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Kauffy

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  1. Like
    Kauffy got a reaction from Bullet_Magnate in Comment: Fanny in British English has a very different meaning than in the US....   
    It's called pop in some places, soda in other places, and even in other places, everything is just Coke.
  2. Like
    Kauffy got a reaction from s0urce in Up-Armored/Armed vehicles   
    While it would likely be game-breaking to have an invulnerable vehicle you could rampage with, there is absolutely a sensible path to up-armoring a car.
     
    I used to play the tabletop game Car Wars which dealt, in less detail actually, with vehicular combat, but a significant portion of that is adding armor (and weapons) to a vehicle. Given how the current vehicle UI is so detailed, with all of its parts-- except it appears that quarter-panels don't exist, nor do bumpers or a front grill-- it would be logical to add new vehicle slots for welded attachments. The slots could be used for armor of various types (even cloth would prevent your being seen inside a car, while limiting your view, of course).
     
    The trade-off (just as it is in Car Wars) would be weight-- good armor is quite heavy and would affect every aspect of vehicle handling.
     
    As for weapons, it's also not that out of the question to either mount certain kinds of weapons (e.g., a flamethrower) to a vehicle, or to provide for the ability of the character to fire their handheld weapons both from stationary and moving vehicles in any direction, if the vehicle configuration allows (e.g., I remove all the glass and replace it with metal that has firing slots in it).
     
    I'm not so hot on the mounted weapons thing, but it seems logical that someone would/could do that in the "real-world" situation. The armoring is much more sensible, particularly on the front of the vehicle.
     
    You all have done such a great job with the vehicles-- I'd love to see that extended further.
  3. Like
    Kauffy got a reaction from ZombieHunter in Up-Armored/Armed vehicles   
    While it would likely be game-breaking to have an invulnerable vehicle you could rampage with, there is absolutely a sensible path to up-armoring a car.
     
    I used to play the tabletop game Car Wars which dealt, in less detail actually, with vehicular combat, but a significant portion of that is adding armor (and weapons) to a vehicle. Given how the current vehicle UI is so detailed, with all of its parts-- except it appears that quarter-panels don't exist, nor do bumpers or a front grill-- it would be logical to add new vehicle slots for welded attachments. The slots could be used for armor of various types (even cloth would prevent your being seen inside a car, while limiting your view, of course).
     
    The trade-off (just as it is in Car Wars) would be weight-- good armor is quite heavy and would affect every aspect of vehicle handling.
     
    As for weapons, it's also not that out of the question to either mount certain kinds of weapons (e.g., a flamethrower) to a vehicle, or to provide for the ability of the character to fire their handheld weapons both from stationary and moving vehicles in any direction, if the vehicle configuration allows (e.g., I remove all the glass and replace it with metal that has firing slots in it).
     
    I'm not so hot on the mounted weapons thing, but it seems logical that someone would/could do that in the "real-world" situation. The armoring is much more sensible, particularly on the front of the vehicle.
     
    You all have done such a great job with the vehicles-- I'd love to see that extended further.
  4. Like
    Kauffy got a reaction from Modin in Up-Armored/Armed vehicles   
    While it would likely be game-breaking to have an invulnerable vehicle you could rampage with, there is absolutely a sensible path to up-armoring a car.
     
    I used to play the tabletop game Car Wars which dealt, in less detail actually, with vehicular combat, but a significant portion of that is adding armor (and weapons) to a vehicle. Given how the current vehicle UI is so detailed, with all of its parts-- except it appears that quarter-panels don't exist, nor do bumpers or a front grill-- it would be logical to add new vehicle slots for welded attachments. The slots could be used for armor of various types (even cloth would prevent your being seen inside a car, while limiting your view, of course).
     
    The trade-off (just as it is in Car Wars) would be weight-- good armor is quite heavy and would affect every aspect of vehicle handling.
     
    As for weapons, it's also not that out of the question to either mount certain kinds of weapons (e.g., a flamethrower) to a vehicle, or to provide for the ability of the character to fire their handheld weapons both from stationary and moving vehicles in any direction, if the vehicle configuration allows (e.g., I remove all the glass and replace it with metal that has firing slots in it).
     
    I'm not so hot on the mounted weapons thing, but it seems logical that someone would/could do that in the "real-world" situation. The armoring is much more sensible, particularly on the front of the vehicle.
     
