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BoogieMan

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Everything posted by BoogieMan

  1. I agree wholly. It would be nice if dealing with wounds was more of a concern so having someone with that skill can make a difference. Most of the time, you get hurt, you're dead anyway. Seems like a good doctor would probably be one of the most comforting and useful people to have around after the apocalypse.
  2. Loose bullets are like this as well, much heavier than they should be. It would be nice to see items like these changed to be a bit more sensible, if not you can make your own mod. I made one that changes bullets have a more realistic weight that I use just for me.
  3. Fast food uniforms to match the in game restaurants.. Motocross, FBI, Paintball, Fisherman, Farmer, Gigamart employee, Hobo, Outdoorsman, Lumberjack, EMT, Jogger, Construction, News People/Cameraman...
  4. Ohhhh, that makes more sense. Thanks!
  5. Nice changes, especially the specific sound volume controls. More games need that feature. Thank you! Quick question though.. What's the logic for not being able to sleep in a car unless the engine is running? It seems like it should be clothing/temperature dependent.
  6. That is a good idea. It would be nice if they were impassible to each other too. It would make the crowds look more impressive and they could get knocked into each other, and it would be funny to see them tumble down stairs. I remember mentioning sometime similar about the pushing of zombies in a suggestion long ago, but unfortunately as far as I know it has never changed. That's where when you shove a zombie, they have a predefined duration of backwards stagger which doesn't seem to take any environmental concerns into account and they also seem to be invulnerable during the stagger animation. You can shove a zombie 2ft from a wall and they'll do the same long backwards stagger they do outside with nothing blocking them. They should thump into the obstacle and stop staggering, and be able to be melee struck while staggering regardless.
  7. I'd like to see a Hydrocraft-lite offshoot mod. I like what Hydrocraft does in theory, but I feel it makes the game cluttered with huge numbers and variations of items. Most of which you can't really know the value of without stopping a lot to research, and even then most of the time it's just info on the item's stats and not what you actually do with it. I find myself spending a lot more time sifting through my inventory and storage. A lite version that drops out some of the fluff, like Christmas ornaments and paraphernalia and other filler and focuses more on that more interesting and useful crafting and survival aspects.
  8. I don't remember how I initially discovered the game, but I bought my first copy on December 29th, 2012.
  9. 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.
  10. 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.
  11. 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.
  12. Would the lucky trait skew results? Perhaps everyone should be instructed to not select it?
  13. I usually disable the chopper in sandbox settings myself, a bit too trolly for my taste. Especially since the pilot seems to be omniscient and can always find you. You have to tools to deal with it. Yay for sandbox options.
  14. 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.
  15. Exactly, a mix would be awesome, so as to surprise you rather than always knowing what to expect.
  16. 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.
  17. 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.
  18. I bought a copy for myself and two more for others, and mention it whenever people start asking for game suggestions and other stuff on forums. They get a little more money and the community gets more players, everyone wins. Do your part in spreading word about the game and be sure people know it's a WIP - but it is not a dead early access game like so many others.
  19. I would be a nice convenience to be able to cook frozen stuff even if it made it take a little longer or affects the quality somewhat. I currently deal with it by planning ahead (when I remember) what I plan to cook in the next day or two and move it to the fridge to thaw out.
  20. Yes, they are new and are invariably going to be tweaked. However currently, they don't seem to have a lot of practical use to me. That's even including cars being indestructible at the moment, which I'm sure they won't always be. If they were to stay as they are AND be destroyed? Forget about it. Like guns their usefulness is very limited, and the primary effect is not the actual intended use of the object. The chief undisputed effect they and guns both have is attracting large numbers of zombies in a very short period of time. There is nothing they do better. With cars, the hope is to be able to not only use them for storage to necessitate fewer safe house return trips, but to expand the range that you can visit in a reasonable (and less boring) amount of time. But personally, unless you're playing with deaf zombies I just don't see how they have use when you can gdrive one and in less than 30 seconds you can literally have hundreds and hundreds of zombies bearing down on you. Since zombies respawn, you can never really clear an area so it seems like it will always be a big problem. They get bogged down in hordes fairly easily, don't often kill (or even disable) zombies and if you get stuck against a group, odd are very high that you're dead the instant you exit the vehicle. Risk vs. Reward is often paramount in deciding if a player will utilize a certain feature and right now the risk feels like it vastly outweighs reward. With the current gun and vehicle system, NPCs are going to be a cluster eff of epic proportions, and having an AI deal with that kind of fallout? Good luck. Let alone the effect on players. I'm very happy to see vehicles make an appearance in the game and while useless may seem harsh for such a long awaited feature, the word fits if their usefulness is perceived to be very low. Being a contrarian for the sake of being a contrarian doesn't help the game evolve, while constructive feedback does.
  21. -Light Switches no longer work -Always crashes on exiting game -Doors that are partially obscured, like the north facing door in between the Hardware Store and Food mart in West Point cannot be opened by a mouse click, but pressing E works -FPS seems to be the same (staying at 45FPS cap set in options) but periodic 1-3 second freezes aren't uncommon -Loot spawning seems off, but I haven't played enough to narrow it down -Cars aren't useful for actual gameplay, attract too much attention and get stuck on zombies pretty easily and if you get stopped by a horde, there is no escape -Cars physics sometimes wig out crazily when getting groups and tumble into the air and do 360s, even had a big delivery truck manage to roll 180 degrees on to its roof from an almost stop while hitting a horde -Car turning radius is too large -Playing as a Veteran, desensitized didn't seem to function. Was commonly panicking from nearby zombies, even getting up to extreme panic Windows 10 x64 OS on SSD, Games on another SSD. Intel Core i7-4790K Devil’s Canyon Quad-Core 4.4GHz (Liquid Cooled) EVGA GeForce GTX 960 4GB 128-Bit GDDR5 PCI Express 3.0 ASUS SABERTOOTH Z97 MARK 1 USB 3.1 G.SKILL TridentX Series 16GB DDR3 SDRAM 1866 (PC3 14900)
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