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deprav

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  1. Like
    deprav got a reaction from Gustav in You can't do generators inside! Please no, it's DEADLY!   
    That'd be osum, you'd have to build a shed specially for the generator, or have a large base surrounded by walls.
  2. Like
    deprav got a reaction from MadDan in You can't do generators inside! Please no, it's DEADLY!   
    Well, I agree with Leo, let people put it inside and die, or outside and live ;D
  3. Like
    deprav got a reaction from Realmkeeper in Anybody play with infection off?   
    I'm not sure about the bite armor being planned, I know different clothes will have different "armor levels", but I don't think we'll have "duct-tape armors" and such. I personnaly wouldn't like it, unless it gives a harsh penalty to your movement speed, sneaking and exertion rate.
     
  4. Like
    deprav got a reaction from ToastedFishSandwich in Hello devs [Mod edit: Contains cool/official dev stuff!]   
    What a brilliant idea !
    Lemmy, can we have any update on the combat overhaul AND the sneaking overhaul ?

     
  5. Like
    deprav got a reaction from Leoquent in can/can't vs. try -> succeed/fail   
    I suggested something similar a while ago, I like it.

    For people arguing against "randomness" : randomness is everywhere in a game based on stats and "dice rolls", what you're talking about is "losing control" of your character. In that precise case there's no loss of control at any point, players are free to chose to build or not to build higher-tier items, they're willingly putting their limited ressources at risk. And if they don't want to risk it, they can just wait to reach the required level to build the item they want with 100% success rate.

     
  6. Like
    deprav got a reaction from Kurruk in Hello devs [Mod edit: Contains cool/official dev stuff!]   
    What a brilliant idea !
    Lemmy, can we have any update on the combat overhaul AND the sneaking overhaul ?

     
  7. Like
    deprav reacted to jass0 in can/can't vs. try -> succeed/fail   
    Hello,
     
    I thought I'd share an idea I thought would be:
    easy to implement logical rewarding interesting So, instead of being able/not able to craft a certain item at a certain level, it should be possible to try at any level. This is how real life works, so... it makes sense.
     
    The rate of success could follow an exponential function such as:
     

     
    Of course there must be a penalty for failure, right?
     
    Suggestions:
     
    crafting materials are destroyed crafting materials produce some unwanted product you hurt yourself  
    (clyde)
     
    ps. It could be even be made so that the "quality" of a produced item depends on the combination of your experience and luck, like it is in real life, but in a less "quantized" manner (level X != you always produce quality, level Y != if you have luck you may be able to exceed the typical quality of your level)
  8. Like
    deprav got a reaction from Amurayi in Mapdesign/Itemization: cruel "False Hope" items   
    I very much like it !

    I had something similar in mind, but it involved a NPC quest line. Like, depending on their luck and their route, the players could find clues and meet NPC mentionning a place in such a way that players would come to think it could be "it", the end game solution, like a military base with scientists.

    The base should be a pain in the ass to find with very little indication and no map. The idea was to have a few surviving NPC in that base, until a certain point on the game-timeline where a given event would get them all killed no matter what, like a massive explosion or raiders, and a massive horde.
    The players could find it before the event happens and, in that case, witness the end of all hopes, or they could get there too late and just find ruins and zombies.

    I'd love something to induce players into thinking they can "win".
     
    <snip>

    edit : typos
  9. Like
    deprav reacted to Amurayi in Mapdesign/Itemization: cruel "False Hope" items   
    A few items or locations which give players the false hope that the game could be won by any other means than death (which could generate urban legends that it might actually be possible to "win" PZ:
     
    * a broken radio station with "just one electric part missing" (which cannot be found)
     
    * a military emergency device: "Just press this button to call for help" (broken)
     
    * an empty message doves shack: pour food to attract them (they never come back though)
     
    * a train; but parts of the tracks have gone missing
     
    * a sign which reads "Wait here - an evacuation convoy will be here shortly"
     
    * a helipad - whenever you get close you can hear a heli fly away ("you missed it merely by seconds")
     
    * NPC which offers a "ride out of here" if you can bring him a special toy he lost (which is not in the game)
     
    * Signalbonfire which is always too wet to set on fire
     
    * a safe marked with "cure inside" graffiti locked with a broken numbers and letters pad 
     
    * dead doctor NPC who has created a cure, body points at forest (nothing there though)
     
    * a soldier NPC who will evacuate the player if he has the right papers and filled out health form A, B and C (only A and C in the game)
     
    * lower part of a radio device (upper part not in the game)
  10. Like
    deprav got a reaction from Geras in Hello devs [Mod edit: Contains cool/official dev stuff!]   
    What a brilliant idea !
    Lemmy, can we have any update on the combat overhaul AND the sneaking overhaul ?

