SlicksGirl Posted August 22, 2019 Share Posted August 22, 2019 really what we really want is: A game without major bugs plains biome maple trees working ovens and sinks (craftable) working beer kegs lemons lemon bombs more farm-able produce animal traps more beakers (two people, day 14, still only 1 beaker, not even enough for a chem station!) more zombies.... I've killed stalker ex bf bob soo many times now Link to comment Share on other sites More sharing options...
madmole Posted August 22, 2019 Author Share Posted August 22, 2019 Sounds like they gonna learn who the boss is, poor dudes. I need to shoot some video, its hilarious. I mean I make it look easy, but I'm spec'd up and have pink spiked knuckles. Link to comment Share on other sites More sharing options...
NinjaMoa Posted August 22, 2019 Share Posted August 22, 2019 I like this idea too. Well, at least the fundamental concept behind it. There are probably quite a few different ways to go about achieving this, and I think all those possibilities should be explored. The easiest way and the least skip able way would to assign a value to each zombie and when it is killed that value is added to the final loot value. This would mean that a player that killed every last zombie would get the best possible loot mean while a person who sprinted through (not killing Z'ds) triggering all of the "checkpoints" would only get a small reward. Link to comment Share on other sites More sharing options...
madmole Posted August 22, 2019 Author Share Posted August 22, 2019 That's... actually a very good solution. Pass through certain gates, or perhaps even summing the cleared sleeper volumes could be used to calculate your loot bonus value on those specific containers in the loot room. If the cleared sleeper volume approach is used, might further reduce "cheesing" when it comes to running your butt off through a POI to check off the checkpoints. Either way +1 to this notion, if it's feasible in the existing system. Its not really needed, what is needed is to ensure there is an epic battle near the loot. Turrets, more locked boxes, land mines to clear etc. Link to comment Share on other sites More sharing options...
madmole Posted August 22, 2019 Author Share Posted August 22, 2019 This is awesome! How do you feel about incorporating steroids into the ballplayer build? Perhaps they could launch the z's for a funny ragdoll effect (for a limited time only!) or something like that while wielding the club? Maybe decapitating a zombie by launching their head out of the park? Steroids have a purpose already, removing encumbrance. Beer is a good universal stamina improver. Link to comment Share on other sites More sharing options...
beerfly Posted August 22, 2019 Share Posted August 22, 2019 I need to shoot some video, its hilarious. I mean I make it look easy, but I'm spec'd up and have pink spiked knuckles. This is why we would love the spiked knuckels, they would help us in the baddest ass moments, and we`ll go through them, love it! Link to comment Share on other sites More sharing options...
Guest Rassilon Posted August 22, 2019 Share Posted August 22, 2019 Its not really needed, what is needed is to ensure there is an epic battle near the loot. Turrets, more locked boxes, land mines to clear etc. Madmole, im pretty late to the "lootroomGate" but my idea: A giant ♥♥♥♥ing Bat. Especially for Highrisers, it could spawn on/near the Top where the lootroom is and serve everyone who tries to nerdpole into the lootroom an (un)living Hell. Also the poor Vulture wouldnt feel lonely anymore, as the sole flying enemy Link to comment Share on other sites More sharing options...
SlicksGirl Posted August 22, 2019 Share Posted August 22, 2019 No you can't have something that big where zombies might be attracted, the cows would need to be real entities so the zombies can chase them and eat them and having sustainable meat is a bad idea IMO. A few eggs and feathers might be ok, and its just a box with probably no chickens you can even see in it, so no big performance loss there. someone has made craft-able chicken nests. and these work pretty well. as does using computer blocks to make autominers. Link to comment Share on other sites More sharing options...
Usimian Posted August 22, 2019 Share Posted August 22, 2019 That's... actually a very good solution. Pass through certain gates, or perhaps even summing the cleared sleeper volumes could be used to calculate your loot bonus value on those specific containers in the loot room. If the cleared sleeper volume approach is used, might further reduce "cheesing" when it comes to running your butt off through a POI to check off the checkpoints. Either way +1 to this notion, if it's feasible in the existing system. I get what you're saying but I've done quests (A17) and found the required satchel without disturbing any Zs. I think this is a valid way to get loot. Should I get lower quality loot because I outsmarted the Zs? Anytime you calculate the outcome in these games, you end up forcing people to play a specific way and that's less fun. Link to comment Share on other sites More sharing options...
Survager Posted August 22, 2019 Share Posted August 22, 2019 Why are you quoting the answer and turning it into a question? You mean I'm misusing the forum? I quote your answer so that you understand what my question is about (English is not my native language). It is not right? Link to comment Share on other sites More sharing options...
Trankitas Posted August 22, 2019 Share Posted August 22, 2019 Its not really needed, what is needed is to ensure there is an epic battle near the loot. Turrets, more locked boxes, land mines to clear etc. Freak those level designers right? Strongly disagree on this one. Link to comment Share on other sites More sharing options...
Trankitas Posted August 22, 2019 Share Posted August 22, 2019 I get what you're saying but I've done quests (A17) and found the required satchel without disturbing any Zs. I think this is a valid way to get loot. Should I get lower quality loot because I outsmarted the Zs? Anytime you calculate the outcome in these games, you end up forcing people to play a specific way and that's less fun. That's not what he meant. He said "spawned" not awaken(the guy who came with this idea). They could be sleeping, but if all of them spawn (Doesn't matter if you kill them or not) you get the best loot, for your efforts doing all the dungeon crawl. Link to comment Share on other sites More sharing options...
