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Who is Kuosimodo


Viktoriusiii

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2 hours ago, pApA^LeGBa said:

 

 

What this game really desperately needs is some endgame content. F the graphics tbh, they are fine. Gameplay > graphics. Right now we are on around 30-35 hours before everything get´s way too easy even on higher difficulties. Even less if you min/max as much as possible. 

 

Some may say that a lot of AAA titles give you the same time of playing and even less sometimes, yeah they do. That´s the reason i don´t buy AAA titles unless they are like 10€ in a sale.

Nah -  a plague tale have simple gameplay but have so realistic graphic - that's why a plague tale is so good game. Long time=/= good game.  Mad Max is much shorter that Valhala but much better in my opinion

1 hour ago, Fox said:

True. Even a random sort of boss fight encounter or something to change things up for endgame content would be nice, like a giant mutant like in Resident Evil movies. Or you need to build something large or complex to leave the area sort of endgame thing since the maps have radiated borders, could make it require that special vehicle to get passed it and "win".

it is just impossible  because destroable world + AI that's why we don't get behemot ( too big)

Well i think graphic is very important if you want to keep realistic design

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I don´t know the big zombies do work pretty good so far in Darkness Falls. Including the behemoth. And no one can ever convince me that a good graphic can make up for bad gameplay. That´s impossible. Ofc longer gaming time doesn´t automatically mean it´s a better game. Gameplay has to be good. With good gameplay a longer game IS better than a shorter one because if you have good gameplay you can have more fun with it.

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On 3/24/2022 at 12:19 AM, Urban Blackbear said:

 

 

"The foolish man conceives the idea of 'self.' The wise man sees there is no ground on which to build the idea of 'self;' thus, he has a right conception of the world and well concludes that all compounds amassed by sorrow will be dissolved again, but the truth will remain."

 

 

sounds like socialist propaganda.

 

Spoiler

6a4nxl.jpg

 

Edited by Alpacko (see edit history)
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52 minutes ago, pApA^LeGBa said:

I don´t know the big zombies do work pretty good so far in Darkness Falls. Including the behemoth. And no one can ever convince me that a good graphic can make up for bad gameplay. That´s impossible. Ofc longer gaming time doesn´t automatically mean it´s a better game. Gameplay has to be good. With good gameplay a longer game IS better than a shorter one because if you have good gameplay you can have more fun with it.

It is a mod xd darkness falls enemy quality is terrible so i'm not shocked. It is possible if game have good story/ good art design. I think if a plague tale would be made in 2005 would be long forgotten but graphic made this good game - a lot of corpses on battlefield shows us scale of this battles, a lot tools furnitures give feeling that someone was living in this house, dirt of characters make them looking more tired and gore like rats eating horses make this game even more grusome. If gameplay is interesting? 5/10 but world and story is good so much that you want to see more. I love details in horizon zero dawn - how winds works, how mech are moving, how plants looks or even small but realistic details like how her arms shake, how eyes looks  or detail  in her clothes even things that people don't think like aloy have dirty feet when she was barefoot or how good looks ruins. AC have this same thing - gameplay is rly boring but how world looks is good so i want see more. Well  space marine have good gameplay but always this same corridors make this game boring as hell, this same thing with singluarity, dread out 2 have good gameplay and story but graphic is so bad that  i was dreaming because some locations looks like 2010 game ( dreadout 2 is from 2020). So graphic is important too - well 7dtd have good graphic but small number of "norma;" zombie variants hurts a lot

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2 hours ago, Matt115 said:

it is just impossible  because destroable world + AI that's why we don't get behemot ( too big)

Well i think graphic is very important if you want to keep realistic design

 

Nothing is impossible, especially not giant mobs anymore. This new feature release will allow games to completely improve in texture details while also improving game performances and lowering game load times as well.

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2 hours ago, Fox said:

 

Nothing is impossible, especially not giant mobs anymore. This new feature release will allow games to completely improve in texture details while also improving game performances and lowering game load times as well.

