dumb down the Bandits by making them blind outside of 8 blocks? Nerf their firearm damage? I imagine this isn't going to be easy.

  16. 1 hour ago, FramFramson said:

    The farmer being all bloody and having an outfit out of a Ghibli movie set in the 30's is kind of weird, you gotta admit. 

    Coming from a state with farmers and a zillion ranchers, this is the one outfit that causes raised eyebrows on me.

    No rancher or farmer in my state ever dresses like this unless it is for Halloween. In this state: flannel shirt; jeans; cowboy hat; pistol; sheepskin jacket; work boots; sunglasses; and maybe a bandana around the neck.

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