Kattla Posted August 22, 2019 Share Posted August 22, 2019 Check out the new books series Batter UP! It's ok i guess, the books that is. But the sound... The wooosh is ok, but the impact sound sound a lot worse then earlier. And far off from the very OP old impact sound of the wooden club. Guess i won't notice in a fight anyway. Link to comment Share on other sites More sharing options...
Dreyseth Posted August 22, 2019 Share Posted August 22, 2019 Its not really needed, what is needed is to ensure there is an epic battle near the loot. Turrets, more locked boxes, land mines to clear etc. The POI designers have already done a great job of providing balanced and immersive endings where needed. Not every POI should be epic, but most have some sort of reward at the end. It doesn't make sense for a player to make a beeline for a rooftop or to a specific cellar corner while bypassing the rest of the structure, expecting a great reward. Why not give POI designers a simple tool to meter the loot reward based on the effort put in to obtain it. Doesn't force anyone to play a certain way, but rewards those who choose to actually play the game. Link to comment Share on other sites More sharing options...
Dreyseth Posted August 22, 2019 Share Posted August 22, 2019 I get what you're saying but I've done quests (A17) and found the required satchel without disturbing any Zs. I think this is a valid way to get loot. Should I get lower quality loot because I outsmarted the Zs? Anytime you calculate the outcome in these games, you end up forcing people to play a specific way and that's less fun. Sneaking is entirely valid. Clever gameplay solutions should be rewarded. That is why the idea is to use some checkpoints to see if a player is even playing the game. Nothing would be forced at all and the checks would be invisible to the player. So in your situation you would be fully rewarded, while someone skipping the POI entirely may only get half the amount of loot. Link to comment Share on other sites More sharing options...
Space4Ace Posted August 22, 2019 Share Posted August 22, 2019 I thought we were about to get the 18th sequel... I'm sure you mean the 17th sequel, since the first one isn't a sequel, but the original. I know, school has started and you must be tired already! Link to comment Share on other sites More sharing options...
Roland Posted August 22, 2019 Share Posted August 22, 2019 After reading this discussion my preference comes down on the side of spreading the loot out around the POI rather than tracking what players do in order to change the final loot reward that is still in one special location. Let people beeline to the roof with their nerdpole and get whatever's up there but it will only be part of the reward. Also make it be that the "boss" zombies can spawn randomly anywhere in the poi. Then you will encounter the tough guys at some point if you continue to explore and you only get everything if you explore everywhere. Link to comment Share on other sites More sharing options...
Roland Posted August 22, 2019 Share Posted August 22, 2019 I'm sure you mean the 17th sequel, since the first one isn't a sequel, but the original. I know, school has started and you must be tired already! Alpha 1 was the first sequel to the unreleased pre-release version. =P Link to comment Share on other sites More sharing options...
Space4Ace Posted August 22, 2019 Share Posted August 22, 2019 Alpha 1 was the first sequel to the unreleased pre-release version. =P Nice comeback! You win... This time! Link to comment Share on other sites More sharing options...
Lonestarcanuck Posted August 22, 2019 Share Posted August 22, 2019 can you please demo this feature? : "Game tracks the arc of your melee swing and will register glancing blows rather than outright misses." Link to comment Share on other sites More sharing options...
Space4Ace Posted August 22, 2019 Share Posted August 22, 2019 Why only 2 smileys on top of the page? Is that good or bad? Wait! Why am I asking??? Link to comment Share on other sites More sharing options...
madmole Posted August 22, 2019 Author Share Posted August 22, 2019 You mean I'm misusing the forum? I quote your answer so that you understand what my question is about (English is not my native language). It is not right? You already know the answer, why do you keep on about it? Link to comment Share on other sites More sharing options...
madmole Posted August 22, 2019 Author Share Posted August 22, 2019 The POI designers have already done a great job of providing balanced and immersive endings where needed. Not every POI should be epic, but most have some sort of reward at the end. It doesn't make sense for a player to make a beeline for a rooftop or to a specific cellar corner while bypassing the rest of the structure, expecting a great reward. Why not give POI designers a simple tool to meter the loot reward based on the effort put in to obtain it. Doesn't force anyone to play a certain way, but rewards those who choose to actually play the game. This idea is harder to implement, you would need to count the total volumes in a POI, then trigger each one and at the end calculate their game stage by the percentage of volumes they went through to nerf their loot. Or you could just put in auto turrets and sams on roofs/loot rooms to blow up anyone who doesn't disable the power somewhere else in the level. To me this one is more fun and solves it with less work. Link to comment Share on other sites More sharing options...
agrastiOs Posted August 22, 2019 Share Posted August 22, 2019 Madmole, How many MF's are in currently? I know there's probably more MF's now and they don't really represent how much until A18e, but it's still nice to hear these numbers. Link to comment Share on other sites More sharing options...
Trankitas Posted August 22, 2019 Share Posted August 22, 2019 This idea is harder to implement, you would need to count the total volumes in a POI, then trigger each one and at the end calculate their game stage by the percentage of volumes they went through to nerf their loot. Or you could just put in auto turrets and sams on roofs/loot rooms to blow up anyone who doesn't disable the power somewhere else in the level. To me this one is more fun and solves it with less work. So now every POI will have a ♥♥♥♥ton of turrets. Great. Link to comment Share on other sites More sharing options...
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