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axehunt

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  1. Very nice, very good. Four years ago I also dreamed about what I would like NPCs to be.. Find a job. Leave it. Find another one. Save some pennies over two years. Buy yourself a car. Sell it. Buy another one. visit Uganda, Mexico and Taiwan. Get throught full Witcher game series. Get married. have a child. Divorce. Become a ninja. Get bored. Come back to check if the NPCs are in, creative mode is in, super-duper meta-events despite shots here and there are in. Animations.. maybe before the divorce. Id like to see animals, stealthing, NPCs story mode, where different scenarios mix up giving a great non-predictible effect. I loved this idea gangs, another ui revamp. Sadistic AI Director, which has been abandoned and had to be merged with NPCs stories, kate and baldspot, fast weekly updates etc, etc.. You just can't introduce these promised, super-advanced NPCs before everything else, because any new features are going to crash them or will require very unefficient backwarding in coding. Sooo.. see you in some years OK, conclusion of my offtopic: PERFECTIONISM IS BAD - surely for this game development. All the promises and not obligatory features made, show a very complicated, burdensome picture of elements which may be finished in far future, or may not be finished at all due to merciless time flow. Or may be implemented as not state-of-the-art piece of stuff Of course you could try to cheat the time flow with earned cash, but you may quickly run out of funds.. Anyway, I like the concept, it feeds imagination. Reading mondoids has been fun for these few years, and I'll continue doing that through my lifepath I wish you that your deams came true
  2. 1) Stop the developement of the new features. 2) Squash all of the bugs, fun and fps killers. 3) Release a full branch of modding tools. 4) Add a stable multiplayer system, where people could browse servers and play the game fluently at its current development stage. 5) Let the community make the multiplayer fun with mods. 6) Just go on with further game features development like npcs, animals, traps etc. Simple!
  3. Oh, I know there's no etas, BUT! Mondoids should come out EARLIER! I have to sleep hungry now, without any news about these DRAGONS .. I want Mondoid, not Tuesdoid!
  4. IMO sandbox should have as many changable options as possible, so you could play anything you want survival should be the proper mode, where you could choose nothing. There shouldn't be "builds" available. If there was an open multiplayer, 9/10 of the game started would be strong light drinkers.. This should be just an option to choose from when starting non standard game.
  5. I would appreciate even an option to turn on fully random survival, like "Start survival as a random character" checkbox in options menu.
  6. Hi. I think that selecting occupation, traits, name, location etc. in the survival mode should be absolutely random. For me the choice should be available only in the sandbox mode. My ideal scheme is that you start survival in a random place as a random character with random pros and cons and have to survive! That would make every game a real challenge and unique experience. What do you think?
  7. The discussion went offtopic. Please talk about not abusive for anybody content which could be added as self-talking stuff would you like to see this in the game for the large scale?
  8. Hi. When I was watching another lets play youtube video I noticed that ppl sometimes talk to themselves their feelings, thoughts. I think it would be natural in the reality. Random and not too often text messages above players' head could express some moodlets and actions taking place. It would be just a cosmetic, climate building option, turnable in the options menu, expressing characters thoughts, emotions, shiverings. These phrases could be short and universal like "oh shit, fuck, fuck!", "no, no, not so many!" when got panicked or "another one", "there's another bitch" when noticed a zombie far away. On the other hand, these messages could depend on sets of chosen traits, gender, profession, i.e. women could cry more often, claustrophobic and hypohondriacs could develop other interesting, specific behaviours. The traits' combinations could be interesting. To make it properly, there should be a lot of preset messages. It doesn't require a lot of work but would add a lot to the gameplay. I think that community would help with development of the feature what do you think?
  9. Hi. An idea passed across my mind. After tens of hours spent playing vanilla game, it may become boring. After the npcs' implementation and steam-based, massive community members' growth, there is going to be more and more of the modding opportunities, modders and, in result, mods. Also the devs will have more money to spend on the game the idea is to set up a server for the standarized mods' database, accessable from the game menu. There should be filters of mods' types. You would have to read some short descriptions, find a mod you would like to try, tick the checkbutton. The game would download the mod and install it. This would be very useful especially for lightweight npc scenarios. The stuff would be rated by players. Is it possible to implement that? Would the server handle maps and other stuff?
  10. What would you say about my previous, turn-based multiplayer gameplay suggestion? The server starts at 7am ingame time with 12h duration. All of the players play and get tired with the same rate (players with less sleep perk dont get tired). After 11.55h of the gameplay all of the players get the message on their screens: you will pass out in 5 minutes. Players have some time to find a bed. If they dont, they will pass out somewhere on the grass and may be nomnomnommed. The time speeds up for everyone and they wake up after 8 hours. Now the server (as everyday except the 1st one) sets up the turn's length (the rate of players becoming tired). So once you play for 8 ingame hours, and another time for 16. This would make people play in daytime and at night. You will also approximately see how much time left to sleep as your character becomes tired, so you can decide if you go for a scavenge mission or stay near your safehouse. I think the idea wont break the gameplay and noone will kill you with a pillow.. Please comment.
  11. up up up up! Lets try to find the sleeping problem solutions! There could be many modes!
  12. id love the idea of the player becoming an npc at quit. But joining a server as the random npc would also be nice. This would generate a problem with multiple life - reconnecting players. Multiplayer shows off a lot of questions. The sleeping issue could have different options to choose from when starting a server. One of them could be no sleep mode, another one - TIME-TO-SLEEP mode. All of the players wake up, play and get tired at the same rate, different each time. Simply speaking, you wake up, the server randomly sets the time of the turn from 8 to i.e. 16 hours. You and other players get tired in the same rate. In the end of the turn all very tired players get a message saying: you will pass out in 10 (realtime) minutes. So you have 10 mins to find a bed and lie down or you will pass out anywhere (and got eaten probably). This would make you play daytime and during night, because the turns would have random lengths. This would also eliminate night time assassinations, annoying stealing when someone sleeps etc.
  13. Sledgehammer total destruction of almost everything in .16 announced! Woaah! Isn't that outstanding news? Let npc's do the same!
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