    You all have done such a great job with the vehicles-- I'd love to see that extended further.
  5. Like
    Kauffy got a reaction from duh7 in Up-Armored/Armed vehicles   
    While it would likely be game-breaking to have an invulnerable vehicle you could rampage with, there is absolutely a sensible path to up-armoring a car.
     
    I used to play the tabletop game Car Wars which dealt, in less detail actually, with vehicular combat, but a significant portion of that is adding armor (and weapons) to a vehicle. Given how the current vehicle UI is so detailed, with all of its parts-- except it appears that quarter-panels don't exist, nor do bumpers or a front grill-- it would be logical to add new vehicle slots for welded attachments. The slots could be used for armor of various types (even cloth would prevent your being seen inside a car, while limiting your view, of course).
     
    The trade-off (just as it is in Car Wars) would be weight-- good armor is quite heavy and would affect every aspect of vehicle handling.
     
    As for weapons, it's also not that out of the question to either mount certain kinds of weapons (e.g., a flamethrower) to a vehicle, or to provide for the ability of the character to fire their handheld weapons both from stationary and moving vehicles in any direction, if the vehicle configuration allows (e.g., I remove all the glass and replace it with metal that has firing slots in it).
     
    I'm not so hot on the mounted weapons thing, but it seems logical that someone would/could do that in the "real-world" situation. The armoring is much more sensible, particularly on the front of the vehicle.
     
    You all have done such a great job with the vehicles-- I'd love to see that extended further.
  6. Like
    Kauffy got a reaction from duh7 in More Long Blade weapons (lawnmower blade and paper cutter)   
    The paper-cutter blade is ready-made for this.
     
    My only thought about the lawnmower blade is that, typically, it's a blade at both ends, so it might be dicey to handle, even if wrapped. Perhaps add some metal-working to it, but yeah, I like the idea.
  7. Like
    Kauffy got a reaction from MoonSlime in More Long Blade weapons (lawnmower blade and paper cutter)   
    The paper-cutter blade is ready-made for this.
     
    My only thought about the lawnmower blade is that, typically, it's a blade at both ends, so it might be dicey to handle, even if wrapped. Perhaps add some metal-working to it, but yeah, I like the idea.
  8. Like
    Kauffy got a reaction from Jericoshost in Close-quarters engagement with zombies + pistols: broken?   
    Exactly this. It's especially odd because if I start the character with the Hunter trait and/or as a cop, they get 5 or 6 Aiming to start-- and that feels like "normal", but they're still vulnerable at close range with the pistol.
  9. Like
    Kauffy got a reaction from Jericoshost in Close-quarters engagement with zombies + pistols: broken?   
    I couldn't find a prior thread on this, but this is something that feels supes broken.
     
    In short, your character is super-useless at very-close range when holding a pistol-- they both miss shots impossibly (point-blank), and can't shove worth a damn.
     
    Currently, the shove animation is a wide-armed sweep holding the pistol , but it takes so long that by the time you're reset, you're having to shove them again. It really is basically a frustrating stunlock. Sure, that would happen in real life-- but nobody would try to do a slow, sweeping pistol whip either.
     
    What makes more sense would be that the shove animation be akin to the animation when you are empty-handed, and/or you can perform pistol executions at close range, regardless of skill.
     
    Characters without Aiming skill seem to be very underpowered with just the basics of using a firearm-- I can understand accuracy fall-off, but there are shots that should be easy to make by anyone and-- maybe you don't know this-- but every American, particularly in Kentucky, and particularly in the 90's, is born with an innate ability to handle a gun somewhat.
     
    A quicker shove makes pistols much more viable as survival instruments for non-combat characters. Right now, they can't hit anything at range with a pistol (makes sense), but they also can't do anything at super-close range.
  10. Like
    Kauffy got a reaction from Milove in Close-quarters engagement with zombies + pistols: broken?   
    I couldn't find a prior thread on this, but this is something that feels supes broken.
     
    In short, your character is super-useless at very-close range when holding a pistol-- they both miss shots impossibly (point-blank), and can't shove worth a damn.
     
    Currently, the shove animation is a wide-armed sweep holding the pistol , but it takes so long that by the time you're reset, you're having to shove them again. It really is basically a frustrating stunlock. Sure, that would happen in real life-- but nobody would try to do a slow, sweeping pistol whip either.
     
    What makes more sense would be that the shove animation be akin to the animation when you are empty-handed, and/or you can perform pistol executions at close range, regardless of skill.
     
