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Ewok

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Posts posted by Ewok

  1. While I actually think it's a really nice idea as a flavour piece, I don't think that adding an item for the sake of benefitting only characters with one specific trait is particularly worthwhile.

     

    I don;t see it as a huge act of controversy. It's not like there is an implication of "religion good" or "religion bad" in the suggestion as it stands.

  2. I came to this thread expecting spitters and boomers and other silly things, but am pleasantly surprised by these suggestions.

     

    I like all suggested in the OP except the Climbers, in my own (admittedly very personal) thoughts on zombies they would lack the cognitive capacity to recognise the rope as something they could use, and would lack the required coordination to climb it (many of them don't even manage walking that well).

     

    Dragons is a must. In fact, I think they are a confirmed yes ;)

     

    I must admit to not being a fan of the re-animators. In most lore, zombies do not stop until you remove the head or destroy the brain. I don't recall any zombie fiction where they have been knocked unconcious only to wake later.

  3. More Boosters comes in a close second.

     

     

    Yup. "Needs more rockets" is how I generally approach most of my KSP related problems.

     

    Won't each orbit? - Add more rockets.

     

    Runs out of fuel on Mun return? - Add more rockets.

     

    Staging is messed up, forgot to add parachutes and electricity runs out? - Sort staging, add parachutes and batteries. Oh, and while you are at it, add more rockets!

  4. I'm not sure how it would destroy the spirit of the game.

     

    Sheet ropes can only be applied from the top floor, whereas this is used to access a high area from below.

     

    I see the use as a player/NPC trying to gain access property that is blocked off somehow - maybe the property has been barricaded up on the bottom floor, or someone has destroyed the staircase.

     

    To me this should be a building-entry mechanic only and not-so-much a zombie-evasion technique. It should take a few attempts to succeed, and be quite a slow process, to prevent a player just jumping out of danger.

  5. I think there are plans to introduce maps into the game - but they will be real world items, rather than 'game mechanics'. I think the zooming out in the way suggested would break aspects of realism.

     

    I also think there are some technical limitations not related to the 'detail' element. From observing previous discussions about the technical aspects, I believe only a certain area of the game is loaded at any one time - so anything outside a certain radius of a player simply doesn't 'exist' at that time.

     

    If I'm wrong then I'm sure someone will pop by and correct me.

  6. Well I've never played DayZ and have no opinion on Dean Hall, having never (knowingly) played any of his games or mods.

     

    However, this Identity game looks awesome - the product described sounds like my ideal game, full of immersion, role playing and incredible depth.

     

    That's what concerns me so much... it sounds too ambitious that I almost believe they can't pull it off.

     

    What Karen spotted is also a concern: -

     

    Should we reach our goal of $150,000 here on Kickstarter, that won't be enough to develop the entire game but it will be what we need to begin fulltime development immediately. We have a few publishers who we're talking with now who can carry us the rest of the way, but ideally we'd love to be able to continue funding the project from crowd funding as it would give us more control.

     

     

    However, on the front page of the kickstarter, it says:

     

    Should we meet our goal here on Kickstarter, we'll have everything we need to ensure that Identity gets completed.

     

     

    They can't have it both ways... the front page now sounds a little disingenious to me.

     

    So yeah, I don;t have enough confidence in the project to back it on Kickstarter - but if they pull it off and it's anything like the description, I'll buy it when it reaches 1.0 (or maybe early access).

  7. Welcome!

    Yeah, hordes have been mentioned in the past and are something actively being worked on.

    Another thing being developed is the 'sadistic AI director' that will ensure challenges are thrown in the player's direction.

    This could be a horde, as in your suggestion. It could be a gang of NPC raiders (once they are implemented). It could even be a surprise cold snap that causes your crops to fail and forces you out your base. The possibilities are endless!

    So yep, afraid this suggestion is already on the list of stuff the devs are planning. Don't despair though, because that means it was a good idea!

  8. Finding swords in the area is much more likely than people might think.

    I happen to like the idea ..... so I did a little research.

     

    There has been an active SCA group in the Muldrough area since the 1970s.

