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1 hour ago, MechanicalLens said:

Do you have a plan on how common or rare these special infected will be? Will they be akin to demolishers (except maybe spawning in POI's as well), or will they be as frequent as the current everyday rad zombie?

I did notice I was killing soldier zombies with HP ammo, which was not possible in A18.

Frequent for some of them for sure. We have several ranged attack zombies planned to break up the monotony of only melee zombies.
You should be able to kill any zombie with any ammo, they aren't bullet proof just bullet resistant.

14 minutes ago, STyK_ said:

I thought we were not supposed to start in the burnt biom anymore. Game name: Survivor

  Reveal hidden contents

Burnt_biom_start.thumb.png.1da3e5c65f5fd986d5d82d0bd9fa672d.png

 

You spawn in a forest. Whether it is burnt or not is up to the random spawn gods.

1 hour ago, Phoenixshade35 said:

I hope eventually the special infected like the demolisher can be summoned from a screamer, and irradiated zombie dogs and bears, hahaha

It will all be game staged so I would expect to see them.

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1 minute ago, madmole said:

Frequent for some of them for sure. We have several ranged attack zombies planned to break up the monotony of only melee zombies.
You should be able to kill any zombie with any ammo, they aren't bullet proof just bullet resistant.

I WANT TO SEE THEM!

 

:happy:

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1 hour ago, Pegasus said:

i'm surprised no one dies of carbon monixide poisoning what with running the generators underground and all... 😇

Asphyxiation will be a thing one day. Not saying how, muahahahahah.

1 hour ago, Phoenixshade35 said:

ive always liked the idea of a zombie holding a tool, like it was something he was holding when he died so it just seems like reflex to keep holding it, i cannot wait to see some models for the special infected

We have a great lineup coming. First off is to polish the ones we have, fat cop, spider, screamer, burnt zombies are all getting HD remakes.

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3 minutes ago, madmole said:

Asphyxiation will be a thing one day. Not saying how, muahahahahah.

We have a great lineup coming. First off is to polish the ones we have, fat cop, spider, screamer, burnt zombies are all getting HD remakes.

Lol  me and my big mouth.  

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1 hour ago, Pegasus said:

I hate to disagree with you ... but I can guarantee you that if it was the end of the world and there were zombies trying to eat my face on a regular basis ... I would find a way to resurrect a coffee pot ... and it would sit on my counter right next to my rum distillery ... because coffee and rum would be the only things keeping me semi sane in that particular world.  I'd be boiling coffee in my socks if I had to.

 

And if i can figure out how to fix a generator to run the coffee pot, I'm pretty sure I could figure out how to fix the Mr. Coffee I scavenged from my neighbor's house, right after I shot their rotten corpses and their ugly little dog.  Heck, it can't be that complicated, it's a heating element and some wires and tube thingies.  Heck, I could probably find a dozen of working ones in the nearest Walmart, which I would raid at the first sign of trouble. Actually, i will add them to the list of things to scavenge from Walmart at the first sign of an apocalypse.  Must have coffee.

 

(And no, i'm not asking that you mod them into the vanilla game ... I'm just saying.  LOL)

Yes, Coffee is my most essential item in the house.

Of course people could probably scavenge up parts and build a coffee maker, but it wouldn't look like a sweet modern one.

Once we go gold I will make some mods I think, and you build a coffee pot from stuff after finding a schematic and then you need it for actual coffee brewing. I love more workstations but Rick wants to keep the game simple, and I can respect that. So mods can be a great way to tune the game to your own personal tastes. I'd add several more work stations to make players work way harder to do everything.

28 minutes ago, Jost Amman said:

Hey guys, today I had an idea back to the topic of A19/A20 Pack Mule we were talking some time ago.

 

I was thinking PM should give a bonus to stacking instead of just adding more slots. That would make sense for two reasons: 1) you can carry more because you're stronger so you also stack more and 2) you are more expert at stacking things together so it's not just a question of strength but also of ability to pack.

 

I think that PM as it still is in A19 lacks something and I'm not putting any points in it since I found out there's so many other ways to carry stuff with no penalty.

Not happening, having multiple stack sizes per user would be very problematic to solve. Not even going into why. If pack mule seems underwhelming we'll just lock way more slots at spawn.

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6 minutes ago, madmole said:

 

Not happening, having multiple stack sizes per user would be very problematic to solve. Not even going into why. If pack mule seems underwhelming we'll just lock way more slots at spawn.

::swats him with a newspaper:: bad madmole!  bad!  leave the pack slots alone!  Hehehe.

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On the subject of pack mule, have you guys thought about adding backpacks to the game ? Thinking about having a 6x9 grid instead of the current 5x9, but with only 4x9 available at start, and adding a backpack that unlocks 1 row, and also a military backpack that unlocks both rows. Could solve the problem of the uselessness of the Pack Mule perk, while also providing another area of progression.

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Just now, beHypE said:

On the subject of pack mule, have you guys thought about adding backpacks to the game ? Thinking about having a 6x9 grid instead of the current 5x9, but with only 4x9 available at start, and adding a backpack that unlocks 1 row, and also a military backpack that unlocks both rows. Could solve the problem of the uselessness of the Pack Mule perk, while also providing another area of progression.