     
  11. Like
    deprav got a reaction from migulao in Hello devs [Mod edit: Contains cool/official dev stuff!]   
    What a brilliant idea !
    Lemmy, can we have any update on the combat overhaul AND the sneaking overhaul ?

     
  12. Like
    deprav got a reaction from nasKo in Hello devs [Mod edit: Contains cool/official dev stuff!]   
    What a brilliant idea !
    Lemmy, can we have any update on the combat overhaul AND the sneaking overhaul ?

     
  13. Like
  14. Like
    deprav reacted to lemmy101 in Hello devs [Mod edit: Contains cool/official dev stuff!]   
    Here is a picure of the behaviour debugger doing its thing poking into the brains of AI NPCs brains:
     

     
    For more details on how behaviour trees work, look here: http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php
     
    At this point most of the survival behaviours are in. NPCs can loot for food, barricade, will stockpile water, hang sheets on curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive (am currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear). Their combat skillz ain't too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it'll all need rewriting once that goes in (and that will be released before NPCs, almost certainly), so at the moment am focusing on group interactions.  Group interactions use an entirely different system built based on inspiration from Crusader Kings 2 using xml driven event chains to describe story beats in kind of mini-plots that will be stitched together..
     
    Currrently writing an event chain for when a group walks toward a safehouse of npcs. What happens if a patrolling guard spots you, what happens if a guard at a window sees you, what happens if you get spotted while trying to jimmy a window on the safehouse, what happens if you're spotted inside the safehouse. Each of these will lead to their own consequences, branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand off with shotguns to begging for help dealing with some raiders, there will be all manner of outcomes based on numerous factors. We're going to have all these 'storylets ' that branch in numerous ways, and pieced together we hope they will make for a Walking Dead story like experience that's different each time*
     
    Idea is to build a whole metric ton of branching possibilities for single events, so that they can play out dramatically different.
     
    * without actual game wide plot arcs considered and discussed and written by a team of writers, the results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story, however we hope for enough variation that it feels like a unique story each time.
     
    NOW WHAT'S IN THE BOX?
  15. Like
    deprav got a reaction from oooooooooott in Barricading one side of an entrance   
    1000x supported. I've always thought that would come at some point.
  16. Like
    deprav reacted to oooooooooott in Barricading one side of an entrance   
    I have noticed that, at least in multiplayer, some people have a nasty habit of undoing your hard-made barricades. I know for a fact that, in build 31, TIS made it so that a player may only interact with curtains from the inside. I feel that the game would become much more fair and immersive if looters were made unable to interact with barricades unless they accessed them from the side they were barricaded from.
    P.s. I am tired and writing on a phone, plz no judge :[
  17. Like
    deprav reacted to DIrtbag in Small fence opacity should be higher when you're close   
    Small fences are basically invisible when you're behind them.
  18. Like
    deprav got a reaction from Gustav in You can't do generators inside! Please no, it's DEADLY!   
    Well, I agree with Leo, let people put it inside and die, or outside and live ;D
  19. Like
    deprav got a reaction from CorpseBeater in RELEASED: Build 31   
    etc...
    While it sure is quite amusing, you guys need to understand that selecting Professions & Traits doesn't make those your character's background and history. They're just names because it would be a pain in the ass to have skills called "+2aiming,+2reloading,+1maintenance" and "slower rate of inventory transfer", so they've been given names.
    You select professions & traits because of their perks, not because of their names, that means you CAN take illiterate and doctor... maybe your character lived on a farm its whole life and cared for some injured animals, but never got the chance to learn how to read because its redneck family never sent him to school, hence the basic medical knowledge but no reading ;o
    An hemophobic nurse could be someone who have scholar medical knowledge, from books, but never got to apply his/her knowledge on real situation.
    The story of your character is up to you and you only, not to the perks you choose.
     
  20. Like
    deprav got a reaction from CorpseBeater in RELEASED: Build 31   
    I perceive it as a non-issue. Imo adrenaline junkie isn't that good of a trait. If people want a speed boost they can just take runner/fit/athletic which cost less and do not depend on the panic level. It would be silly to take traits that makes you panic-ed at all time just to have a speedboost you could have otherwise.
    Tho panic sure could use a little Buff.
  21. Like
    deprav got a reaction from Svarog in Melee skills re-organisation. (no more blunt & blade)   
    Edit : I changed the title.