    Characters without Aiming skill seem to be very underpowered with just the basics of using a firearm-- I can understand accuracy fall-off, but there are shots that should be easy to make by anyone and-- maybe you don't know this-- but every American, particularly in Kentucky, and particularly in the 90's, is born with an innate ability to handle a gun somewhat.
     
    A quicker shove makes pistols much more viable as survival instruments for non-combat characters. Right now, they can't hit anything at range with a pistol (makes sense), but they also can't do anything at super-close range.
  11. Like
    Kauffy got a reaction from getstoopid in Up-Armored/Armed vehicles   
    While it would likely be game-breaking to have an invulnerable vehicle you could rampage with, there is absolutely a sensible path to up-armoring a car.
     
    I used to play the tabletop game Car Wars which dealt, in less detail actually, with vehicular combat, but a significant portion of that is adding armor (and weapons) to a vehicle. Given how the current vehicle UI is so detailed, with all of its parts-- except it appears that quarter-panels don't exist, nor do bumpers or a front grill-- it would be logical to add new vehicle slots for welded attachments. The slots could be used for armor of various types (even cloth would prevent your being seen inside a car, while limiting your view, of course).
     
    The trade-off (just as it is in Car Wars) would be weight-- good armor is quite heavy and would affect every aspect of vehicle handling.
     
    As for weapons, it's also not that out of the question to either mount certain kinds of weapons (e.g., a flamethrower) to a vehicle, or to provide for the ability of the character to fire their handheld weapons both from stationary and moving vehicles in any direction, if the vehicle configuration allows (e.g., I remove all the glass and replace it with metal that has firing slots in it).
     
    I'm not so hot on the mounted weapons thing, but it seems logical that someone would/could do that in the "real-world" situation. The armoring is much more sensible, particularly on the front of the vehicle.
     
    You all have done such a great job with the vehicles-- I'd love to see that extended further.
  12. Like
    Kauffy got a reaction from Axezombie in Close-quarters engagement with zombies + pistols: broken?   
    I couldn't find a prior thread on this, but this is something that feels supes broken.
     
    In short, your character is super-useless at very-close range when holding a pistol-- they both miss shots impossibly (point-blank), and can't shove worth a damn.
     
    Currently, the shove animation is a wide-armed sweep holding the pistol , but it takes so long that by the time you're reset, you're having to shove them again. It really is basically a frustrating stunlock. Sure, that would happen in real life-- but nobody would try to do a slow, sweeping pistol whip either.
     
    What makes more sense would be that the shove animation be akin to the animation when you are empty-handed, and/or you can perform pistol executions at close range, regardless of skill.
     
    Characters without Aiming skill seem to be very underpowered with just the basics of using a firearm-- I can understand accuracy fall-off, but there are shots that should be easy to make by anyone and-- maybe you don't know this-- but every American, particularly in Kentucky, and particularly in the 90's, is born with an innate ability to handle a gun somewhat.
     
    A quicker shove makes pistols much more viable as survival instruments for non-combat characters. Right now, they can't hit anything at range with a pistol (makes sense), but they also can't do anything at super-close range.
  13. Like
    Kauffy got a reaction from Salt in Up-Armored/Armed vehicles   
    While it would likely be game-breaking to have an invulnerable vehicle you could rampage with, there is absolutely a sensible path to up-armoring a car.
     
    I used to play the tabletop game Car Wars which dealt, in less detail actually, with vehicular combat, but a significant portion of that is adding armor (and weapons) to a vehicle. Given how the current vehicle UI is so detailed, with all of its parts-- except it appears that quarter-panels don't exist, nor do bumpers or a front grill-- it would be logical to add new vehicle slots for welded attachments. The slots could be used for armor of various types (even cloth would prevent your being seen inside a car, while limiting your view, of course).
     
    The trade-off (just as it is in Car Wars) would be weight-- good armor is quite heavy and would affect every aspect of vehicle handling.
     
    As for weapons, it's also not that out of the question to either mount certain kinds of weapons (e.g., a flamethrower) to a vehicle, or to provide for the ability of the character to fire their handheld weapons both from stationary and moving vehicles in any direction, if the vehicle configuration allows (e.g., I remove all the glass and replace it with metal that has firing slots in it).
     
    I'm not so hot on the mounted weapons thing, but it seems logical that someone would/could do that in the "real-world" situation. The armoring is much more sensible, particularly on the front of the vehicle.
     
