BoogieMan

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About BoogieMan

  • Rank
    Fighting the Good Fight
  • Birthday 07/10/80

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  • Gender
    Man
  • Interests
    Gaming: RPG, Strategy, Sandbox, 4X, Turn Based, some FPS
    Movies: Action, Sci fi, Comedy
    Astronomy, Biology, Planetology
    Range Shooting: Rifles, Pistols.
    Music: All kinds, but mostly rock and metal.

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  1. It's a shame that is even a problem, why so many struggle with it is beyond me. It's an in-progress game. That kind of stuff is going to happen. It is in no way surprising or unexpected. Then again, seems like most people don't even have the self control to flick their finger to use their turn signal while driving so I guess I shouldn't be surprised.. Not unusual for the majority to suffer for actions of a very vocal minority. Oh well.
  2. Interesting stuff, thank you all for your efforts!
  3. Vehicles offical release

    Instead of making a new thread, I will add this question here since it's semi-related. Does anyone know how far behind is the latest vehicle build on Steam from the "iwillbackupmysave" on Steam?
  4. Dead content:15 Old features that need expansion

    So... Giving the zombies hugs instead of fighting them?
  5. There were rudimentary NPCs in the game awhile back. But they weren't very good since they were, as stated, rudimentary. In my experience they almost always all died very, very quickly because they just weren't sophisticated enough to be able to get by in such a difficult, complex, and open world game. I think it was a really good move to push them on the backburner and work on other things that would add a lot to the game and take less time to implement. Designing an AI to play this game convincingly without resulting to outright cheating has got to be very challenging. There are so many actions to take, places to go, dangers to deal with.. And players to interact with. I've no experience with such things, but it seems to me any AI system that can reasonably pull off living in this world is going to have to be very sophisticated, and personally, I'm almost looking forward to just seeing them in action more than simply playing the game just so I can appreciate the artistry they are going to represent. Think about it, this kind of game has more complex decision making and weighing of priorities than most games, and that is further complicated by how often they have to be reevaluated as you gain access to new information. Quality work takes time, and look at how the game used to look. It's evolved considerably. It's natural to be disappointed when something you were looking forward to seeing isn't there, but it will be and to harshly judge this game largely upon that isn't very fair. It still has a lot of offer now in its unfinished state. You're also grossly over simplifying the situation when you say: "....And yet, how could they spend EIGHT YEARS without even bothering to implement some rudimentary NPC algorithms? .... If it is taking that long to create the algorithms necessary to implement functioning computer-controlled ally characters in-game, then perhaps the standards are too high? That statement assumes that's all that's been going on this whole time. When in reality it's more like: More playable area, and new towns Cars/vehicles Vastly improved visuals, the game now has 3d models instead of almost entirely sprites They are working on an animation update which will further improve the look of the game More sounds, especially ambient sounds Zombie behavior refinement Excellent sandbox settings that allow players to fine tune their experience Huge amounts of more content that is too expansive to cover here And of course, multiplayer That's just what I can think of off the top of my head. Putting in NPCs earlier would have delayed all of this progress, which as a whole, have given more to players. NPCs will be an important part but it doesn't make a lot of sense to put them in before a good deal of the rest of the game has firmly taken shape. As new concepts and mechanics get added to the game more and more time would have to go right back into updating the NPCs over and over. That's not an efficient use of time and resources. Better to put down the foundation before you start working on the roof. TL;DR It's an early access game, these things happen.
  6. It is powerful, but It's only effective against very small numbers of zombies else you risk getting bit/scratched or even dogpiled and mauled. It can't be used against even medium sized groupings, other than the odd straggler on the edges and at that point it's usually riskier than just running or doing a regular melee swing. If you think about it, a lone zombie or a very small group should/would be easy for any reasonably armed and able-bodied person to handle simply because zombies have no desire to protect themselves, no self preservation at all. I think dispatching small groups should be low risk, because anything more and the risk rises exponentially. I also believe that the weapons which are particularly lethal should have a higher chance of 1 or 2 shotting zombies that aren't shoulder to shoulder with another zombie, to not only better reflect how much damage something like an axe can do, but to simulate that you are under less pressure and have more time and presence of mind to line up a good hit. Lastly, if that were nerfed or removed, what would be the point of any current in game blade weapon other than an axe? They seem weaker and less common than blunt weapons to me? I always assumed that was specifically to offset the stab kill and of course because zombies don't suffer from bleeding.
  7. Otherwise, something could be mathematically be split in half an infinite number of times and you'd never reach the end.
  8. If the walled area is big enough they will simply spawn inside it, bypassing defenses. For now, the only way I know to reduce it with it is to do a perimeter run. Basically running around walled off area because I believe they won't spawn in an area the player has been in recently. There is a sandbox setting that controls this. I think the default is 3 days? So before that time elapses, run around to refresh the timer.
  9. I would think you should. It could be chance but at least for me the times I've selected doctor I've started in nicer houses than most of the other professions I usually use.
  10. Would the lucky trait skew results? Perhaps everyone should be instructed to not select it?
  11. Appearance Editor

    I really hope so, the more NPCs become a part of the game the more important it will be to be able to recognize someone.
  12. Fix MP Sprinters

    Exactly, a mix would be awesome, so as to surprise you rather than always knowing what to expect.
  13. Burglar alarms make no sense; should be reworked

    The ones I am familiar with are typically hard wired into the house. It would be much easier to simply use smoke detectors or alarm clocks with a battery backups for such a purpose.
  14. Burglar alarms make no sense; should be reworked

    I would think motion activated alarms aren't very common (for homes at least) because so many people have pets or don't want to set it off themselves in middle of the night. Most should also fail within a few days, at most, after the power goes out as their battery backups deplete.