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HumanTarget

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  1. Ah! Thank you. In that case then I'm only have the light switch issue. And a few TV's don't have a power source just across the bridge SE of West Point. The power hasn't gone down yet. I don't know if it's a bug exclusive to this build or if this issue is always with the houses on this road. I've never been in them before. Found an appetite for the game again now there's some game changing content. The introduction of counting calories didn't really grip me again. The cars feel a lot better than the vehicle mod. Good mod but this is great
  2. Are not many people suffering from a bug where the vehicles just suddenly run out of fuel? From full to empty just like that. TBH sometimes it feels like my real car does that. Maybe it should be a realistic feature instead of a bug!
  3. Can see why people get frustrated and start asking questions They're on board with the idea They don't mind the bugs They want to support the game But when we start worrying more about the nutritional value of a pie more than the sudden disappearance of every car and person in Kentucky then c'mon Things take time. I get that. I've had lots of fun with the game as have people who have uploaded hundreds of videos covering 3,4 or 5 seasons of their game on YouTube. But people will get bored when progress is so slow. That's just a fact Are some people "I want it and I want it now"? Yeah But then some people are quick to label others as impatient and demanding when they are just voicing a frustration and questioning something they've paid for. When you buy Early Access games you can't start making demands all the time. You do have to accept game breaking bugs, glitches and that the game may take a while to get to its destination But that doesn't mean you should shut up and never question anything. When you buy an EA game you look at its direction, it's condition and then you decide whether to jump on board or not. You have every right to be angry when a developer lies or cheats you (some games have been abandoned by developers). It's not what you jumped on board with. That's not what's happening here. But people can question the game they've jumped on board with. It's alright telling them to shut up but if they're getting bored then they're going to stop playing. And in 3 years when today's new players are in that position then they'll stop playing too if in those 3 years there's still major features missing out while current features are tweaked or features that aren't really a priority to the majority of players are put to the front of the que. It's not what drew them to support the game. And yeah, they've already supported the game and it is a case of "deal with it". But is that the attitude we need more of in the game industry. Some modders have made big strides with content so it shows what can be done. I know the devs want each step to be perfect but when you look at the progress over the years you will have people starting to wonder if they've not bitten off more than they can manage. The vehicle mod isn't perfect but it's pretty good BTW. And it's been a long time since that vehicle image in the mondoid. I bought this game a long time ago. And yeah it's changed quite a bit. But since I bought the game other games have been born and grown up, got old and died!! And not just ones with huge financial backing.
  4. Definitely this. Sounds sad but one of the things that bugs me when playing the game is that abandoned vehicles are sort of a major background pointer towards an apocalypse. Where are all the people? Oh, They're all dead or living dead, ok, so where are the signs of struggle and escape? Not a major issue obviously. Just something that slightly disrupts the immersion into the world. I imagine a day where we walk (or drive when possible) down a street and see cars crashed into the side of a building or street sign. Traffic jams that ended in chaos on the highways. Cars abandoned in panic. Driving would be nice providing you can't unrealistically mow down zombies. And that they need to be appreciated. Not like say State Of Decay where it's just a case of jumping into the next one on hand. Fuel pumps will obviously stop working. You need keys for a start too. I guess it could be quite easy to manage. Most cars in the inner cities will have been abandoned for good reason. How many will have the keys sat in them, full of fuel, undamaged with 4 healthy tyres? On the highways you might find the healthiest cars simply abandoned in traffic or whatever. But there are always zombies there. And getting a car through the maze of vehicles is another problem. But the abandoned vehicles will help the apocalyptic feel.
  5. I know I've already said this but I do think that the best ways to shake up a settled survivor will all be through NPCs at a later date. Yes, for now that might make things a bit dull once you're set up but that's the price of an unfinished game. Obviously if you are set up in an urban area then Zombies should be a threat but it makes little sense imo to have zombies constantly wondering on your secluded safehouse away from civilisation. NPC's however... As mentioned above there are lots of ways humans could complicate things. From bandits to helpless lost travellers to maybe a group carrying a sick member that just won't leave him/her behind turning up at your door. Bandits you'd imagine could become quite a problem after a few months when it's plainly obvious there's no cure and only the strong survive. The possibilities are huge. Army recon units from nearby Fort Knox? Survivors bringing zombies hot in their trail Sick survivors Survivors that you'll regret trusting Survivors setting up nearby I'm sure you can think of tons. Not trying to dictate though.
  6. Oh sorry just meant to also say I assumed (rightly or wrongly) that NPC's would have a huge role to play in complicating the life of a settled survivor? I know for this moment in time that there is a way to just get set up and then there's no real need to go looking for danger like you say. I just sort of assumed it was sort of the downside of a brilliant but unfinished game. There's still some major stuff planned and we are all aware of that. So this flaw (if I can call it that) where you can survive forever will meet it's match when we have NPC's complicating our lives. It's the NPC's imo that offer you guys the best avenue of messing with our settled characters.
  7. As with everything you guys do I have tons of faith. Just the one thing with this, as others have said, it will be hard to balance. If I've set up base in a quiet area or a farm in the middle of nowhere then for the zombies to actively come and hunt me down would feel too scripted. 200 zombies just happened to stumble on this secluded safehouse? I think the veteran players would soon tire of that sort of thing. I'm sure you'll get the balance right. Complete faith!
  8. I was just wondering about the new sounds. I was wondering how frequent these sounds might be now that there's more of them. It's just at first the barking dogs, overhead helicopter, man screaming, woman screaming will be great. But one of the key things about any apocalypse game is that the world needs to feel empty. Lonely. That's part of the horror. I guess it applies when npc's come into the game too. Basically if every other day I'm hearing people screaming and dogs barking and I'm bumping into npc's then is it going to feel... well, apocalyptic? More of a question really on how it will all be balanced? Getting the balance between keeping us on our toes but also making sure the world feels dead.
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