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Burianu

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Posts posted by Burianu

  1. Looking to test different server settings and I was curious about a few fields:


    ZombieUpdateMaxHighPriority=50  - max zombies in high priority?
    ZombieUpdateDelta=0.5                   - server zombie tick rate?
    ZombieUpdateRadiusLowPriority=45.0    - radius at which zombies will be "low priority"?
    ZombieUpdateRadiusHighPriority=10.0  - radius at which zombies will be "high priority"?

     

    Could anyone let me know exactly what these do?

     

    Thanks.

  2.  

    NERDGASM.png

    OMG!

    Did late game just get fixed?

    I pray to the dev gods to maintain this steady stream of awesome and to keep accelerating closer to IWBUMS

     

     

    No, sadly. Provided you pick a safehouse on the outskirts of town and have a good enough carpentry skill, lategame is still pretty safe. I don't mean in the middle of the woods either - just pick the very corner house of the suburbs and you're extremely unlikely to encounter a colossal horde (unless you head into town for supplies but the whole point of late game is that you've eliminated that need - you've got a farm/fishing hole and your rain collection/river water set up so why would you need to?

     

    It's frustrating cos I thought it was fixed too. Of course the way to "unfix" it is to not live in one of those places - set yourself the challenge of surviving in downtown or, heck, even the *middle* of the suburbs and the game is suddenly hella difficult. Sort of sucks that you have to pick an unsafe safehouse to ensure the game stays fun though.

     

     

    Bottom line then - they need to nerf farming.  Seriously.  Obviously it should still be viable as a way to get food in the late game, and of course when you have a colony, but in its current state it is too easy and quick to start up a farm that gives you all the food you need.

  3. Yeah, I like the idea of physical training.  It complements the book-learning already present, and can have the trade-off of physical exhaustion. By the way, does anyone else feel that even after the endurance/exhaustion changes that it still needs to be reworked to be more punishing?  

  4.  

    Everything has its own part of randomness and can get you killed (even irl ;o), from the amount of zombies spawning in a bathroom, the items you find in a container, or a meta-sound putting you in a tricky situations etc... randomness is just a part of any rogue-like inspired games and you can't control everything, BUT you can influence the outcome and how you deal with what's happening despite your efforts.

    The randomness you are describing doesn't apply to the player which is why it is irrelevant. Zombie spawning randomly, random loot spawn etc. Don't take control from the player, you as a character can still react to the situation however you want.

    Tripping is randomness that happens to you, takes control from you, and you have no choice about it.

     

     

    So you guys are thinking this game isn't hardcore enough, right? I think adding tripping and s**t does enhance the immersion of this game but things like these should be hardcore selectable options in settings. [Just like reloading]

     

    If you guys think panic is too underpowered and wish to spice it up, how about a small chance of dropping the shells/mag by accident when reloading with heavy panic moodles on?

     

    For melee weapons... things like swinging your weapons but fail to hit the target could throw you off balance. Oh and while a fireaxe is very powerful as a melee weapon, you do have to put it out after hacking into the skull/body of a zombie.

    1. Not hardcore. Challenging. And if you frequently fall on your ass when you are running then sure, it does enhance immersion. But I want to point out hardcore is for people that want to push the difficult to the limits while making the game challenging or hard isn't. Right now Zombies tend to not be a threat, and most people end games by going on a rampage to kill themselves or starting a new game. Tripping doesn't fix this, it just covers it, and opens more wounds with it.

    2. No one said underpowered, but I can see how it might be implied, the panic moodle is just dumb in its current state, it needs more done to it. As I said, Reduced healing, louder character, takes a little longer to eat, move items etc.  This is fitting to someone with an adrenaline rush, or on edge from being chased, that both adds gameplay and immersion, without taking control away from your character.

    3. I don't think anyone swings a bat in a way that send them down if they somehow miss, I do think slower swing speed should be a thing for people not adept at melee. Since it would be natural for someone who doesn't use a bat or anything similar to not be as good at swinging things fast.

     

    "My character is louder and I have no control over it! Devs please remove this it's terrible game design!".  In the end, my reaction to tripping will depend on how it's implemented.  If you're sprinting through the forest at night in the rain with no shoes while panicked, you can guarantee you're going to trip and stumble.  If they're going to make it obnoxious obviously it is bad game design.  "Removing control" is just not necessarily how it has to work, so stop creating this strawman, please.  It can still give you the option of avoiding precarious situations like the one I just described that would make tripping a threat.

     

    Are there other, perhaps more pressing, things that should be done to improve the difficulty?  Absolutely - and I'm sure they're working on those as well.  This is just one more thing that we can be prepared for in our struggle.  To reiterate, it doesn't have to be implemented in such a "no counterplay RNG" fashion, so arguing against that implementation is pointless.

  5.  

    I know I'm probably in the minority here, so I wouldn't expect it to be the default, but I would really like a multiplayer server option that enabled sleep just as it is - with no fast forwarding.

    That would be so boring and broken. If a day

    Last 1h a sleep would be from 20-30 mins.

    Having 33%-50% of playing time as sleeping is just wrong

    If a day is 30 mins, sleep for 8 hrs would be 10 minutes.  I personally wouldn't mind given that it's steam and I can use the overlay to browse the web or something - again, I know I'm in the minority and that many find that to be bad game design.  However, if they created a seriously detailed character development system with traits and skills and all sorts of stuff like that, and you spent the time sleeping speccing your character or something, I think they could fill that time with something meaningful without being silly like minigames and the like.

