stallionsden Posted December 26, 2017 Share Posted December 26, 2017 I have noticed one thing...it seems that everyone would be happy if one thing is true...every option in game is able to be turned on or off. Simple as that. You don't like it turn it off...you like it turn it on. They allow that now.... via modding...... doubt TFP will waste time on making further options available when things can be modded and tweaked easily. Link to comment Share on other sites More sharing options...
bleadingsoul Posted December 26, 2017 Share Posted December 26, 2017 Was wondering about the new update that is coming and saw some reworking done to the skill system. I would like to offer a suggestion, since we already have perks related to firearms like better lead of dead is there any way we can get perks for archery? My suggestion as to what it would do could be increased entity damage scaling the same as gun perks do and increased headshot % damage. Hope you like this idea Link to comment Share on other sites More sharing options...
A Nice Cup of Tea Posted December 26, 2017 Share Posted December 26, 2017 You know, I'm going to defend the health bars from a realism angle. In the real world, if I hit someone repeatedly with a spiked club or stabbed them repeatedly or shot them repeatedly, I'd be able to see what I'd done. They'd have injuries, and I'd have at least a clue how bad those injuries were. Even on a zombie that doesn't feel pain or bleed out, you'd still be able to see that half their head was missing or that you'd broken their spine and they were now having trouble walking. But in the game, each zombie uses a specific model with specific textures. More, it has a standard set of animations. Unless it's actually had a limb removed - which is the only thing that is visible on them as damage - a zombie that's been blown to hell and back with a shotgun and is barely held together by a few bits of sinew looks and moves exactly the same as one that's completely uninjured. In fact, if there are multiple zombies of the same type going for you it's impossible to tell which of them you've already bashed half to death and which you haven't yet touched. So a health bar for zombies is one of those things that gives you information that would be obvious to your character but which isn't apparent to the player. The character should be able to see how damaged a zombie is, even though the player is only shown the same textured model. Now that doesn't mean that a health bar needs to be 100% accurate. It could be randomised so it only shows the zombie's approximate health rather than its exact health. Similarly, it doesn't say anything about the positioning of the health bar or how prominent it should be. But in the absence of a detailed texture/model degradation system (something which I'd love, by the way), it's the only way we can tell whether a zombie is being badly damaged by our attacks or is simply shrugging them off - and that's something that, from a realism point of view, our character should be able to see and therefore the player should have at least some feedback on. Link to comment Share on other sites More sharing options...
Xtrakicking Posted December 26, 2017 Share Posted December 26, 2017 You know, I'm going to defend the health bars from a realism angle. In the real world, if I hit someone repeatedly with a spiked club or stabbed them repeatedly or shot them repeatedly, I'd be able to see what I'd done. They'd have injuries, and I'd have at least a clue how bad those injuries were. Even on a zombie that doesn't feel pain or bleed out, you'd still be able to see that half their head was missing or that you'd broken their spine and they were now having trouble walking. But in the game, each zombie uses a specific model with specific textures. More, it has a standard set of animations. Unless it's actually had a limb removed - which is the only thing that is visible on them as damage - a zombie that's been blown to hell and back with a shotgun and is barely held together by a few bits of sinew looks and moves exactly the same as one that's completely uninjured. In fact, if there are multiple zombies of the same type going for you it's impossible to tell which of them you've already bashed half to death and which you haven't yet touched. So a health bar for zombies is one of those things that gives you information that would be obvious to your character but which isn't apparent to the player. The character should be able to see how damaged a zombie is, even though the player is only shown the same textured model. Now that doesn't mean that a health bar needs to be 100% accurate. It could be randomised so it only shows the zombie's approximate health rather than its exact health. Similarly, it doesn't say anything about the positioning of the health bar or how prominent it should be. But in the absence of a detailed texture/model degradation system (something which I'd love, by the way), it's the only way we can tell whether a zombie is being badly damaged by our attacks or is simply shrugging them off - and that's something that, from a realism point of view, our character should be able to see and therefore the player should have at least some feedback on. Healthbars are only red rectangles that get shorter indicating that something is about to be turned into a ragdoll, they don't "show" how damaged someone or something is. Like you say, if I want my game to give info on how much damage has been dealt to an entity, I'd add a change to the model to show it, otherwise no healthbars is preferable. Link to comment Share on other sites More sharing options...
