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Posts posted by Gurluas
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On 30/3/2017 at 8:49 PM, IndigoRebel said:
No. No. No. The idea is not even cute, Expansion packs and DLC is everything thats wrong with the modern gaming industry. This is a developing indie game.
Doing that is just a cheap way to try and squeeze more money out of the fans. which is low.
Please read my post again, I'm talking about the original expansions from the nineties, who weren't just a character pack or 5 missions and a few features.
They were big and worth your money and the dev's time.
In any case this is hypothetical as we're talking about something post 1.0.
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My point was post-release big expansions. Adding entire new areas and such all at once, (when it's done)
I'd love to see that even if I had to pay 20 dollars.
And I hope the Devs would reconsider on doing expansions one day when 1.0 is out and it's feature complete.
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I think you should consider expansion packs like old games did back in the days.
A full pack with entirely new zones, items, clothes, buildings, additional features, etc.
I think people are tired of the DLC model as it's making a game feel too heavy when it's selling stuff like "Police outfit DLC" or "Army base DLC" because it feels like those things were meant to be in the base game, no?
But Expansions didn't have those issues. Back in the day you were overjoyed if a game you liked was getting an expansion, as it meant a lot of new content.
Look at Warcraft 3, Starcraft, Diablo 2, Age of Empires, Baldur's Gate and more to see good examples of expansions.
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This could be pretty cool ye. That way I won't have to carry a silly wooden chair xD
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I think the first one was on the Dev's no list. But maybe instead of Zombies ignoring you, their aggro radius could be smaller?
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I wouldn't make it so you couldn't eat the others, I'd just give it debuffs. So if you are a Vegetarian and you eat Meat, you'd be depressed and unhappy even if the meat is cooked good.
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Obviously not forever, but remember, the game isn't meant to last forever. The game doesn't even support character aging.
A canned potato soup would not last for over a century either.
I agree that items that would last over 6-12 months or more should be non-perishable.
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On 6/11/2016 at 0:00 AM, Lagger2000 said:
Is there any way to use red BBQ Grill since it doesn't accept coal?
EDIT: I figured out that you can still use NecroForge to spawn Charcoal, which works! Spawn 1 Charcoal for each Coal you find and that would be fair
Wait what? Why was charcoal taken out?
It and Coal are two completely different things!
Charcoal is coal used for cooking and to start campfires and such, while coal is the standard coal used in steam locomotives and power plants.
- Kuren, Magic Mark and Kitaelia
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17 hours ago, Snakeman said:
Issue detected with parameter weight:
item Paperclip
{
Type = Normal,
DisplayName = Paperclip,
Icon = Paperclip,
Weight = Weight = 0.003,
MetalValue = 1,
}I still think it should be 0.02
But are you sure there isn't an extra zero due to some coding oddity?
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Just now, hunger john said:
If it does, then it doesn't seem to lose enough to be any trouble- in over 200 hours of play, I don't think I've ever had a sledge break on me.
Maybe that is what should be adjusted then. It doesn't really make sense that a single sledgehammer can destroy entire buildings and hardly lose durability.
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2 minutes ago, hunger john said:
I don't like the idea of stuff being locked away behind finding rare items like the sledge (like planks with saw etc). The player should have a variety of options to get rare/special items, rather than just playing long enough to find a prerequisite. I remember lockpicking being mentioned in an old mondoid, seeing the return of that would be cool. Maybe breaking down strong doors would require really high fitness? Maybe sledgehammers could have finite uses?
I think it would be good if you had to prioritize which things you want to use the sledge for- Do I want to use it now to see what could be in this strange room, or save it for an escape if I get cornered in a room with no windows? Seeing the game become more open with routes to take could really mix things up for replay-value, as apposed to the current meta of 'carpenter farms in the woods for two months'.
Doesn't the Sledgehammer lose durability when you break down stuff with it? That's pretty much finite use.
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I'll post this here just incase it was missed since I heard the devs take these into account:
275. Please make the Menu signs at Pizza Whirled able to be picked up!
276. And could you do the same with train tracks too? Being able to build a railway would be cool
277. The ability for sandbox to choose Zombie attack animation speed, that way you can have sprinters that don't attack super fast.
- CaptKaspar and Kitaelia
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3 hours ago, Wveth said:
When you equip three dufflebags at once, the idea is that you've got one on your back and one in each hand. You can then carry additional weight up to an absolute maximum of 50 units... somehow? But yeah, it's ridiculous that you can climb a SHEET ROPE like that. But even climbing a ladder like that would be hilarious!
I assumed the second was wrapped around the other shoulder. I could carry two duffles IRL, at least for a moment up a ladder.
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3 hours ago, Wveth said:
I like the idea of having a ladder that you can pull up, though
Wouldn't that just add the same imbalance the current sheet ropes have now though?
The idea is that you have to work hard to get a zombie-safe hideout, but you can't necessarily make it Human-safe too.
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Heres how it could work, once Fort Knox is added, you could find research journals and reports and stuff like that.
Since Fort Knox is where they studied the infection early on.
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23 hours ago, Wveth said:
I was just about to suggest portable, extendable ladders as an alternative to sheet ropes myself, which are a bit too reliable. But it'd be a pain to move the ladders. Anyway, I think this is a decent way to do it too. Maybe if extendable ladders would eventually break but crafted, permanent ladders don't? Or at least last much much longer.
The idea is to add risk with both ropes and sheet ropes, but make it possible to make a somewhat safe hideout once you've mastered metalworking. But only safe from Zombie, as you can't just pull up the ladder. When NPCs are added (Or in MP servers) this can be a big deal.
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With Metalworking becoming a thing, and the injury chance on sheet ropes becoming a thing too, I think it'd be nice if we could craft or use different types of ways to ascend floors, with different chances of causing damage.
Heres what I suggest:
1. Sheet Rope: Same as today, same chance to break and cause injury as today.
2. Rope: Cannot currently be crafted but can be found in warehouses and such, greatly reduced chance of breaking compared to the Sheet rope (Being overweight increases it a bit) but can cause pain, or even hand injury if your strength level is low or you have thin skin. (Can be mitigated by wearing gloves)
3, Ladder: This one is crafted through level 10 metalworking. Ladders cannot break but are extremely hard to craft. They essentially work like pre-35 Sheet ropes. Also ladders are permanent, and need to be removed with a sledgehammer.
This way you can gradually make your hideout safer, but not without working really hard to get the "Almost Zombieproof" hideouts you can have now.
Feel free to contribute.
- Wveth, grammarsalad and GoldenGuns5499
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I agree with this, more forms of canned products would be really useful once the power goes down.
NERF DAMN HELICOPTER!
in General Discussions
Posted
I actually like this, it's a good way to make the helicopter less weird and more in line with the lore and setting. And also add the possibility of a reward with the package.