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Vyn Halcyon

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Posts posted by Vyn Halcyon

  1. WestPoint GIGAmart: 

     

    Lots of fresh vegetables to be found in the garbage bins in the building D:    That's a crime against nature! Like... I kinda don't mind finding extra food inside containers, where they aren't suppose to be but c'mon... :P

    Poor veggies!!!! What could Stephan Hawkins think!?!?!?! May his soul rest in peace. 

  2. On 3/26/2018 at 5:04 AM, SonaGX said:

    Not to start talking about another game, but Empyrion might be worth loading up again for my girlfriend and I.

     

    Hey, it's not like we're cheating on Project Zomboid :) We bought the game, and are cheering the team on. 

     

    And yeah man. Empyrion did everything right. 

  3. Aye. There's something timelessly charming about PZ. 

     

    Like it acknowledges that poeple aren't into triple AAA polished games, like they are a luxury product made to be sold in the 60 Euroes range, just to end up lacking in innovation. 

    Look at Mass Effect Andromeda:  INCREDIBLE graphics and music, and atmosphere. But all people cared about was how ugly the animations were. But everyone did agree on one thing: The experience was mediocre at a game design level.  Same old shit + shiny does not make it great.  

     

    PZ on the other hand; Indie as a stone.  Timeless pixel art and doing shit no triple AAA studio would ever even DARE cuz it's *so* niche.  It's so refreshingly different. Such attention to detail, without the shiny. 

    It becomes clear that PZ is not meant for the common denominator. It's meant for connoisseurs who have already played all the kiddy games 5000 times over (Battlefield, WoW.. CoD, Counterstrike, etc etc..) 

     

    It walks it's lonely path, across a dark forest, and has to pace itself.  I respect that.

     

    You know how some games waste sooo much resources on "fidelity" when something with less fidelity achieves the exact same danm gameplay and experience!? 

     

    Let me illustrate an example. 

     

    The Drake Cutlass on Star Citizen:  800?cb=20141127102630

     

     

    The Drake Cutlass on Space Engineers:  777CD7B1FA3E113BED71CCE3CCADA7CAD98A1BC9

     

     

     

     

     

     

    The Drake Cutlass on StarMade: JkLOQYfUdZI5pgCJ69FRyn7Evj7TFUAyhuLvQeKD

     

     

     

    The Drake Cutlass on Empyrion Galactic Survival:  ?interpolation=lanczos-none&output-forma

     

    B***ch, please. 

    By the time Star Citizen get's their game out, i'll have mined, salvaged, fought, explored and crafted across 250 star systems, and 1000 planets on Empyrion.  The exact same feature set on both games, just that things look better on Star Citizen.  And even then, Star Citizen will never have the same crafting experience as the other 3 indie games. 

  4. I don't really care for NPC's.  

    Didn't need them in the long dark, ARK, or Subnautica, Myst, Osiris: New Dawn, Planet Nomads, 7 Days to Die . That's probably why i'm at peace here. 

     

    Only NPC's I encountered that I had to actually outSMART were the ones in NeoScavenger. They can actually kill you in your sleep.  

     

    I get my kicks from long term survival logistics and strategic mobility.  It's why i'm getting my kicks from the above mentioned games and PZ. 

     

    Cauterizing wounds.  Why? You can bandage it. You can disinfect wounds with alcohol and cotton. Then drench a rag in disinfectant and use that as a bandage. That's better than taking a hunting knife and cauterizing one's wound. You'd sooner find rags than fire to heat up a knife. Especially with zombies everywhere. 

     

    As for sanity.  The chances that a player will quit before the character itself quits is a nice measure of sanity.  

     

    Lack of NPC's? The Zombie virus is an airborne transmitted disease. Your one of the lucky ones who are immune to the aerial element of it. 

     

    So PZ promised NPC's?    Well get this.   and GET THIS GOOD:   

     

    Wildcard promised variable length bridges for over 2 years, only to have REMOVED it off the list, after selling not one, but 2!!!! DLC!!!! during early access. 

     

    The Indie Stone isn't gonna abandon NPC's, which BTW, was never promised to begin with by the same team. (different team working on PZ now)  

     

     

  5. 3 hours ago, CaptainBinky said:

     

    I think we would all agree that we would prefer it if the text we wrote about the game, its current state, its planned features, and all the other stuff - text which we were deliberately open about to attempt to prevent issues precisely like this one - did not require clicking "read more" on a box in order to see. But that's the way the Steam Store page is set up, so that's the way it is. Levelling this specific criticism at us as opposed to Valve and the way they designed the store for early access games is a little unfair on this particular point imo.

    I hate it how whenever you guys post a Mondoid (Tuesdoid?) some frakker has to put in "NPC" in the comments. 

    It makes me wanna paste Lemmy101's post about the NPC's into my Project Zomboid review, and write in support of it, then request the PZ community to "find this review helpful"so it raises to the top of the steam review section, so people can stop being robots about the NPC thing. How isit that Subnautica can be completely devoid of NPC's, but it's a total crime that PZ doesn't? 