  6.  

    Depression should just make it harder to sleep and, when NPCS are added, negative social effects. If it did anything else it would either be misrepresenting depression or taking control from the player (god forbid that happened!). Lack of sleep alone should have enough negative effects to make depression worth avoiding in my opinion.

    Depression more commonly inflicts hypersomnia rather than insomnia. 

    Fine, whatever.  That then.  Not my point.  The point is - and I've argued in the past at great lengths with other members and mods alike - there is no way there is ever going to be anything that will take control out of the players hands like spontaneous suicide.  I argued thinking it should be in the game and they shot me down time and time again.  I think what I described is pretty much all there should be.  

  7.  

    In terms of balancing out the trait gameplay wise - how about adrenaline junkie gives a speed boost when you are near/see X number of zombies?

    I really think a point cost raise would solve most of the issues (since your accuracy is gonna be complete junk if your comboing it). Making it cost somewhere between 10~12 points would make you think more about it (Since right now you effectively trade Accuracy for movement speed, but at the moment your also getting up to 4 bonus points).

     

    A point cost increase would certainly act as a disincentive to combo it; I just think it's a pretty silly combo to begin with.  If the devs designed the trait with that combo trade-off in mind, then yeah that works.

  8.  

     

     

     

    Well this is semantics about the meaning of the words, but the effect of the trait is intentional for the sake of gameplay, balance aside, so what you're saying is the name doesn't match the effect, not that the effect is wrong since we designed the effect specifically.

     

     

    Yeah, that.  

  9.  

    I think adrenaline junkie should just make you less depressed when you're panicked or something.  Everyone should run faster/run longer when panicked, but only some enjoy the adrenaline rush.  The adrenaline junkie / fear trait combo wouldn't be as big of a deal if it only affected depression or non-physical attributes.

     

    Probably needs a higher cost to it. Right now it costs 6, and you can take up to 10 free points of panic related negatives. Should probably be raised to a cost of 10.

     

    I'm not arguing one way or another for point cost, I'm talking more about what I see as a flaw in the design of the trait altogether - that is that panicked people should all get some kind of speed boost.  An adrenaline junkie is someone who enjoys the adrenaline rush, not someone who can make better use of it somehow.  At least that's how I see it, I don't know.

  10. I think adrenaline junkie should just make you less depressed when you're panicked or something.  Everyone should run faster/run longer when panicked, but only some enjoy the adrenaline rush.  The adrenaline junkie / fear trait combo wouldn't be as big of a deal if it only affected depression or non-physical attributes.

  11.  

    then why bother creating something like this in the first place?

    maybe as a mod..............

    But he explained why in the first post. To get away from the tediousness.

    I can really see why it is annoying, but still I agree with most here. I don't think it's annoying enough to warrant even the slight immersion drop for me.

    Plus as Rath said we're going to get a UI overhaul so let's just wait until that rolls in. :)

     

    Sounds reasonable.  I'm glad someone at least acknowledged how it could be seen as tedious.

  12. ok, lets say you have 4 wounds, 1 dirty and 3 clean. proper bandages and disinfectant are in limited supply in the game, especially so in Muldraugh where you only have Cortmans to get proper bandages. your idea would waste 3 good bandages and the amount of limited supply disinfectant necessary for each wound.

     

    and, if some of those are bleeders, you just lost X amount of blood in addition to wasting supplies. now you need some pain pills and some food to try and recover. the current way you would have only changed the dirty bandage and used 1/4th of the supplies.

     

    so to sum up, you just wasted X amount of material that you will still need further down the road because of this proposed feature.

     

    and yes, i know about ripping up sheets and using disinfectant to "sterilize" them. those are only good as a last ditch effort to keep going, or until i can find the GOOD bandages. but this suggestion just wasted those sterilized rags if that is what was on the wound. which obviously means wasted disinfectant.

     

    now before you say there is plenty of Item X on the map, remember the upcoming NPC's will also be looking for the good stuff.

    I'm not suggesting they remove the option of manually treating each wound.  

  13. Because it wouldn't require you to a) be aware of your injuries and b) remember which ones have received treatment previously. It'd take care of all that for you . . .

    I don't follow that logic.  Why would being given the option of just rebandaging all mean any of that?  All it would mean is that you would be unnecessarily disinfecting already disinfected wounds, thereby wasting disinfectant.  The game already tells you when to rebandage, so you don't have to keep track of that.  I don't understand how it would take care of knowing these things for you.  It doesn't provide any information. 

  14. Oh come on man, you didn't even respond to my point :'(

     

    That is, it serves the exact same function as the loot all function for the inventory.   Don't get me wrong, I love the new health system.  Absolutely love wound management, but the UI is clunky and frustrating, and I don't understand how a bandage all function would in any way "remove some semblance of realism."

  15. What about the fact that constantly reapplying bandages is incredibly tedious?  Having a simple "reapply all" - even if it's just one - would be immensely useful and make the system a lot less frustrating.  So that instead of:

     

    *right click wound*,  *left click remove bandage*, *right click wound*, *left click apply bandage*

     

    it could be

     

    *click reapply all bandages*  and work for all wounds.  And excuse me if I get cut multiple times in a game that is trying to kill me... that's no reason to make the bandaging system tedious and annoying.  I even talk to people in servers and they agree that it is incredibly annoying.  by your logic we shouldn't even have an indepth medical system because we shouldn't be getting hurt anyway.  more than 1 cut and you should be dead, right?  

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