Maharin Posted December 26, 2017 Share Posted December 26, 2017 I don't really get the immersion breaking argument for on screen information. I ignore the on screen stuff until I need info or I have a down moment where not a lot is going on. I don't obsess over it but I do like it handy and convenient. This game needs a whole lot better feedback system in place before they remove the gadgets from the interface. I don't need to know I'm at 12% of anything but it sure would be nice to know it went from "I can still manage" to "really bad" or "need to do something about this ASAP". If I'm below 50% health and bleeding out that's a whole lot different situation than I'm starving to death, even if they share the same end result if untreated. Link to comment Share on other sites More sharing options...
unholyjoe Posted December 26, 2017 Share Posted December 26, 2017 Healthbars are only red rectangles that get shorter indicating that something is about to be turned into a ragdoll, they don't "show" how damaged someone or something is. Like you say, if I want my game to give info on how much damage has been dealt to an entity, I'd add changed to the model to show it, otherwise no healthbars is preferable. exactly... there is an example of what can be done and thats to mimic crates/blocks, you see actual damage indicators like cracks forming. this can be done by adding blood/bruising to npcs that take damage. seriously, we have them losing limbs and such so it is a plausible idea and pretty sure no one would object to that.. cant bitch about the blood because its a kill something type of game. Link to comment Share on other sites More sharing options...
xercesblue Posted December 26, 2017 Share Posted December 26, 2017 Yes on Vulcan support. Please read the first post of this thread. It has this and other tidbits of information. I did a search for it using my browser search function on the first page and couldn't find it and then realized it was being misspelled, unless I'm mistaken it's spelled "Vulkan" API. https://en.wikipedia.org/wiki/Vulkan_(API) That might be why at least some people are missing that. Link to comment Share on other sites More sharing options...
unholyjoe Posted December 26, 2017 Share Posted December 26, 2017 I did a search for it using my browser search function on the first page and couldn't find it and then realized it was being misspelled, unless I'm mistaken it's spelled "Vulkan" API. https://en.wikipedia.org/wiki/Vulkan_(API) That might be why at least some people are missing that. give him a break he was watching star trek and mr spock had his attention. Link to comment Share on other sites More sharing options...
Maharin Posted December 26, 2017 Share Posted December 26, 2017 cant bitch about the blood because its a kill something type of game. In general, people are very capable of bitching about anything for any reason or no reason at all. - - - Updated - - - give him a break he was watching star trek and mr spock had his attention. I'll just leave this here: https://www.youtube.com/watch?v=AGF5ROpjRAU Link to comment Share on other sites More sharing options...
Gamida Posted December 26, 2017 Share Posted December 26, 2017 They allow that now.... via modding...... doubt TFP will waste time on making further options available when things can be modded and tweaked easily. I am not sure everything can be modded and tweaked right now and even if it can be, it is not easily done by everyone. The rest of us have to rely on the modders and hope the tweaks we would like are done by some kind soul out there. I wasn't really suggesting that everything be able to be turned on and off...just that it seems that would be the only thing that would make everyone happy. Link to comment Share on other sites More sharing options...
Roland Posted December 26, 2017 Author Share Posted December 26, 2017 There will be a robust options menu when the time is right for it. Link to comment Share on other sites More sharing options...
Aldranon Posted December 26, 2017 Share Posted December 26, 2017 There will be a robust options menu when the time is right for it. When things are more done. Donner. Link to comment Share on other sites More sharing options...
Roland Posted December 26, 2017 Author Share Posted December 26, 2017 Party. Link to comment Share on other sites More sharing options...