This is not a case. I don't have good memory but someone from devs it's connected with zombie AI + zombie movment so they want 1 and 2 "high" mobs only.

So this possible from technical point of view but it will be broke diffrent things

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8 hours ago, pApA^LeGBa said:

The behemoth is the model from TFP in Darkness Falls.

 

Direct storage would allow a lot more zombies in the world, as the CPU has more time to calculate them not beeing busy with loading and processing assets.

You're stretching my memory back 25 years ago to University "Computer Systems Architecture 101"...

 

I don't think Direct Storage would help that much in terms of computing more actions. CPUs used to need to handle all the interrupts between different components and memory, so slow peripherals tied up the CPU for disproportionate amounts of time. In the original Wolfenstein 3D, you were never surprised by enemies around corners or behind doors, because you could hear the hard disk spin up, and the game would jerk along until the enemy's sprites were loaded. Then the shooting would start!

 

Direct Memory Access solved a lot of those issues. Direct Storage intends to take it a step further and allow direct communication between SSD and VRAM, without going through System RAM first. But while this speeds up load time, it doesn't really help with freeing up the CPU to do more calculations.

 

What causes the delay is the sheer number of calculations that need to take place, and the difficulty in running those calculations in parallel. So if you have 64 Zombies, you need to path those 64 zombies in sequence, so you don't have all 64 zombies all trying to occupy the same space. Once you have that figured out, assets are usually already loaded into memory, and memory to video RAM transfer is already very quick, and doesn't take up CPU time.


Don't get me wrong, Direct Storage will help any time you load assets from disk. Moving fast with a wide field of view like from a Gyrocopter would be one example. But doing so doesn't really free up CPU time. Given that you only need to signal that the load has completed, and return an address of where it can be found, the other cores of the processors which aren't busy calculating Zombie jiggle can do this work without interrupting the calculations needed to move Zombies.

 

I am mostly speculating with probably out of date information from CSA 101, but from what I've read of Direct Storage, it does fit with what I'm seeing other people write about it. I'm looking forward to it, and I really hope it's included in 7d2d. But I wouldn't count on it letting you run any more Zombies.

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10 hours ago, pApA^LeGBa said:

The behemoth is the model from TFP in Darkness Falls.

 

Direct storage would allow a lot more zombies in the world, as the CPU has more time to calculate them not beeing busy with loading and processing assets.

sigh ...  - it is true it is model from TFP, well zombie shark too. it was planned but it was scrapped because zombie movement ( ask faatal or someone else so they will explain this better) + POI design and AI ( it was explain about holes in wall and path finding) 

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@Matt115 you can choose where a certain type of zombie spawns. It could easily be a outside only zombie. Even specific to a biome or blood moon only. I have yet to see a behemoth spawn inside a building. And if he wants to follow you inside that actually makes things more interesting. A normal zombie will ruin 2 blocks of your base to get to you. The behemoth is a whole new level of danger to your structure.

 

I can imagine it beeing more work for TFP, but that would have paid off imo. A much needed challenge for endgame. Now all we are promised for engame is bandits. Wich will do very little imo.

 

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3 hours ago, pApA^LeGBa said:

@Matt115 you can choose where a certain type of zombie spawns. It could easily be a outside only zombie. Even specific to a biome or blood moon only. I have yet to see a behemoth spawn inside a building. And if he wants to follow you inside that actually makes things more interesting. A normal zombie will ruin 2 blocks of your base to get to you. The behemoth is a whole new level of danger to your structure.

 

I can imagine it beeing more work for TFP, but that would have paid off imo. A much needed challenge for endgame. Now all we are promised for engame is bandits. Wich will do very little imo.

 

 

Isn't one of the problems the behemoth has in DF that he can hit you even behind a closed thick wall? If yes, then that is good enough for a mod but it seems TFP didn't want this kind of problem on top of all other problems they need to fix.

 

Bandits on the other hand are a solution to endgame content AND the kickstarter goal problem.