    You all have done such a great job with the vehicles-- I'd love to see that extended further.
  14. Like
    Kauffy got a reaction from grammarsalad in Progressively stronger characters spawned into the same Sandbox...   
    As it is now, if you start a new world, you've got a fresh new character, starting from scratch. You work real hard and spend many days building up that character's skills (and gear), building a base, leveling carpentry. You're at Level 7 carpentry now, and you're 45 days in.
     
    Annnn' ya bit.
     
    So, this character dies, and we spawn a new character into the same Sandbox.  They start, timeline wise, after the first character died-- makes sense-- but their skills are default. That is, they only get the same chance for character points that the first character got, but, lore-wise, it is implied that this character has survived the apocalypse so far-- technically, outlived the first character (and, well, all the other characters). So, why don't they have any skills?
     
    My thought is that when you spawn a new character, depending upon how far into the timeline you are, you're given extra character points. In addition, you're given a bunch of skill levels that make sense for your character type, how long it's been in the sandbox, and some of the difficulty settings (if it's a easy setup, you don't want an OP character).
     
    I think it would make death less-frustrating, give more reason for people to persist a single game/sandbox and continue building plans, but still allow pretty dangerous minute-to-minute gameplay without having death cost the most time-consuming, grindiest part of the game.
  15. Like
    Kauffy got a reaction from Sedgwick in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    I noticed that last update shown on Steam is from June of 2019-- that is, update notes. If I were a prospective buyer, and I saw that the devs were doing regular updates, but then stopped a year-and-a-half ago, I think I'd conclude that the game was dead/abandoned as opposed to freaking awesome and alive!
  16. Like
    Kauffy reacted to -MaVerick- in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    Steam can be a very special place with many people thinking in special ways. Looking at the forum, your moderator staff are handling stuff very good and sometimes entertaining. So who the fork cares about negative feedback from steam? Don't move back because of such people.
     
    Problem is, people don't want to do research. They want it the easy way. That's why you still got newcommers asking about why this game seems dead in steam forums every now and then. I can only advise you to use what you've been given via steam. Extend your reach, keep it up to date, get new players that way.
  17. Like
    Kauffy got a reaction from Caturday in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    I noticed that last update shown on Steam is from June of 2019-- that is, update notes. If I were a prospective buyer, and I saw that the devs were doing regular updates, but then stopped a year-and-a-half ago, I think I'd conclude that the game was dead/abandoned as opposed to freaking awesome and alive!
  18. Like
    Kauffy reacted to Furizu in Respawn player option   
    I agree, these are my thoughts about it: 
     
  19. Like
    Kauffy reacted to Axiomatic in If you get bitten.   
    When I get bitten, I find it a great time to go out in glorious fashion, while also testing some game mechanics that I was previously too worried about getting myself killed with.
     
    Lacerations (25% zombification) and scratches (7% zombification) from zombies are where the questions and doubts come in, and that's enough for me. 
  20. Pie
    Kauffy reacted to Faalagorn in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    Maybe you should push Thursdoids to Steam as well? That would surely make some activity and is what Steam likes as well.
  21. Like
  22. Spiffo
    Kauffy reacted to Masmassu in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    Yes and it will be alot easier to se whats come in the uppdate when its downlode.
  23. Pie
    Kauffy reacted to orikamii in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    I agree that the game looks really dead and old on steam. I definitely think they should be updating there once in a while, even with mentions of the 41 test branch, anything really. The main reason I bought the game when I did was because I saw a youtuber playing - and I got worried when I saw the game on steam so I held off... until I started googling a month later and saw that the game was very much still active.

    But I would've bought it sooner if there was activity on steam.
  24. Like
    Kauffy got a reaction from Furizu in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    I noticed that last update shown on Steam is from June of 2019-- that is, update notes. If I were a prospective buyer, and I saw that the devs were doing regular updates, but then stopped a year-and-a-half ago, I think I'd conclude that the game was dead/abandoned as opposed to freaking awesome and alive!
  25. Like
    Kauffy got a reaction from Tails in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    I noticed that last update shown on Steam is from June of 2019-- that is, update notes. If I were a prospective buyer, and I saw that the devs were doing regular updates, but then stopped a year-and-a-half ago, I think I'd conclude that the game was dead/abandoned as opposed to freaking awesome and alive!
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