Maharin Posted December 26, 2017 Share Posted December 26, 2017 When things are more done. Donner. You know Dasher and Dancer and Prancer and Vixen, you know Comet and Cupid and Donner and Blitzen, But do you recall The most famous reindeer of all Rudolph the Red-Nosed Reindeer Had a very shiny nose And if you ever saw it You would even say it glows All of the other reindeer Used to laugh and call him names They never let poor Rudolph Join in any reindeer games Then one foggy Christmas Eve, Santa came to say, Rudolph with your nose so bright, Won't you guide my sleigh tonight Then how all the reindeer loved him, As they shouted out with glee, Rudolph the red-nose Reindeer You'll go down in history Rudolph the Red-Nosed Reindeer Had a very shiny nose And if you ever saw it, You would even say it glows, And all of the other reindeer Used to laugh and call him names, They never let poor Rudolph Join in any reindeer games, Then one foggy Christmas Eve, Santa came to say, Rudolph with your nose so bright, Won't you guide my sleigh tonight Then how all the reindeer loved him, As they shouted out with glee, Rudolph the Red-Nosed Reindeer, You'll go down in history Link to comment Share on other sites More sharing options...
Anabella Posted December 26, 2017 Share Posted December 26, 2017 You know, I'm going to defend the health bars from a realism angle. In the real world, if I hit someone repeatedly with a spiked club or stabbed them repeatedly or shot them repeatedly, I'd be able to see what I'd done. They'd have injuries, and I'd have at least a clue how bad those injuries were. Even on a zombie that doesn't feel pain or bleed out, you'd still be able to see that half their head was missing or that you'd broken their spine and they were now having trouble walking. But in the game, each zombie uses a specific model with specific textures. More, it has a standard set of animations. Unless it's actually had a limb removed - which is the only thing that is visible on them as damage - a zombie that's been blown to hell and back with a shotgun and is barely held together by a few bits of sinew looks and moves exactly the same as one that's completely uninjured. In fact, if there are multiple zombies of the same type going for you it's impossible to tell which of them you've already bashed half to death and which you haven't yet touched. So a health bar for zombies is one of those things that gives you information that would be obvious to your character but which isn't apparent to the player. The character should be able to see how damaged a zombie is, even though the player is only shown the same textured model. Now that doesn't mean that a health bar needs to be 100% accurate. It could be randomised so it only shows the zombie's approximate health rather than its exact health. Similarly, it doesn't say anything about the positioning of the health bar or how prominent it should be. But in the absence of a detailed texture/model degradation system (something which I'd love, by the way), it's the only way we can tell whether a zombie is being badly damaged by our attacks or is simply shrugging them off - and that's something that, from a realism point of view, our character should be able to see and therefore the player should have at least some feedback on. My personal opinion.....I like the health bar. I figure it will actually be smaller than the first iteration of it. I also liked seeing how green around the jowls it made Roland. LOL Link to comment Share on other sites More sharing options...
Roland Posted December 26, 2017 Author Share Posted December 26, 2017 My personal opinion.....I like the health bar. I figure it will actually be smaller than the first iteration of it. I also liked seeing how green around the jowls it made Roland. LOL There seems to be more people on my side of the line now that TFP has redrawn it. Link to comment Share on other sites More sharing options...
Roland Posted December 26, 2017 Author Share Posted December 26, 2017 So Madmole mentioned "cool group quests". Any thoughts on how people would like to see something like that implemented? Link to comment Share on other sites More sharing options...
almightypmj Posted December 26, 2017 Share Posted December 26, 2017 I'll just leave this here: https://www.youtube.com/watch?v=AGF5ROpjRAU Leonard Nimoy probably heard this a lot, but that video just epitomizes the question "why?" Link to comment Share on other sites More sharing options...
The Gronk Posted December 26, 2017 Share Posted December 26, 2017 So Madmole mentioned "cool group quests". Any thoughts on how people would like to see something like that implemented? With modularity built-in from the ground up. :-) Is this going to be an extension of the current quest system or a completely different mechanic? We have NPC traders, why not start the process of having them give missions for both individuals and groups. From what I can gather this is planned although whether it makes it into A17 is anybody's guess. Missions opening up other missions is possible but may be difficult to implement. Proceduraly generated sub-missions can be hard. Link to comment Share on other sites More sharing options...
chaosterone Posted December 26, 2017 Share Posted December 26, 2017 By "cool group quests"I really hope that means it will be challenging multi-task quests that are hard to do in one day. I also hope they don't make them easier for single player. Being someone who only plays SP, I look forward to quests that might take a week or two for me to accomplish. Link to comment Share on other sites More sharing options...
