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Geonjaha

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  1. Is there any chance we could get multiplayer support for the challenge maps? Playing something like the 9am mall opening map with a bunch of friends would be great, and a good option for a more quick game mode.
  2. I was under the impression that Steam Integration would mean being able to just start a server from the game and being able to directly invite people by Steam friends. Is that the end goal or will we always have to go through the traditional server opening except now with the SteamCMD as well?
  3. How valid is it if only a small number of people find it unmanageable, instead of the majority, as you portray?They can have fun in sandbox if Survival's harder difficulty is unfun. (But we'll see what EasyPickin's changes brings.) Being in beta the concerns aren't really that great, because of course the difficulty will inevitably fluctuate, but when it comes closer to release some kind of poll would be nice to see how people are finding the general survival difficulty. It's hard to say right now which group is the minority, but when people with a lot of experience with the game, who are also committed enough to be posting on forums about it, are saying that its too difficult, I imagine the average player with less experience is finding it even worse. Again though, zombie counts aren't of great concern in beta branches. Glitches that effect combat on the other hand I'd say are the more pressing issue.
  4. Difficulty changes aside (Which are always valid - just because some people find it 'manageable' doesn't mean that's how difficult the main game mode should necessarily be. The main point is always fun, and having one where you cant go outside your starting house without having to run through the whole town to eventually escape the mass of zombies that inevitably see you isn't fun) I'd like to say that the tutorial is great. I know people have a hard time getting the basics down, and I think it did a good job of getting those across.
  5. Sounds great, but one confusion: You said twice that it'd take 4x the time between the level 0 and 1 multiplier, but the multiplier is only 0.33% (three times, not four). Is this percentage actually 0.25% in the game or is it actually 0.33%?
  6. So, just playing multiplayer with 30.9 for the first time and I'm wondering, how the hell are the endurance changes supposed to work in MP? I like the changes for the most part, but in MP you cant sleep (Not yet anyway, until that's made an option) and resting takes several minutes. Its fine in SP because you can speed up time, but in MP its a bit ridiculous. Am I missing something here or is it supposed to be like this?
  7. It's almost as if you shouldn't be able to just kill 30 zombies and then continue about your day without being exhausted. I know this is very different from the previous builds, but the changes make sense. The game isn't supposed to be about you being able to just kill everything in your way. The system you're describing follows the same problems as the previous one in that, while also being terribly unrealistic, it just means you need to step back, throw back a couple of beta blockers, and then continue fighting.
  8. With the new medical system, there's actually a consequence of climbing through a window you just broke, which is great...for the most part. Since this system seems to be in to punish people who want to get into a building quickly (e.g. when running from zombies) then maybe there should be an option to remove glass from broken windows to remove the possibility of getting injured. Have it take maybe 20 seconds (irl) to prevent people from using it when they're in a hurry, but still allowing those who are in no rush to actually get in safely. If I'm alone next to a house I want to enter, and the only route is the window, I could easily spend the time breaking away the glass to prevent injury instead of just chancing it - it just ends up being a waste of time having to knock the door down just to play it safe.
  9. Panic really needs to affect melee accuracy. Cowardly and Claustrophobic/Agrophobic traits are all more freebies. -.-
  10. Didn't see the new thread. My response is in there. :3
  11. I just did a test to check in game. If you're running continuously you gain about 1 exp every 30 seconds. That means 100 exp = about 50 mins in game time (If you spend that whole time running of course; not stopping to loot or attack zombies). To get to level 3 its 1900 exp total = just over 16 hours. I've forgotten what the exp requirements are for levels 4 and 5, but still - 16 hours (irl) of running for level 3/5 - Ouch. Maybe just have Agility skills not scale (ie. every level needs 100 exp). Skill Book related skills it makes sense for, because you get something like a 10* multiplier for the higher levels.
  12. Rathlord - What is the point in making a skill so much of a grind that players would need to play one save file for dozens of hours to get to max skill level? Especially when other skills (with books) can get to level 5 with relatively no effort. I thought the point of the game was to tell the story of your death, not to have save files where after three years in-game after the apocalypse started you finally get level 5 in all Agility skills. I'm not trying to say that level 5 should be easy to attain at all - I'm saying that right now after playing about 3 hours on a save file my character is only level 1 in all agility skills (that's 100 exp). To get to level 3 would be another 1800 exp. 18*3 = over 50 hours. 50 hours on one character and they're level 3/5. Just over halfway to full skill level and they're already at the point where the game should have ended given its premise. Have the advantage gained from levelling reduced if it needs to be - but make it so that the player actually sees a difference in their skill as they go along; even if it is small. Right now it takes hours to level an agility skill, with the player suddenly getting a BIG boost in their abilities when they do so. The scale isn't right at all right now for some skills, whereas its fine for others. It's not about giving players ultimate power, its about creating a levelling system that's actually enjoyable, and gives small boosts, not one that's an impossible grind to becoming a running God.
  13. Suomiboi - Levelling right now is not easy. All of the Agility skills take a long time to get to level 1, let alone anywhere near level 3. The Blunt and Blade skills as well would only get to level 2 after a very long play time. That's only 2/5 levels. The highest level needs to be achievable without playing the save file for 500 hours otherwise there's no point.
  14. Having it affect sleepiness would make sense, but at the moment passing out hasn't been implemented and accuracy reductions don't affect melee combat, so I'd say it's still got a lot to be put in before it has real consequences.
  15. Zombies barely being a threat near you means this isn't really necessary. You're not going to push more than 2 zombies at once out of your way, and when there are only 2 zombies you can run straight through them anyway. Once zombies actually get buffed at grabbing people running past them, this might be a nice addition.
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