Damien Darkside

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About Damien Darkside

  • Rank
    Advanced Member
  • Birthday 10/01/1989

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    twitch.tv/damiendarkside
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    https://twitter.com/Damien_Darkside

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  • Gender
    Man
  1. Re-balancing of zombie threats

    Guys, this isn't a matter of increasing the amount of zombies or making them SUPERMAN. There is nothing in the game settings that addresses the OP's concerns. The issue honestly Crazy ManMan... is that they are zombies. Zombies don't have human thought, they don't have human goals and they don't have strategies. That's why they were so popular for AAA studios for a period of time. You didn't need to make advanced AI systems, just hunters that move to you then animations for attacks. After the initial new-player shock of having to deal with the undead... you just get used to them. They are zamberz, and they may be slightly hard to kill, but don't really need many strategies to beat. Especially when you are an advanced player. Plus with little content to keep you going longer term... you might as well get a house and play housekeeper while your body slowly drains away. The one thing that 7 Days 2 Die has over this game is the 7 day mechanic. During the game you are constantly preparing against an inevitable horde that appears on an accurate timer for a set period of time that you know about. You are always playing against the clock for building, advancing weaponry, developing your skills and exploring. Every few minutes you are looking up at the clock, seeing that "I only have 2 more days until the horde comes". Even at max skills you have to make sure your defenses are good enough for late-game play. Advanced players experiment with how traps work and what's the best thing to use, as well as making their own challenges that still incorporate the 7 day clock if they get a bit bored. As for PZ... there actually isn't much I can think of for the game that would actually increase the difficulty or long term game-play. However I think destruction would fit the bill... but then again they are just zombies. You can have a zombie slam his face into a normal house brick outer wall and it will probably die of self-inflicted blunt-force trauma faster than the brick wall coming down. Even hordes won't be able to do much against actual real-life construction methods. Throw yourself against a decently made wooden fence, see how much damage you do to it over a day. The other ways games add difficulty is by adding special infected. Ones that can target you from your weaknesses, ones that can break walls, or ones that can do an area attack that renders the safe zone dangerous, with countering mechanics that are in the game. Left4Dead does this really well. Tight corners? Boomers that are countered by knocking them back and shooting from a distance. Need to get a survivor away? Smoker or Jockey, with noises as well as knocking the attack off the players. Player a bit too cocky? Charger and Hunters with direct attack patterns that can be predicted. Chilling too long in an area? Spitters that make acid pools that can be spotted before they spit by good players. However PZ developers have stated there will be no special infected, so how do you make safe zones unsafe when dealing with a simple AI system that can be beaten by running and noise? I kind of just realized that while writing this... honestly the game isn't ever going to be "more hard" because inevitably you are going to get the NPC update in the future, and will figure out how to either make NPCs so happy they don't want to kill you, or know the best way on how to kill NPCs. We as the players are always going to find the strategy that will work 99.9% of the time.
  2. Fix the Aiming System or revert to old one.

    Honestly the gun mechanics of this game are hot garbage, and I love this game. Wasn't there some video of a circle that would form when being aimed and it would shrink when your character held the gun up? It would shrink down to show where the bullet would go and moving or being panicked would increase the size while standing still would decrease the size. That was way better than what we have now. Plus why would I use guns in this game? The aiming is random and isn't intuitive, the noise attracts every zed in a country-wide radius and honestly there are absolutely no positives to having them. Game mechanics like this should have a positive/negative use instead of pure negative, otherwise players won't use them at all. You want a player to say "I don't use guns because of the risk of zombies being attracted to my location, even though with enough skill I can take them out" instead of "I don't use guns because I don't understand how they work" or "I don't use guns because they get me killed every time I use them".
  3. Is PZ Ever going to get finished?

    The "stellar" tutorial was a few scripted events with a few sprites that had basic routines and that's it. There was no AI, the characters didn't make decisions nor deducted anything. You have way overvalued what the NPCs had in there. First major change was the change from sprite-based textures to 3D models. The devs realized that if you wanted to add in an items, you needed to add multiple sprites for every single animation. You wanted to add a shirt? You gotta draw every single shirt piece in all the frames. It was madness, so they switched over. They need to do it once more because guess what? Development isn't easy and things pop up. The animation system is being worked on and has had multiple videos on it. The map was another thing. We knew it was going to be big, just not this big and that is a good thing. It was surely a lot emptier before but with cars the world is a lot smaller when a one-day trip is easily achievable now and the devs saw that coming. Lastly is NPC AI. They aren't planning your run-of-the-mill NPCs from a AA studio. These NPCs aren't going to be like Fallout 4 settlement NPCs with small amounts of commands and little to no real decision making skills. No, these NPCs are going to be able to make decisions to actually survive and thrive in the apocalypse. They will interact with each other and they will make the world feel alive. You won't just click on them and they do "Oh Hi! Welcome to ___" or spout out 20 different lines before repeating. These NPCs are going to be just as valuable as anything else and you will depend on them just as much as they depend on you. That unfortunately takes time and learning. This game, despite all it's setbacks, is doing pretty well.
  4. How to start modding?

