The Roadmap Ahead

Smell is gone
Replaced by feral sense. I prefer feral sense. It can be toggled, set to always or just night or just day, and has the same effect whether you are carrying raw meat or not. When we had smell what did people do? Didn't carry raw meat around or if they did after killing an animal had a small temporary feral sense experience for the 2 minutes it took to run back to their base. When clearing a POI we just put the meat in a nearby car. In my opinion, Feral Sense is superior in every way and you can think of it as a combination of smell and hearing and sight.

still missing cats and dogs
Watch Ghost Busters and you'll get the joke. Cats and Dogs were not planned at the time of the kickstarter. Later, when Joel Played Fallout 4 he got excited about having a companion dog but that turned into the drone due to technical limits.

multitude of animals that can be domesticated?
Domestication was axed. Like it or not they determined it was beyond the scope of their game.

Fail to see how chicken and beehive counts as multitude
It's more than they were ever going to do once they decided not to do domestication.

Enemies dont climb since they removed that ability from the spider zombie unless you want to count going up and down ladders as climbing.
Climbing was specifically mentioned in the kickstarter goals? I don't think so. When Faatal revamped the pathing he said climbing on vertical surfaces was not going to happen. Bandits are likely going to be able to climb any ladder we can so chopping the bottom two rungs won't be a feasible strategy to keeping them out so there will be some climbers.
Saying that traders sending us from one trader spot to another is dynamic story generation or even the quest they give us to kill zombies or fetch a purse is one hell of a stretch.
Agreed. That won't be the fullness of the story.

We had temperature and seasons but all of that was removed along with the clothing system.
We never had seasonal weather. Temperature is still going to return. We still have clothing but it is implemented differently. You play the game clothed and you can change the clothing you wear.

this current version of the game is nothing like what was promised
What do think was promised that is different than what we have?

Alpha 16 with all its jank and issues was closer to completion of the kick starter goals than the game is in its current state.
Right.....
 
I do not think the complete expanded story is done . Nor do i think the complete game is done. I do think that
aside from what has led up to and including the passed month, has laid a good ground work for an expansion,
on the story, that has been spoken and written about over the years, after the initial Kickstarter release, then to steam.

But I do believe that even with it's up and downs and directional changes, the root mechanics are there to be built on.
Will the proposals that are on the storm's brewing, be over the top or oversimplified dunno. That is why I said it will be
interesting, not just in their inclusion but in the reactions. I will still be playing no matter which way it goes.

I intentionally have not let my expectations influence my desires. This way I will be happy just being around for the outcome.
 
Based on the other promises in the kickstarter: “NPC Characters and Merchants”, “NPC Controlled Safe Houses Added” and “New Additional NPC Characters to Discover”...while still not 100% specific in their definition, would be enough for the Fun Pimps to lose the case.
Not enough. The game is still in development, there was no official announcement about the completion of development.
 
Replaced by feral sense. I prefer feral sense. It can be toggled, set to always or just night or just day, and has the same effect whether you are carrying raw meat or not. When we had smell what did people do? Didn't carry raw meat around or if they did after killing an animal had a small temporary feral sense experience for the 2 minutes it took to run back to their base. When clearing a POI we just put the meat in a nearby car. In my opinion, Feral Sense is superior in every way and you can think of it as a combination of smell and hearing and sight.
Ironically enough I prefer smell. The smell mechanic was something that made sense and it worked well with early game food survival as canned food was more rare. In the early game you would spend time killing wildlife for food (as we didn't have large cities and restaurants everywhere) and would have to manage the smell of your food with zombies being attracted to it.

Feral sense I agree also makes sense (no pun intended) but now zombies can just find you now largely irrespective of what you are doing. It would be find if zombies were a bit dumber but with the current AI they are like heat seeking missiles and it's why I don't turn on Feral Sense. I may be in the minority on this and that's fine and I understand why people would like the added difficulty. I don't expect smell to come back anyway, more of a "my 2 cents" deal. :cool:
Bandits are likely going to be able to climb any ladder we can so chopping the bottom two rungs won't be a feasible strategy to keeping them out so there will be some climbers.
That would be neat. I imagine developing the AI for bandits will be challenging so hopefully after they release they keep updating them to be even more dynamic and challenging.
We never had seasonal weather. Temperature is still going to return. We still have clothing but it is implemented differently. You play the game clothed and you can change the clothing you wear.
We never had seasons, but perhaps he is referring to snow and rain in the forest?

Also, until temperature returns we can't give that a pass as they said several old features were "going to return" but either did not or were changed. For example smell was listed as "broken" and that they would fix it but then it was removed and later changed into Feral Sense which I would argue is worse just like I would argue that the current armor mechanic is worse than the old armor/clothing mechanic. I get that the old system looked a bit less visually appealing but the take no fall damage from heights concepts? Seriously? Why? I would have been happier with armor as skins.
Technical limits. Mhmm. The dog companion in the Rebirth mod works pretty fine.
Could still be technical limits. Just ones based around skill.
 
Ironically enough I prefer smell. The smell mechanic was something that made sense and it worked well with early game food survival as canned food was more rare. In the early game you would spend time killing wildlife for food (as we didn't have large cities and restaurants everywhere) and would have to manage the smell of your food with zombies being attracted to it.
I prefer smell too; they're not the same mechanic with feral sense. In fact, I'd argue that feral sense isn't really a game mechanic, just a setting for the agro range. There's nothing you can do to effect it in game, all the zeds are just more aware.

Was the old smell system potentially underutilised? Perhaps. That doesn't improve by taking it out. Should there have been more ways to smell to attract zeds (sweating, bleeding etc)? Mmaybe. Infection causing a feeding frenzy?

It's gone now, and I don't know if I want that specific system back; but it's one less way the world interacts with your actions.
 
Nope, not on purpose, oversight. I was looking at the bold face then the progressive images, and the
individual tiers, for what the different backers were to get for investing.

I definitely would have included that and be a bandit. regarding gameplay, needing to be completed.
 
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