     
    It's been in a corner of my head for a while - I've been thinking the way melee skills are separated doesn't make much sense : someone who knows how to fight with an axe doesn't necessarily know how to fight with a knife as they're 2 totally different weapons, but someone who knows how to swing an axe would most likely don't have any problem swinging a baseball-bat.

    So I think it would be nice to change the melee categories to one-handed and two-handed weapons instead of blunt and blade.
    One-handed would regroup knives, crowbars, rolling-pins, screwdrivers, and future one-handed weapons that make it in the game (hachettes? machetes?)
    Two-handed would regroup bats, axes, golfclubs, spades, I think frying pans should be two handed as it's pretty heavy to swing, and any other future two-handed weapons.


    Edit :

    The idea evolved down the page :

    http://theindiestone.com/forums/index.php/topic/13403-melee-skills-re-organisation-no-more-blunt-blade/#entry168909
  22. Like
    deprav got a reaction from Lionheart2 in Melee skills re-organisation. (no more blunt & blade)   
    I did think about encounters with other survivors, and I still think one (or two, one-handed & two-handed) general melee skill would be enough. I don't think I understand where you're going with "having different weapon skills to fit different situations" ^^
    Having a melee skill for each weapon would be a huge mess in the skill list, and there already are plenty factors to take into account to decide the outcome of a fight between two survivors : their physical strenght, their melee skill, their weapon's stats, their general shape, their health, their bonus & penalties etc... I really don't think there's any need to overcomplicate PvP with more stats and a poopload of different weapon skills. Even more considering that the time played//skill level relations would be the same.
    Also -and that's an important point- there's a big part of luck when it comes to find items/weapons in Project Zomboid - which there's not in classical RPG : someone specialized in long swords can easily buy a long sword in the first shop he enters or on the first couple of monsters he kills. But in project zomboid, someone who specialized in one type of weapon is far from sure to ever find the weapon he specialized in before he dies, and that would be highly frustrating.
    No one would ever specialize in frying pans, rolling pins, kitchen knives, golfclub etc... because they're supposed to suck and be used temporarily. Everyone would most likely go for the most effective and current weapons : baseball-bats, and maybe axes for the ones feeling lucky with loot. In the end, the devs would just have added (is that good english?) a big bunch of unused skills.
    "In fact, it could make it more rewarding for characters that operate in groups to specialize in one weapon skill over another."
    I don't see it ! I think specializing in either melee, guns or archery makes much more sense when it comes to group organization. I don't see any advantage in having one dude specialized in bats, one in axes, one in knives and one in rolling pins, when they could all be specialized in melee and use their favorite weapon anyway.
  23. Like
    deprav got a reaction from Kitt Frostpaws in You can't do generators inside! Please no, it's DEADLY!   
    Well, I agree with Leo, let people put it inside and die, or outside and live ;D
  24. Like
    deprav got a reaction from Lionheart2 in Melee skills re-organisation. (no more blunt & blade)   
    Edit : I changed the title.

     
    It's been in a corner of my head for a while - I've been thinking the way melee skills are separated doesn't make much sense : someone who knows how to fight with an axe doesn't necessarily know how to fight with a knife as they're 2 totally different weapons, but someone who knows how to swing an axe would most likely don't have any problem swinging a baseball-bat.

    So I think it would be nice to change the melee categories to one-handed and two-handed weapons instead of blunt and blade.
    One-handed would regroup knives, crowbars, rolling-pins, screwdrivers, and future one-handed weapons that make it in the game (hachettes? machetes?)
    Two-handed would regroup bats, axes, golfclubs, spades, I think frying pans should be two handed as it's pretty heavy to swing, and any other future two-handed weapons.


    Edit :

    The idea evolved down the page :

    http://theindiestone.com/forums/index.php/topic/13403-melee-skills-re-organisation-no-more-blunt-blade/#entry168909
  25. Like
    deprav got a reaction from Some Clever Username in Melee skills re-organisation. (no more blunt & blade)   
    I totally agree that using a knife and a crowbar are two totally different things, but the one-handed/two-handed separation is the "classic" RPG weapon skills layout, and it makes more sense if they intend to keep a distinction between melee skills.

    Altho, I do agree that one melee skill to rule them all wouldn't be far fetched at all, Melee / Firearms / Archery does sound like a logical way to group the fighting skills.
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