 

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@meganothI highly doubt that bandits will have a good enough AI to really be a huge threat. And we need a huge threat as we have absolutly no endgame at all right now. A slightly enhanced zombie AI with weapons won´t change that. Especially as we can´t have a lot of enemies at once. The bandits they add in will reduce zombie numbers. It will maybe add a few hours, but nothing that justifies having 300 levels. Or even 100 levels tbh.

 

Never got hit trough a wall from a behemoth so far. Not even when there was only bars between us and the horde. What certainly can hit you behind a wall is demons spitting fire. Wich is intended afaik.

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6 minutes ago, pApA^LeGBa said:

@meganothI highly doubt that bandits will have a good enough AI to really be a huge threat. And we need a huge threat as we have absolutly no endgame at all right now. A slightly enhanced zombie AI with weapons won´t change that. Especially as we can´t have a lot of enemies at once. The bandits they add in will reduce zombie numbers. It will maybe add a few hours, but nothing that justifies having 300 levels. Or even 100 levels tbh.

 

Vanilla is for novice players. Bandits WILL be a thread for novice players and I don't see the slightest problem in achieving that. You and me and 100 levels are not the problem TFP is trying to fix. 300 levels is 3 times NOT a problem TFP is trying to fix.

 

Modders will give end-game bandits a rocket launcher into their hands and they will be a problem to some experienced player as well. Maybe even TFP will do that in vanilla already. I would hope so, but no idea.

 

6 minutes ago, pApA^LeGBa said:

Never got hit trough a wall from a behemoth so far. Not even when there was only bars between us and the horde. What certainly can hit you behind a wall is demons spitting fire. Wich is intended afaik.

 

I may have mixed that up.

 

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On 3/27/2022 at 7:42 AM, Matt115 said:

sigh ...  - it is true it is model from TFP, well zombie shark too. it was planned but it was scrapped because zombie movement ( ask faatal or someone else so they will explain this better) + POI design and AI ( it was explain about holes in wall and path finding) 

I *theorize* (and it’s possible I have read this on the forums and forgot) that the shark is (was) a way to keep players from just swimming all horde (or any) night long. In earlier versions of the game the zeds didn’t swim but walked on the bottom of the lake/river/ocean. To mitigate this “simple exploit” they thought about putting sharks in the water.

 

I also theorize that the sharks made it not fun to swim/get in the water because:

- it was all just sharks, nothing else in there

- you can’t really defend yourself once you’re far enough in the water. So “swimming” was likely “always death”.

 

I also theorize that sharks were just a bit too weird for Arizona waters.

 

I would love some aquatic dangers (even if just snapping turtles) just to make going in the water a bit of a bad time. With this, obviously, we would need some type of water transport, which I think is needed just to fill out the travel options in the game if nothing else. Some people just like boating, but it would make “water worlds” with lots of water more playable.  But without a danger of being “in” the water I feel boats are kinda too OP… so … maybe if you’re in a boat then sharks (or maybe zombie snapping turtles) can spawn and attack. Like vultures attack when you’re in a land vehicle.

 

 

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Actually didn´t know the shark was in the game. Always assumed the vehicle mod that let´s you fly a shark put it in.

 

Boats would be nice. But tbh after playing valheim wich absolutly nailed how sailing feels, it will be hard to compete. Also the amount of water is just too low. Would need some really big areas of water to make it usefull and worth it.

Edited by pApA^LeGBa (see edit history)
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2 minutes ago, pApA^LeGBa said:

Actually didn´t know the shark was in the game. Always assumed the vehicle mod that let´s you fly a shark put it in.

It’s an asset that’s not used, so it’s “in the game” files but not “in the game” when you play it, unless you add a mod like the Snufkins zeds that uses it as a flying shark. With a laser on its head.

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1 hour ago, doughphunghus said:

I *theorize* (and it’s possible I have read this on the forums and forgot) that the shark is (was) a way to keep players from just swimming all horde (or any) night long. I

The Shark model being there is the result of a long running joke about land sharks and one day an artist put in a crude model as part of the joke. it was never actually IN the game nor intended to be.