    Okay so others will tell you the parts of modding in terms of code and resources to make mods. Make sure though that you have a PLAN of EXACTLY what you want to do before you start doing anything on a computer. Take it from an ex-programmer, if you don't have some sort of plan down before you start, you're just throwing stuff at a wall to see what sticks and it falls apart. As for items, make sure you make a list of all the stats, perks affecting it, crafting, where it is in the world, loot tables and sprites. If this is all or mostly planned, you won't miss out on it later.
  5. Veterinary Clinic / Animal Hospital

    Regardless there would be SOMEPLACE for a vet to store his materials and considering the high quality nature of the drugs he has, would be locked up.
  6. Late game security

    The most I could see from the camera is a text saying "Damien Darkside was in the area" "He accessed a container" Apart from that good luck with footage.
  7. Weapon Wear and Tear

    Baseball bats are usually lightweight, dense woods that aren't reinforced in any way. Just a good ol' hunk of wood. So they can only take so many blows before stress fractures start appearing on the surface or in the wood itself. Also with baseballs, there is a major physics difference between: Baseball: Fabric covered ball made of cork or rubber where when you smack it, the ball compresses and absorbs the shock of the blow before being sent off. Not to mention that a ball is light, and doesn't have anything attached to it. When you smack a 5.25oz/142gr baseball, you don't have to worry about destroying a bat. Human Skull: Bone that is stronger than steel in the same amount of mass, made and evolved to protect the most vulnerable and important area of the human body. When you crack a bat against it, the skull doesn't compress from the shock, and the energy is transferred back into the baseball bat which damages it. You get that "buzzing" feeling of the vibrations being sent up the bat, like thwacking a stick (or a bat) against a tree. When you crack a human skull, you are smacking a 11 pound/5kg object. That's like hitting around a bowling ball (of which funnily enough, a normal adult human head is the average weight of). Also the skull it attached to a spine like a cord to a super heavy 150-200 pound body of rotting flesh. In fact I would definitely say wear gloves to prevent the shock going into your hands and messing up your arms. The problem here is the force applied to the mass of an object. In terms of that baseball, the kinetic energy flings it off into the distance. In case of the skull, the kinetic energy gets somewhat rebounded into the baseball bat, which causes fracturing or a break. If the blow is enough to fracture the wood, it will eventually get worse and worse until it breaks. You will notice a lot of medieval weapons have iron rings around the handles of clubs and hammers, or that modern tools have springs or something for shock absorption. The iron/steel rings on weaponry is to avoid fracturing and splitting of the wooden handle. The springs, wires or other things for modern tools are to absorb the energy of impact when you either miss the object entirely or to avoid harming the user. I would be surprised if a baseball bat would last you ten heads in a zombie apocalypse. That's why puncturing weapons like ice picks and things that can pierce the skull in a small point (like a bullet) to crack a head open is a lot more efficient than a blunt object. The benefit of blunt objects is that you don't have to sharpen them and they won't get stuck. If I was going for blunt, even a metal baseball bat wouldn't be the best, they aren't completely metal. Definitely would use a crowbar made from titanium (for durability) or steel (for weight, which helps crack skulls) and for sure would make a handle for them or wear gloves. Also fun hint for an apocalypse, you know the point at the back of a fire axe? Use that instead of the broad head. You'll avoid glancing blows.
  8. (SHOWCASE) Pleasant Valley Barn

    I would gladly take these buildings as homes in the main map. There are very well designed!
  9. Cooking system

    I think a food prep menu like yours should be used, with context. First is "on hand" food prep. You are carrying a pot and some food in your backpack. "Prepare Food" in this sense is what is in your backpack as well as your hands. A "Food Prep Station" would be very nice, assigning a hard counter surface that allows you to keep knives, pots, pans and the like. When preparing food here, it takes in consideration all the items in the food station as well as on your person (like carrying meat to the station). I kind of do this in my house builds but it would be great with assignable stations. You just end up with ingredients that were in your inventory, not a mish-mash of everything you touched. If those who have played Minecraft with the "Pam's Harvestcraft" and "Cooking for Blockheads" mods installed know what I am talking about, a dedicated system like that would be great.
  10. (SHOWCASE) Pleasant Valley Barn

    I would gladly take that over as a base.
  11. Some Random Ideas

    Pizza Delivery Man / Taxi Same thing but different, and a bit more common and for cars.
  12. Melee system

    It would be nice to see it refined, but remember that the animation system is coming in eventually and that will change tactics immensely.
  13. Change how loot is generated.

    The problem with RNG is that sometimes, just sometimes, you get some wackiness happening. The best part about RNG is that it leads to scenarios where you stumble upon a man's house who had an obsession with Radios. You see, this even happened pretty quickly and the man, who is named Dave by the way thanks for asking, needed to know what was going on at all times. He had a craving for information, because he believed that knowledge was power. So he bought six radios to listen to all six news stations all the time in order to cross reference events and rising violence. Using that he was able to escape the quarantine zone ahead of the army. You just happened to come across his base of operations.
  14. Multiplier decay

    I don't see why not, especially since I usually read all the skill books for that level (going down so everything is boosted) and then casually playing. It would make people read the book THEN do the thing instead of randomly doing it whenever
  15. Clothing

    Harder to kill as well as tougher to stop. Scratches galore. It balances out.