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ShadowDimentio

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  1. I'm more curious how survivor congestion will be handles. I mean, hell. Think of it like this: You get thirty people, and spawn them in various urban areas about the map. Some end in West Point, others in Muldraugh, and a few in more deserted locations. If every single one of those survivors is good (or at least competent) at the game, they'd be able to take back and hold about a two to three block area of each city, all by themselves. There just isn't enough map space to give out to all these people, and it gets even worse when every single one of those cleared zones has likely been barricaded to hell and back, and all the loot's been hoarded. If we go full-realism and no more items spawn, then there's zero chance for a late-joiner to get a start, especially in a game like this where the first five minutes of a run are the deciding factor of the entire rest of it, even if they can find a way to get inside a cleared zone without getting killed by the survivor that's already there. I really don't think this is going to be possible without some serious creativity, or changing some pretty core stuff.
  2. A fantastic read. Theoretically, it would make a very, very interesting custom story located inside an overrun laboratory complex, with small snipits of the report located here and there. Perhaps the last part could be on the Director's corpse, with one hand clutching a pistol, and the other the report. Suicide.
  3. Right, Starbound has been a blast so far. Eh... I loved it at first. Bought the season pass after trying out episode one. I loved it up until episode three got released where I made the mistake of restarting from episode one to see how making different choices would affect the story up to that point... The answer was not at all. The story remained almost exactly the same. I was so disheartened I didn't bother downloading episode four. Still haven't finished playing. I think there's a bit of a bigger payoff to choices in episode 5. Though admittedly the "Story changes so much" stuff is a bit bull. It even shows you as much at the end of each episode where it boils your choices down to a list of binary states. Anyone who honestly believed that the game was going to completely change depending on your choices has no idea how hard that would be. It would cost millions- MILLIONS- to get that idea even reasonably achieved, not to mention it would add god knows how much time to development of the game, probably something in the YEARS range. tl;dr Stop being unreasonable.
  4. I'm nearsighted and I'm entirely offended that it's portrayed as a negative trait in this game, wah, wah, I'm pressing charges, wah. Seriously, the developers can do as they please.
  5. I said it could happen, not that it has happened. I do this thing where I completely clear out the area of undead before I go scavenging, but the metagame still occasionally spawns them in, and my irrational fear of getting sneak-attack critical'd never goes away. But yay for inventory overhaul.
  6. I can't help but feel like people are using massive amounts of posts and barely saying anything at all. Yeah, we get it, some armor is heavy and such, but if the person has already explained that the armor they've described isn't, I don't think that needs to be challenged five times. Alright? Okay.
  7. In my several runs in Project Zomboid, I keep hitting upon similar problems with the rediculous inventory juggling that has to be done. The first thing that needs to be changed is to make it so context-sensitive uses for items, opening a can of beans for example, should be selectable from any inventory, such as if they're in your backpack, or totebag, and not just in your stupid box. It's exceptionally frustrating to have to juggle inventories like this, since, for all intents and purpose, the magical context box is the worst inventory out of all of them, providing zero weight reduction, and being easily the smallest out of all of them basically means that if you have any sense you'll never put anything in it, ever. This also means that heavy items, such as logs, will always encumber you, so if you're in the process of sawing them and a zombie sneaks up on you, you're dead out of luck, bub. I just would rather not have to worry about getting killed by a cheap shot like that. Thank you.
  8. I completely agree. Zomboid presently lacks a 'mid-game', and generally doesn't have much content, with all of the heartiest content (survivors, fire, more complete map, multiplayer) either being exceptionally incomplete or nonexistant. As I said, however the game very seriously lacks 'flow'. There's really only one way to progress, which is to randomly scavenge for a while until you get a safehouse up in one of the few viable locations (to qoute Animal Farm, all safehouse locations are equal, but some more equal than others), and then to just turtle things out until you get bored and leave, since the game went from a cool sandbox-esque survival game (with emphasis on survival) to Harvest Moon: Zombie Edition. Now, I've read on the wiki that after a while the zombies actually start actively searching for you, a-la the hounds from Don't Starve, but I'm not entirely certain that's true, because the zombies haven't seemed to get any more dense than they were for me. If this truly was the case, and the zombies got so hungry that every single one of them on the whole map started slowly trudging straight towards you, pitting you versus an entire city of angry dead people, that would be pretty fucking sweet, but I'm not sure it's like that. Regardless, the game really does in some way need to continually throw challenge at you in order to make sure that you haven't started going limp yet. But yeah. Fix this, and it'll be a good game.
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