     

    The Society for Creative Anachronism (SCA) is an international organization dedicated to researching and re-creating the arts and skills of pre-17th-century Europe. These are ordinary everyday people whose hobby of choice is putting on heavy armor and beating each other with rattan swords on the weekends. However a large number of them also own actual metal swords (of greatly differing quality). That's 40 years of hobbyists buying swords, crossbows, chainmail armor ... all sorts of stuff. Which means there are real people living in that community right now that own swords. It might even be in a box of grandpas stuff out in the barn that noone who lives there even knows exists. These people are also much more likely to know how to build a forge from items that are all already implemented in the game already (at least the base materials). Also extremely likely to have tought thier kids a wide range of 17th century skills from cooking to smithing and more.

     

    We've already got cement bags, and an abundant supply of trees, nails, and sheets. It wouldn't be perfect, but I could build a forge and bellows out of that on my own. It wouldn't be too hard to fashion a crude windmill to pump the bellows for me.

     

    I have several times built a tiny forge in the backyard out of a ceramic pot cemented into one of those giant holiday popcorn buckets and used an electric air mattress pump for air flow. This worked easily good enough to melt copper and lead, and softened steel enough to shape with a hammer.

     

    People keep saying that this doesn't fit the theme of the game. I thought the game was about surviving any way you can with what you can find and build with your own two hands. I'm fairly positive that I could find people living in Muldraugh, KY right now that have built a small forge and made thier own machetes.

     

    I'm sorry but I have to disagree with this.

     

    I don't think that the fact that there is an 'active SCA group' does not mean that it's going to be easy finding combat ready weapons. I mean, active could mean 3-4 people in the whole area (or less!). The idea that there is a group of medieval hobbyists does not support the idea that knowledge of classical weaponry and blacksmithing is commonplace in the area.

     

    As I said earlier in the thread, because of the nature of how we play games, all players will persue a skill if it exists in the game and gives them an advantage. This means on MP servers nearly every player will be an expert blacksmith, running around in a full suit of platemail and wielding a claymore... which, frankly, is just plain daft.

     

    If it's something that only one in a thousand people (less, in this case) would have any knowledge of then there is no way it should be included as it'll break the realism the game is going for.

  9. Indeed - it's not confirmed that it is actually a disease that caused the zombies.

     

    However, another issue is that the possibility of a 'cure' is a confirmed "no" by the developers, so the game mode would run afoul of that.

     

    I also think the scope seems quite ambitious - this sounds more like the kind of thing that would be a substantive DLC then would be part of the core game - although saying that, we'd have to see exactly what NPCs and vehicles bring to the mix once they're added.

  10. Even John Rambo said it, "once you start killin, it's as easy as breathing" so their you go. I think the first few times you do kill another player, whether npc or human alike, your character should be depressed about it in various ways. But the longer you go on the more your player changes getting used to the horrors of this new life. Hell maybe even have a random chance of being a psycho or "bad guy" And that

    Could work by simply killing in offense, instead of defense. Defensive kills could keep your player "on the path" kinda like a karma system I suppose.

    While I totally agree with the priciple of diminishing emotional effects as time goes on and your avatar becomes acclimatised to killing, I do feel the need to point out that John Rambo is fictional...

  11. Got a problem...

     

    Connall, Steam won't let me buy this game as a gift for you because it detects that you already own it... (New feature?)

     

    What's the alternative? You can buy a gift to send by email (never done it, but guessing it sends a code?). If I drop it in my inventory I'm guessing I still won't be able to 'gift' it to you, and we can't trade it due to the 30 day rule...

  12. Don't be sorry, it's still a good idea.

     

    However, I think it should work in reverse...

     

    The first few kills should hit you harder than the later ones (should you choose to go down that route), but there should always be some consequence.

     

    First few kills - extreme depression, feeling nauseated etc

     

    After that - a bit of depression

     

    Maybe your character can also develop a negative trait that makes interacting with NPCs more difficult as well. If you are the kind of person who kills without remorse, then you are probably not going to be the most social/empathic of people.

  13. Happy about that, need to get this over with - a lot of my wishlist games are on sale but I'm scared to buy them in case I get one from my secret santa!

     

    I might just buy them anyway and hold them in my inventory. Worst case scenario, I've got an extra gift to give away!

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