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Valourant

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  1. It would take 4 hours to graphic up 20 different bottles of acohol. Not sure how difficult it is to put in the game. But it shouldn't be extremely time consuming? Can anyone tell me how I can see my status levels for boredom, happiness etc?
  2. Boredom is something that happens when you sit on your ass, and don't have an imagination. IE. If you are alone for one hour, nothing to do, no goals for that day, then you might get bored. Especially with the cell phone generation people forgot how to be alone. Being alone just observing your environment allows you to develop an active imagination. So to the point, you can't really get bored while you are killing zombies. Not sure how boredom is working in this game. But it should not decrease while you are actually surviving, scavenging, scouting, killing zombies, going through peoples houses, and belongings etc. People would have too much on their mind to get bored; like where do I find food? Or is there a zombie around the corner?. If you were holed up in an apartment for 6 months with nothing to do, then you might get bored and be slightly crazy. That's different than being an active survivor with goals to accomplish.
  3. Clothes can't act as armor. But ripped clothes can increase the chances to get bitten. Overall I don't want a meter either to show clothing condition, and would prefer not to micro manage anything. I suggest different types of shoes though that give benefits. High heals +1 noise Sneakers +1 sneak, +1 run Army boots +1 resist for zombies that crawl Construction boots + 1 build (because of safety) Slippers +1 happiness, -1 sneak Etc.
  4. Alright! Sounds good then, I figured I might just be missing something.
  5. So because everyone charges 30$ you will too? Equivelant to jumping off a bridge. I don't buy any of those games. I don't even own a single one of them. Chances are whoever bought them waited for a steam sale. Vox is the only sane developer there. Contagion is on my wish list for when its on sale. Opinions can be wrong. And I'm telling you, Your opinion on the price of your game, is wrong. Today $5 is like a Venti Coffee at starbucks. But games are also getting boring, the economy is bad, and so on. If I bought every game I ever wanted I'd be living on the street. The bonus is I don't pirate games. I actually do buy them. You should acknowlegde that my "opinion" is not secluded to just 1 crazy poor kid. Millions of people are like me, and we are the majority. You'd stand to make more money if your game was $9.99, as opposed to $14.99. You can easily test this. Do a 25% off sale, when its $9.99 record the increase in sales, and units sold. And you can calculate how much more money you'd be making if it was always $9.99. You don't need to argue 14.99 is the best price, it's easy to test the optimal price for profit. Though I suppose in a marketing sense, it's best to hit every price point. That way you get every demographic to buy your game. So you should have a 75% off sale. You should probably also sell the game for $15. And then have a $9.99 sale too. http://www.utrend.tv/v/9-out-of-10-americans-are-completely-wrong-about-this-mind-blowing-fact/ Guess who can afford PC games.
  6. Devs should explain why they don't want more guns. Just because they are devs doesn't mean they mastered critical thinking, or know what they are doing 100% of the time. Thats why there should be some communication with the community. You might actually be grateful for opposing ideas, or people who can think outside of the box. No Named guns? I can only assume there is some out of game reason for this. Maybe the names are copyrighted, or they need special permission. Or they just hate labels, and don't want counterstrike/cod fans playing their game. 1 type of ammunition. Sure this is a good idea. Less dev work, keep it simple, nothing overly complex makes it enjoyable. So whats wrong with a machine gun? If the ammo is scarse then the focus is still on survival. It's not like I'll have unlimited machine gun clips to clear out the whole city. But it might save my life If I'm cornered in a room with 15 zombies and no escape. And it might be the only clip I find in my whole 365 days in the game. The point isn't oh it wont be useful if the clips are so rare. The point is that its fucking awesome to find a machine gun. =) And it makes the game seem more detailed and contain more variety, even if there is 1 ammo type for 3 different machine guns. A bazooka would be fun. Or even grenades. The game is meant to be fun right? Finding 1 grenade won't kill the spirit of the game. It will just be funny to watch 10 zombies fly from an explosion. There is a chance you blow yourself up too. It can also maybe destroy a wall. Some wardrobe enhancements will go along way. They dont even need to confer bonuses, Just allow enough variety in clothing so people can role play.
  7. $15 is over priced especially for an unfinished alpha with bugs. You might have some sort of argument if it was a complete game. Even if it was a complete game, a reasonable price would be 9.99$. I myself only buy games on steam when there is a 75% off sale. If that means only during the summer sale on steam than so be it. But your game will eventually have a 75% off sale. Time doesn't matter, and in fact the more I wait the better and cheaper the game gets. Your better off making a kickstarter campaign if you want to fund your alpha and development. You can make 80,000$ with a kick starter campaign all because there will always be those few people willing to pay $1500. Pricing the whole game high wasn't good for popularity. If this is your first game that you made as an Indie developer than you should be aiming for exposure, popularity, public approval over a quick buck that will quickly vanish in 3 years. Having your game known and played all over the world is way more valuable than money.
  8. Fix the inventory system a little bit. It only needs a minor tweek. If I pick up 3 pistols, they automatically get stacked even when 1 is Equipped. If I push R it will reload the pistol that is equipped. But If I'm reloading by using the inventory menu I am not sure which gun is getting reloaded. With pants it becomes a difficulty to figure out how to get the right color of pants on, and which pants I am ripping up into bandages. All because of the stack system. So basically allow for equipped items not to stack onto an item of the same type. Anything equipped should appear seperately from stacked items. This also becomes a big problem when I want to drop weapons that are at condition Zero. I had 3 golf clubs in my inventory the equipped one was worn out. I had to drop all of them, couldn't drop 1 at a time. From there I had to pick one up at a time, to avoid getting the condition 0 golf club. A game is hard because of the game play, not because of the interface between the game and the person. People don't generally have to jump through hoops to throw an item away or equip an item in real life unless they have down syndrome. I don't really care if it's a list inventory or box inventory, or sandbox inventory (items are freely moved in a backpack to random positions). Just so long as I can equip and unequip the items I need and know what is going on. Sure you can understand it, but I would hope you want people to have fun playing, not get annoyed.
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