Kalen
Survivor
Also a good pointI'd settle for them making sound when coming up behind you. Shouldn't need a mod for that. What are they? Rigged for silent running?
Also a good pointI'd settle for them making sound when coming up behind you. Shouldn't need a mod for that. What are they? Rigged for silent running?
To tell you the truth, I hate "darker nights" mods and the like and never use them. The darker nights of A21, however, were awesome and they were awesome because there are plenty of ways to offset the utter darkness in interiors and such. So, that's saying a lot coming from me when I otherwise prefer to be able to see where I'm going, though not necessarily the daylight at midnight lighting most games go far to pacify those who'd just rather not deal with torches and headlamps and the like.All of the future changes are great, but we still have the issue of the night time being too bright and not realistic enough, thus rendering candles and torches redundant etc. Isn't this something that can be changed easily without breaking game mechanics? Just looking forward to the patch notes that confirm brightness levels get updated.
Nostalgia does have a part but I think the general game trend was exactly what people were dissatisfied with and people made that very clear. The issue isn't new or fresh its that the updates as of late have not been going in the direction people want.I feel like TFP has completely lost the plot here. Most of the nostaglia complaints are from people remembering how the game felt when they first started playing. No amount of adding back features can return the newness and freshness of that experience. TFP can’t release a feature that wipes people’s brains and lets them experience the game for the first time again.
These changes feel reactive rather than forward looking and that makes me a little sad.
Im aware of this and due to it my brightness is zero. however by Default for a horor survival game it should be darker by default! Because the base game brightness looks like crap.Turn brightness down below 50% to make night darker without affecting daylight. It can get pretty dark, though some people still want it to be even darker.
Any chance for a slider for accessibility reasons? Set it where it's comfortable?Im aware of this and due to it my brightness is zero. however by Default for a horor survival game it should be darker by default! Because the base game brightness looks like crap.
It already is a slider. You can choose any percentage from 0% to 49% for your own comfort level of darkness and any percentage from 50% to 100% for your own comfort level of brightness.Any chance for a slider for accessibility reasons? Set it where it's comfortable?
Could be. Haven't played it in a while, but base game brightness did get a lot brighter from A21 to 1.0 for me. I'll look for that slider.It already is a slider. You can choose any percentage from 0% to 49% for your own comfort level of darkness and any percentage from 50% to 100% for your own comfort level of brightness.
Adam says 0% is still too bright but mine is set to 15% and without a flashlight or torch, interiors and nighttime are pitch black for me. Maybe it’s a difference in monitors.
I believe that it was for a 1.x update that faatal altered the brightness levels significantly for values less than 49%. So if you haven’t tried the game since 1.0 there was a fix.Could be. Haven't played it in a while, but base game brightness did get a lot brighter from A21 to 1.0 for me. I'll look for that slider.
Aee we sure streamers don't just want to give themselves a free helmet light or be restricted to a single weapon hand with a torch and blame it on their audiences? I mean, that headlamp is pretty darn bright.I believe that it was for a 1.x update that faatal altered the brightness levels significantly for values less than 49%. So if you haven’t tried the game since 1.0 there was a fix.
50% and higher is for streamers who don’t want their audience to be watching a black screen. 49% and lower is for players who want dark nights and dark interiors and aren’t worried about audiences.
I'm pretty ambivalent to smell. I feel the opposite, as I think feral sense is superior BECAUSE it is always on.
Not to discount your memory but one of the lead programmers is a streamer and this issue did come up in meetings and making sure there were good brightness settings for streaming was a consideration. I don’t lay anything at the feet of streamers—all the responsibility, credit, and fault lie with the developers but it’s a fact that they do make decisions with the twitch side of things being considered.I remember someone from TFP commenting that they didn’t like how the game looked when streamed with the brightness set higher. I wouldn’t lay this at the feet of streamers and their audiences.
Well look at you getting to play with the new smell system before the rest of us!I'm pretty ambivalent to smell. I feel the opposite, as I think feral sense is superior BECAUSE it is always on. I've played with the new smell and it is a little different in execution to the way the old smell worked improving on that original design. However, since it can be turned off by wrapping up meat or putting it in a container, there isn't THAT much gameplay.
Smell icon appears
Put food in bicycle
Smell icon disappears.
Whereas you can't mitigate feral sense. You have to deal with it and adapt to it and always take it into account.
I'm not against it or anything, but I could take it or leave it. I missed it until feral sense was added and that satisfied my desire for zombies to come at me from all around the surrounding environment. That being said, I wouldn't turn it off if there was an option and will play with both feral sense and smell.
When bandits are added it would be cool if you heard them commenting on the putrid smell whenever you get near them....haha
I would've completely agreed with this if not for Joel's posts talking about how there were things they wanted in the game that had to be removed due to their tech at the time. Now that TFP have the tech that allows for them to add back the things that they never wanted to take out in the first place, plus things that fit into their scope that players miss, I feel that the changes are taking us forward rather than being reactive.I feel like TFP has completely lost the plot here. Most of the nostaglia complaints are from people remembering how the game felt when they first started playing. No amount of adding back features can return the newness and freshness of that experience. TFP can’t release a feature that wipes people’s brains and lets them experience the game for the first time again.
These changes feel reactive rather than forward looking and that makes me a little sad.
[flex]Well look at you getting to play with the new smell system before the rest of us!
I feel like TFP has completely lost the plot here.
They're odd jobs. Quests actually have you questing, i.e. going on grand adventures, solving mysteries, resolving (or not) factional conflicts, etc. Sorry, but I'll never allow myself to get used to repetitive, random bs being called "quests." (Beth's "radiant" system is not at all "radiant" to me and RNG is too heavily relied on these days, imo. Beth's influence on that score has travelled far and wide.) And, yes, I suppose I should have said "not nostalgia so much as." How very either/or of me.Nostalgia does have a part but I think the general game trend was exactly what people were dissatisfied with and people made that very clear. The issue isn't new or fresh its that the updates as of late have not been going in the direction people want.
The updates have brought a lot of good things like graphics, new POIs, and tiles, but have also changed the direction of the game.
An example. Quests.
Previously we were able to wonder around and scavenge for resources and you felt the freedom to do so as it was the only way to play, but with the advent of questing a better alternative to just running around came and people did that. At first questing was fun and a nice change of pace, but then came some negative externalities such as loot rooms, changes to stealth due to spawning mechanics and triggers.
I think when people say they don't like the direction, I believe they mean the game moving from a survival focused game to zombie killing game. At least thats how I feel and thats what I generally see people comment on when they talk about direction.It's not the "direction" so much as the implementation I get the sense most were going on about. "Direction" is pretty obviously shorthand for no guidance vs. some guidance. That's a community rift that will never be healed. Some like the guidance; some don't. I'll admit it's pretty heavy-handed at times, but that's about all I can agree to myself.
It's not so much a zombie killing game either.I think when people say they don't like the direction, I believe they mean the game moving from a survival focused game to zombie killing game. At least thats how I feel and thats what I generally see people comment on when they talk about direction.