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Nesano

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  1. Like
    Nesano got a reaction from MrTrololo in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  2. Like
    Nesano reacted to YellowExxhy in Banging Stones together to make Chipped Stones.   
    this'd be dope
  3. Like
    Nesano got a reaction from Tails in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  4. Like
    Nesano got a reaction from Arsenal26 in Differentiate single attacks and multi attacks   
    Ever since I first used the spear I've noticed a discrepancy with the animations. Two of the animations are a straight stab and the remaining one is a sort of sweeping slice attack. I always thought it was odd how I could stab two zombies standing about a meter apart with the same spear thrust. Hitting two zombies at once with the sweeping attack makes sense, but not with the stab, unless it's the critical thrust and the zombies are standing in a line.
     
    I'm not sure what the best way would be to execute this, as weapon swinging has only ever belonged to the left mouse button, but it's still worth looking into. Picking off stragglers? Get in there with a decisive strike. Trying to keep a group of them back? Go for a sweeping strike that divides the kinetic force of the swing between two targets and doesn't leave you open to getting bitten.
  5. Pie
    Nesano got a reaction from Pandorea in Differentiate single attacks and multi attacks   
    Ever since I first used the spear I've noticed a discrepancy with the animations. Two of the animations are a straight stab and the remaining one is a sort of sweeping slice attack. I always thought it was odd how I could stab two zombies standing about a meter apart with the same spear thrust. Hitting two zombies at once with the sweeping attack makes sense, but not with the stab, unless it's the critical thrust and the zombies are standing in a line.
     
    I'm not sure what the best way would be to execute this, as weapon swinging has only ever belonged to the left mouse button, but it's still worth looking into. Picking off stragglers? Get in there with a decisive strike. Trying to keep a group of them back? Go for a sweeping strike that divides the kinetic force of the swing between two targets and doesn't leave you open to getting bitten.
  6. Like
    Nesano got a reaction from YellowExxhy in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  7. Like
    Nesano got a reaction from EnigmaGrey in We need more maneuverability.   
    I promise you they're not talking about the clunky movement when they praise this game because I'll tell you this update absolutely makes the game better but still tell you the movement system needs work.
     
    Which is why we'd need to make other changes, such as not allowing us to stab two zombies standing a meter apart with the same spear thrust. There are ways to make the game realistic without making it too easy.
     
    You couldn't because your character would get tired or your weapons would break before that happened. We're not talking 100-200 swings, we're talking 100-200 zombie kills. There are other mechanics in the game that make it hard for the player to deal with a lot of zombies at once.
     
    Except kiting tactics like that are exactly what we would do in real life if we had to kill a bunch of stupid, slow zombies with a melee weapon. It's not an "exploit," that implies what you're doing is physically impossible. I'd take that over having to break combat to turn around and walk backwards a little because that's just tedious and the fact that I have to do that instead of just simply moving backwards faster is unrealistic and extremely annoying.
     
    Literally one bite and you're dead. Fear zombies or you'll get cocky and die.
     
    Combat is boring and broken now as soon as we have to turn around to get distance. Adding the slow just introduced this new problem.
     
    Then the months of testing were wrong. This is a zombie survival simulation, not an arcade game where we need to be artificially limited for muh balance.
     
    So make encumbrance slow us down in combat. Easy fix.
  8. Like
    Nesano got a reaction from Axezombie in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  9. Like
    Nesano got a reaction from crossed in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  10. Like
    Nesano got a reaction from orbbb in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  11. Like
    Nesano got a reaction from Geras in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  12. Like
    Nesano got a reaction from Magic Mark in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  13. Like
    Nesano got a reaction from Tails in Zombies should have more weapons, especially guns.   
    This is 1993 Kentucky. Am I really expected to believe all of these people died to slow and stupid zombies without having time to get their home defense firearm? I expect them to not have ammo left most of the time, but seriously, what's with the lack of personal defense weapons in the pockets and under the pillows?
  14. Like
    Nesano reacted to Magic Mark in We need more maneuverability.   
    I agree with your post with how walking backwards goes. There should be a better transfer animation to show some haste in turning around into a run. Rather than scrap it, It may help to have a midpoint between raising your weapon and moving in a single direction (strafing?) where you are still moving one direction, aren't focusing on hitting something. Your character could be more vulnerable as they aren't aware of where they aren't looking and are also sending momentum where they are least agile, but can move at the pace of a light jog.
     
    This isn't a full defence of build 41, but I imagine the state of movement will be changing a lot before it comes out. Overall, tripping is not a bad idea, and the current implementation isn't unmanageable. It has a few areas it can improve in before release, but right now it is a proper consequence to poor planning and being overconfident. In its first attempt to release, It's bloated and clunky in the worst places. Here's where I see these improvements being made:
     
    The thing that players should be able to adjust for themselves: Frequency of falls. As of right now, tripping is as much as RNG as it is tied to your moodlets. The overall "chance to stumble" can be a sandbox setting. Those of us who play in other difficulties looking for that more free-movement experience can reduce, maybe even remove it. The developers have done this with being dragged down and other newer elements of the game, so I say this is both harmless and on the easier side to implement instead of gutting the system entirely.
     