Star69 Posted December 27, 2017 Share Posted December 27, 2017 So Madmole mentioned "cool group quests". Any thoughts on how people would like to see something like that implemented? If a quest is designed for 2 people for example, there needs to be some way to force it for 2.....say get a couple of items that, for the quest, takes up enough inventory spaces that both items cannot be held by one player or there are enough items to be obtained that there won't be enough spaces in one inventory to hold them all. Another possibility would require one player to activate a switch so the other player can enter then a carbon copy switch on the inside so the second player activates it to allow first player to enter. There are so many ways that to require 2 or more players to complete. I'm assuming there will be single player quests in addition to group quests. Very, very neat idea and many options as well. We like options! Link to comment Share on other sites More sharing options...
Tin Posted December 27, 2017 Share Posted December 27, 2017 So Madmole mentioned "cool group quests". Any thoughts on how people would like to see something like that implemented? At a certain gamestage level if you enter a police station/cell tower area/hospital etc,. a lot of zeds will spawn. In the background you'll hear radio chatter coming from inside the building. "Is anyone there? Please respond!" [static...] "We really need help. Please pick up?" [static...] "OMG this isn't looking good. Come on somebody please respond!" throw in a few more one liners... and it keeps cycling through those line every so often. (depending on what the player does) lets say the player(s) make their way to the radio and pick it up. "Oh good thank you for picking up!.. I know we don't know each other but me and <insert name> got ourselves in a really sticky situation!".. banging going on in the background and whimpering .. "How many ppl are you?" <responses "2".."3".."4".."Enough!"> (responses = difficulty) "You see our bunker got overrun somehow and we are stuck at the lowest level. We lost 8 ppl so far and we are out of ammo since we can't get to the armory and it's only a matter of time before the zeds beat their way in. Could you come to <x,y,z> and bring your friends?" <responses "Yes" "No" "other"> *lets say the player answers "Yes" or some similar response.. "Oh TY TY TY Lord! We'll hold out as long as we can but please hurry!.. I'm coming now <insert name>" static... end transmission. You go to the location and it's an entrance to a "dungeon" style bunker. Multiple rooms lots of hallways etc,. Lots of sleepers a couple "Boss" zeds Blah Blah Blah you reach the room that the ppl are in <small dialog... ... ... here's your reward... ... ... and please take whatever you need from the armory> end quest. Link to comment Share on other sites More sharing options...
Maharin Posted December 27, 2017 Share Posted December 27, 2017 So Madmole mentioned "cool group quests". Any thoughts on how people would like to see something like that implemented? As a starting point, if it is a group quest, then people need to be able to work on it together. So that means if there is a kill count or something like that then each person needs to be able to add to the total, online or offline (meaning someone else can complete it while they are offline). If there are multiple steps then there should be a way to have a quest be able to split so that some can do one part while others are working on another part. There needs to be cooperative quests as well as competitive quests. So, for instance, a trader could say go off and whoever brings me back the most X by close of business today/tomorrow wins a Dinglehopper, but everyone involved gets to see everyone else's progress so it can be a fun competitive thing. I would also like to see crafting quests where maybe there is some small scale model sitting on a trader's counter and he requests that the group go out and build the full scale version before the next horde night and keep the walls from being breached during that horde night to successfully beat the quest. Lots of ways to cooperate through that kind of exercise. Let me think some more. Link to comment Share on other sites More sharing options...
Xtrakicking Posted December 27, 2017 Share Posted December 27, 2017 How would "cool group quests" benefit SP, though? Link to comment Share on other sites More sharing options...
SnowDog1942 Posted December 27, 2017 Share Posted December 27, 2017 Can someone refresh me as to when A16.4 was released? I want to add 9 to 12 months to that date to get an estimate of something. Link to comment Share on other sites More sharing options...
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