     

     

    Oh...look. 

     

    I just wrote a review:     

    http://steamcommunity.com/id/Vyn_Halcyon/recommended/108600

     

    Let's cut our Indie boyz some slack, shall we? 

  6. 59 minutes ago, lemmy101 said:

    At no point anywhere in any of the store page do we suggest that there are NPCs present in the game. While we apologize that development of them has been delayed long further than we expected and understand the frustration of those waiting for it, you can't hold us to task for a feature you assumed to be in the game that is not, when we not only never once claim is in the game, in fact explicitly state is not, on our store page. The whole point of the store page and Early Access blurb is for us to inform potential customers to the features and state of development of the game. It's hard to know what further we could have done to prevent getting this complaint post beyond development of the game having gone differently and the focuses and requirements of the game's development to have been different, and unlike all the early purchasers who bought the game with the understanding of NPCs down the road, you had nothing to stop you waiting or voting with your wallet except your own lack of investigation into the game's state of development. 

     

    If it's useful for you to blow off steam and get your frustrations at not investigating what was in the game before purchasing out of your system then fair enough, but otherwise this post has no other useful purpose and there is nothing we can do beyond recommend you put the game aside and return to it once the features you want are present, or request a refund if you are still within the window. If we'd have focused on NPCs at the expense of the other areas of the game, there is a very good chance that the game would have died and ceased development by now. We've taken the path we've needed to to ensure the game reaches completion and features are added in an order that doesn't cause severe development issues down the road. That's the fact of the situation and one we make great pains to express clearly on our store page. If you think that the estimated sales numbers you quoted are either an accurate representation of the revenue we've earnt, or enough to mean we can just throw as much money and bodies at the development as we'd like, then unfortunately you've underestimated how expensive running a business and a development team over years can be.

     

    The dark side of Early Access, or alpha-funding as it was when we started, is you have to lay out the big picture of development, get people excited about planned features and so on, long before you have the knowledge of what obstacles you will face, what the pressures of development will drive your focus on, what skillset you will have in the team down the road or what other priorities will emerge to keep the game afloat and keep people purchasing to continue to fund it. All of these factor have a huge impact on development, and it's just a sucky thing about Early Access that it forces developers to make promises they can't possibly have all the information without hindsight. The developers 5+ years ago who made the promises they did were much greener, and much naiver to the challenges they would face and would have been wiser never to mention NPCs in the first place. With vehicles going in, we've delivered on every single other promise we made, but are always instead held to account over the one we have not yet. The irony being, since most of our negative reviews are about features like NPCs not being present yet - if we never promised them in the first place our review scores would be higher, not lower, and we'd have probably at this point called it 1.0 and would, ironically, be ourselves used as an example of developers who 'did it right' and finished their game in a reasonable time, perhaps even by yourself when complaining to someone other developer about their Early Access game missing a feature, despite our game's content being identical in that scenario to how it is now minus the expectation of promised NPCs.

     

    The developers you are chastising now are not those same people that made those promises at the start, we've grown, changed, as a long time has passed, and can only do what they can do to try and finish development of them as soon as we can. Yet still where many other developers would think 'we've worked on this enough' and stick a 1.0 sticker on it, all these years later we're still working toward that goal and sticking to our principles of delivering the missing features. Yet that same dedication, despite the fact many of us might enjoy working on something new, is then turned into something to attack us with. Our game is not one of the longest Early Access developments on Steam because we're the slowest (tho I won't deny we're slower than a fair few), it's one of the longest Early Access developments on Steam because we're principled in finishing what we promised. Many others have delivered far less in far less time, then hung up their spurs and moved onto pastures new, and then later down the line when the planned features they abandoned or couldn't do are forgotten, they are used as examples of developers that did a better job than us, and to be honest I'm tired of us having to apologise for not doing the same.

     

    You sir, are a shining example of communicating with the community.

    Thank you for taking your time to write this and setting things straight.  

     

    Also huzzah on sticking to it, despite the shit you guys get thrown at you. I'm actually going to use this quote as a shining example to Wildcard of how to communicate with the playerbase. 

     

    Such honesty, humility, strength and integrity all in one. I salute you. (and this isn't sarcasm). I really do mean it. 

  7. 13 minutes ago, xXxFANCYCAPYBARA36xXx said:

    unfair comparison. the npcs in state of decay are pretty bland and scripted, it still made for a fun game that a lot of people actually played and liked. not to mention they were all friendly. npcs in pz are said to be unpredictable, smart and could be all kinds of things from bad to evil to neutral to friendly etc.. it will definitely make me go back to this game because i finally have a real threat to fear and plan against instead of the easily avoidable, shambling and highly predictable zombies which are more of an environmental obstacle than anything else

    Hmm fair enough.  Would give guns some relevance. Wouldn't mind meeting a friendly smith to trade magazines with :P Or a cute lady to..... shoot. 

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