    Add a sprint function to getting back up: Trying to scramble upwards from a downward spiral as adrenaline shoots through your veins can be one of the most heart-pounding experiences in build 41. Currently, fallen characters get up in an animation that doesn't really reflect the situation that they are in. Developers can remedy this by letting players holding the sprint button to force their character to "scramble" - do everything in their power to move their ass from the floor to a sprint because their life depends on it, and they will actually die if they don't. Tied to their nimble stat for speed and maybe other environmental factors, trying to scramble away can result in the survivor tripping again in the absolute worst of conditions, while most of the time giving the players some mercy who are trying to simple get away from an impossible scenario. You can still fail - but at least you can show that you are actually trying. 
     
    That's my 2 cents. The previous movement made the game way too easy to cheese, that is a factual truth. Sprinting through hordes is no longer an option. However, the player maintains control over how they encounter and deal with these situations where escape is a priority. 
  15. Like
    Nesano got a reaction from Geras in We need more maneuverability.   
    The push for more realistic player movement is admirable, but some of the ways the player character moves is just clumsy and unrealistic.
     
    You should be able to move backwards while fighting zombies much more quickly. Like, all you're doing is holding an object while walking in reverse - it's not that hard. A normal person should be able to move in reverse faster than any zombie can "shamble." Maybe make a "combat posture" and a "mobility posture" that can be toggled back and forth with the jogging hotkey. Look at how clumsy this is - I shouldn't need to completely disengage to keep distance from the zombies and turn all the way back around to reengage like that, I should be able to move back at a pace sufficient to keep me out of range. Not to mention my character just completely stops moving for no apparent reason, which almost got me bitten twice.
     
    We should also be able to dodge in any direction. I'm not referring to a clumsy, cumbersome, dodge roll, I'm just talking about a sudden long step to get out of harm's way while in a combat stance. I do see the problem with this and the WASD movement, as we would only be able to dodge in 8 directions, but it'd be better than nothing.
     
    Get rid of tripping. Just get rid of it or at least give us a way to recover from a trip with a sense of urgency, maybe something like that stumble-roll recovery from the original Assassin's Creed or just simply getting up faster than an 80 year old man. Like, y'know, the kind of urgency a person would have when they're 1-2 seconds from guaranteed death. People aren't this clumsy in real life.
     
    The new movement system has good potential, but there are too many scenarios where the player character just shrugs and says "guess I'll just die" instead of using basic motor skills to not get his brains feasted upon. Not saying we should be ninjas, but we should be people. Most of the problems are coming from either the player character having no motor skills or just simply not having the sense of urgency that should be present in a life and death situation where they're literally becoming panicked. These changes wouldn't even make the game too easy because, not only could encumbrance hinder these maneuvers, but you're still dead as soon as one bite gets through to you.
     
    This update is still a big leap and a good start, so keep up the good work.
  16. Like
    Nesano got a reaction from Axezombie in We need more maneuverability.   
    The push for more realistic player movement is admirable, but some of the ways the player character moves is just clumsy and unrealistic.
     
    You should be able to move backwards while fighting zombies much more quickly. Like, all you're doing is holding an object while walking in reverse - it's not that hard. A normal person should be able to move in reverse faster than any zombie can "shamble." Maybe make a "combat posture" and a "mobility posture" that can be toggled back and forth with the jogging hotkey. Look at how clumsy this is - I shouldn't need to completely disengage to keep distance from the zombies and turn all the way back around to reengage like that, I should be able to move back at a pace sufficient to keep me out of range. Not to mention my character just completely stops moving for no apparent reason, which almost got me bitten twice.
     
    We should also be able to dodge in any direction. I'm not referring to a clumsy, cumbersome, dodge roll, I'm just talking about a sudden long step to get out of harm's way while in a combat stance. I do see the problem with this and the WASD movement, as we would only be able to dodge in 8 directions, but it'd be better than nothing.
     
    Get rid of tripping. Just get rid of it or at least give us a way to recover from a trip with a sense of urgency, maybe something like that stumble-roll recovery from the original Assassin's Creed or just simply getting up faster than an 80 year old man. Like, y'know, the kind of urgency a person would have when they're 1-2 seconds from guaranteed death. People aren't this clumsy in real life.
     
    The new movement system has good potential, but there are too many scenarios where the player character just shrugs and says "guess I'll just die" instead of using basic motor skills to not get his brains feasted upon. Not saying we should be ninjas, but we should be people. Most of the problems are coming from either the player character having no motor skills or just simply not having the sense of urgency that should be present in a life and death situation where they're literally becoming panicked. These changes wouldn't even make the game too easy because, not only could encumbrance hinder these maneuvers, but you're still dead as soon as one bite gets through to you.
     
    This update is still a big leap and a good start, so keep up the good work.
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