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I do not want to forbid your rigerous debates... but I would like to keep this thread about kuosimodo... even if no more theories will come forth.
The last page and a half has nothing to do with our little forum ghost.
If possible, I'd like you move these discussions into a seperate thread. ❤️

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10 hours ago, pApA^LeGBa said:

@Matt115 you can choose where a certain type of zombie spawns. It could easily be a outside only zombie. Even specific to a biome or blood moon only. I have yet to see a behemoth spawn inside a building. And if he wants to follow you inside that actually makes things more interesting. A normal zombie will ruin 2 blocks of your base to get to you. The behemoth is a whole new level of danger to your structure.

 

I can imagine it beeing more work for TFP, but that would have paid off imo. A much needed challenge for endgame. Now all we are promised for engame is bandits. Wich will do very little imo.

 

meganoth explain that to you why

5 hours ago, pApA^LeGBa said:

@meganothI highly doubt that bandits will have a good enough AI to really be a huge threat. And we need a huge threat as we have absolutly no endgame at all right now. A slightly enhanced zombie AI with weapons won´t change that. Especially as we can´t have a lot of enemies at once. The bandits they add in will reduce zombie numbers. It will maybe add a few hours, but nothing that justifies having 300 levels. Or even 100 levels tbh.

 

Never got hit trough a wall from a behemoth so far. Not even when there was only bars between us and the horde. What certainly can hit you behind a wall is demons spitting fire. Wich is intended afaik.

So wait for their another game. Well i hoped 7dtd will be hardcore grimdark just F.E.A.R. as sandbox. I was wrong and... well it is 7-8 years too late to do anything 

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4 hours ago, Viktoriusiii said:

I do not want to forbid your rigerous debates... but I would like to keep this thread about kuosimodo... even if no more theories will come forth.
The last page and a half has nothing to do with our little forum ghost.
If possible, I'd like you move these discussions into a seperate thread. ❤️

 
We are lumping all possible topics into one thread to make it easier for kuosimodo to react. It's the least we can do.

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9 hours ago, meganoth said:

Bandits on the other hand are a solution to endgame content AND the kickstarter goal problem.

I definitely don't agree with that. The current bandits mod proves just how little they add to the game overall. They don't act like a person at all and are non-interactable. They can walk right by a player-made base and not attack it or even see it as anything other than an obstacle. They only attack when they see a zombie (or animal) or a player which gives away the fact that they're there making them easy to deal with and are never surprised by them. The whole point of a bandit is they try to steal from you at all costs and are usually sneaky about their approach, otherwise they're just really dumb assassins that kill stuff. Also, unless they're in groups, they'll always be incredibly easy to deal with.

 

Without proper AI implementation, bandits just won't add much (if anything at all) to endgame content, especially if they're anything like the mod (no offense to the modder, I'm sure they did the best they could given the limitations).

 

5 hours ago, Viktoriusiii said:

I do not want to forbid your rigerous debates... but I would like to keep this thread about kuosimodo... even if no more theories will come forth.
The last page and a half has nothing to do with our little forum ghost.
If possible, I'd like you move these discussions into a seperate thread. ❤️

There's nothing left to be said about this user other than what's already been said since this user gives us nothing to go on. And to be honest, I really don't think this user deserves any more attention than is already received, given how unlikeable this person made himself/herself. If you're expecting a cult or something to be formed over this user, then good luck with that. Otherwise, this thread turned into a good convo about other things.

Edited by Fox (see edit history)
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@Matt115 They basically deceided it´s too much work, i am 99% sure it could be done. There is a lot of games with huge enemies (yeah, i know not full destructibel voxel, but still). And as said, i didn´t encounter any problems so far. There would be nothing wrong with a behemoth only beeing found outside. If the pathing and buildings is a huge problem they don´t need to be in horde nights either. The game would really need something like that. Like said, i don´t think bandits will do the trick, not even for novices as the limitation of enemies means if there is bandits there will be less zombies. Unless TFP suddenly became the literal  gods of AI programming and the number of enemies is magically no problem anymore.

Edited by pApA^LeGBa (see edit history)
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