There are mods that give you bigger backpacks and different ways of unlocking slots.

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Just now, Pegasus said:

There are mods that give you bigger backpacks and different ways of unlocking slots.

I know, but I think it's a nice mechanic that would fit in the base game pretty well, thus the question.

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4 minutes ago, madmole said:

Not happening, having multiple stack sizes per user would be very problematic to solve. Not even going into why. If pack mule seems underwhelming we'll just lock way more slots at spawn.

I'd rather you limit the size of the tool belt if anything. Right now you can just over stack it with weapons and scroll though their magazines. Eight is overkill.

Sorry had to make that quote cause I couldn't find the actual one.

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3 minutes ago, STyK_ said:

I'd rather you limit the size of the tool belt if anything. Right now you can just over stack it with weapons and scroll though their magazines. Eight is overkill.

Sorry had to make that quote cause I couldn't find the actual one.

No thanks, I think it's fine the way it is. If you have your entire toolbelt stacked with weapons, then you won't have any room for a wrench, wood frames, bandages, tools, etc.

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5 minutes ago, MechanicalLens said:

No thanks, I think it's fine the way it is. If you have your entire toolbelt stacked with weapons, then you won't have any room for a wrench, wood frames, bandages, tools, etc.

then you gear yourself up for the task at hand

you want people to use pack mule, lock part of the belt behind it.

I never use it, never will. Not when you can just build a pocket mod or hold out for one of the good pocket schematics. 

Edited by STyK_ (see edit history)
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12 minutes ago, STyK_ said:

then you gear yourself up for the task at hand

you want people to use pack mule, lock part of the belt behind it.

I never use it, never will. Not when you can just build a pocket mod or hold out for one of the good pocket schematics. 

To me, Pack Mule is just a noob trap.

 

Then we'd be back where we were with A17 with locking parts of the game behind perks, which would be fine except they are under attributes. This change you're proposing wouldn't add much value to the experience and would probably just annoy a lot of players.

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2 hours ago, Pegasus said:

And if i can figure out how to fix a generator to run the coffee pot, I'm pretty sure I could figure out how to fix the Mr. Coffee I scavenged from my neighbor's house, right after I shot their rotten corpses and their ugly little dog.  Heck, it can't be that complicated, it's a heating element and some wires and tube thingies.  Heck, I could probably find a dozen of working ones in the nearest Walmart, which I would raid at the first sign of trouble. Actually, i will add them to the list of things to scavenge from Walmart at the first sign of an apocalypse.  Must have coffee.

 

 

You won't make it back with all that stuff because there will be campers at the traders. Real life is pvp. 

Edited by Hedge (see edit history)
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16 minutes ago, STyK_ said:

then you gear yourself up for the task at hand

you want people to use pack mule, lock part of the belt behind it.

I never use it, never will. Not when you can just build a pocket mod or hold out for one of the good pocket schematics. 

pack mule is useful for higher game stages, then you can replace the pocket mods with armor or mobility mods, i think its find the way it is, i would almost wanna see it shortened so once its maxed u still have to craft the pocket mods for your clothing and not the armor.

Again this being said, its not broken so why fix it or backpedal it

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2 minutes ago, Phoenixshade35 said:

pack mule is useful for higher game stages, then you can replace the pocket mods with armor or mobility mods, i think its find the way it is, i would almost wanna see it shortened so once its maxed u still have to craft the pocket mods for your clothing and not the armor.

Again this being said, its not broken so why fix it or backpedal it

Because he doesn't use it ... therefore anyone who does is wrong.

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1 minute ago, Phoenixshade35 said:

pack mule is useful for higher game stages, then you can replace the pocket mods with armor or mobility mods, i think its find the way it is, i would almost wanna see it shortened so once its maxed u still have to craft the pocket mods for your clothing and not the armor.

Again this being said, its not broken so why fix it or backpedal it

playing on the hardest setting without using it, didn't check my last game stage but day 47 on 2 hour days, thats day 94 for those that play one hour days. I don't do a perk wipe. Honestly on 25% loot I couldn't find the drink if I wanted to.

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7 minutes ago, Hedge said:

You won't make it back with all that stuff because there will be campers at the traders. Real life is pvp. 

That's why one of the other aisles on my list is the shotgun aisle ... let them try. :)

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2 minutes ago, Phoenixshade35 said:

pack mule is useful for higher game stages, then you can replace the pocket mods with armor or mobility mods, i think its find the way it is, i would almost wanna see it shortened so once its maxed u still have to craft the pocket mods for your clothing and not the armor.

Again this being said, its not broken so why fix it or backpedal it

Not true... late game you're swimming in steroids or megacrush drinks and you only need full slots when you come back from a mission or looting.

At that point you can easily gobble up one and you're golden. Not speaking of the fact late game you already have the best vehicles with plenty of storage.

 

I accept my idea is not feasible from a technical standpoint as Madmole explained, but there's gotta be something to make PM the great perk it could be.

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7 hours ago, jdifran said:

Is it expensive to check if all of the voxels directly above the target voxel are empty?  Seems like that would be a reasonable "am I outside" check.

Placing a block about your head does not make you 'inside'. Imagine standing in a field in snow with a block above you. How are you inside?

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