The upcoming changes feel promising

I have to go find jars, then find water, fill the jars and I'd better do it before it gets dark early game because ferals spawn and it's dangerous, then boil it, etc. I usually hunt at night because that's when the deer spawn and with the smell system that has become a lot more dangerous, and danger or feeling scared in this game is an amazing thing.
As much as I whine in here about everything, gotta say, that sounds great!
 
You are correct that without a mind wipe, there is no way for any game to feel new again. That said, I think our new version of jars make the game feel more engaging. I have to go find jars, then find water, fill the jars and I'd better do it before it gets dark early game because ferals spawn and it's dangerous, then boil it, etc. I usually hunt at night because that's when the deer spawn and with the smell system that has become a lot more dangerous, and danger or feeling scared in this game is an amazing thing. I think people will like it, new and old. Both have been designed differently and we're still tuning it, but I think it makes the game feel a little more visceral.
I am always happy for any improvements to the game. I’ve been playing since A15 and just roll with the punches each update. If the team thinks these changes improve the feeling of the game, then there is a good chance I will agree when they release.

My hope is that the team is focused on looking forward rather than looking backward.
 
You are correct that without a mind wipe, there is no way for any game to feel new again. That said, I think our new version of jars make the game feel more engaging. I have to go find jars, then find water, fill the jars and I'd better do it before it gets dark early game because ferals spawn and it's dangerous, then boil it, etc. I usually hunt at night because that's when the deer spawn and with the smell system that has become a lot more dangerous, and danger or feeling scared in this game is an amazing thing. I think people will like it, new and old. Both have been designed differently and we're still tuning it, but I think it makes the game feel a little more visceral.
+
 
I'd settle for them making sound when coming up behind you.
They do, the sounds i believe have been reworked, doggie paws animals colliding with grass, a few Z footstep types. Headphones.
I used Feral Sense once. It pretty much blew stealth away at the time. I wish it were more than just off/on. For instance, if we could change its range/strength, which zombies had it, and under what conditions, then I think it would be a much nicer feature.
I agree, it has potential, if combined with smell and sound. I have forgotten to turn it off when testing ideas, and got some WTF moments.
quests, a larger reliance on looting,
Has potential, if alternate types of quests are added later. I would like quests on posterboards around town, and upon completion go to nearest
trader for turn ins. Quest types: sweep an clear neighborhood, retrieve real goods for turn in, fortify buildings. Basically Negan quests.
The game was always envisioned as a zombie game inspired by Walking Dead, an open world survival/exploration/building/crafting game inspired by Minecraft, and an rpg inspired by Fallout.
Yep, I remember. The most difficult part is getting all the rules to mesh, looking for common denominator to make it a round robin play, seamlessly.
Smell adds chances to ■■■■ you up in certain situations.
My view is smell is interactive or rpg which I play mostly, feral is visceral in your face survival, I would love a blend of the two. Like if all zombies
had the screamer effect, but they called different levels of groups. If player is picked up, you would need to dispatch the zombies quickly, or
the feral meter begins to build. Once activated it would last for an uncomfortable while, and distance sense would degrade as they were dispatched.
I have a question, does the smell also get washed away by the rain, or is it only effective if you submerge yourself?
Faatal told me he wanted to keep it simple, so I don't think that is included yet. But it gives me some stinky ideas.
I’ve never cared to play with feral sense. It just seems like a switch to turn on for greater difficulty.
If it had a support structure of mechanics, a hierarchy. I will admit it is trip forgetting to turn it off on day one.
It WOULD be cool, but it would also be overkill for newbs and will have them rage-quit probably... :sneaky:
Are there any newb gens left? They got gen X, gen Y, gen Z. Whose left gen Aught, they are still being perculated in the oven.
 
You are correct that without a mind wipe, there is no way for any game to feel new again. That said, I think our new version of jars make the game feel more engaging. I have to go find jars, then find water, fill the jars and I'd better do it before it gets dark early game because ferals spawn and it's dangerous, then boil it, etc. I usually hunt at night because that's when the deer spawn and with the smell system that has become a lot more dangerous, and danger or feeling scared in this game is an amazing thing. I think people will like it, new and old. Both have been designed differently and we're still tuning it, but I think it makes the game feel a little more visceral.


It bothers me that you guys completely made Night time into (It's still light outside but I guess it's night?), a lot of mods have fixed this by adding in a real darker night. (please don't tell me to lower my gamma that's not the answer here)
 
It bothers me that you guys completely made Night time into (It's still light outside but I guess it's night?), a lot of mods have fixed this by adding in a real darker night. (please don't tell me to lower my gamma that's not the answer here)

I suspect things are all a matter of taste. I mean when I go outside at night in reality, most nights, I can see things decently. If there's a full moon and no cloud cover I can read (some things). My perception is that some mods make the game darker than reality. But then there are times when I think it is too bright too, usually inside. Perhaps giving me a bunch of sliders based on the time of day, phase of the moon, weather, cave vs inside vs outside vs in shadows, and probably other stuff would let me home in on perfection, but I'm not sure that "juice is worth the squeeze" when it comes to development effort.

One could argue that a "horror" theme might tend towards darker than normal. That's where I think many mods are coming from. The Descent (lots of caves) messed with Darkness to get it to be pitch black down there (as you might expect), but in doing so ruined lighting on the surface, at least for me.

I understand not wanting to mess with Gamma. That's not bad approach if you can find one setting to rule them all, but if I wanted to adjust Gamma based on my current circumstances I'd be forever fiddling.

EDIT: There are plenty of factors to influence our perception, including where we live, and our own genetics. We don't all really share the same experiences.
 
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Smell is back, remember it from the old days A16-ish, not sure it worked right back then, but i assumed it did, though it was nerfed afterwards but remained in the xml. This is awesome news
 
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
Unfortunately you can't make the smell work while its in a container or people would just put a few slices of meat in boxes and then molotov, pipe bomb or etc the resulting clump of zombies. It'd just become the new most efficient way to herd zombies for easy AOE farming.
 
I suspect things are all a matter of taste. I mean when I go outside at night in reality, most nights, I can see things decently. If there's a full moon and no cloud cover I can read (some things). My perception is that some mods make the game darker than reality. But then there are times when I think it is too bright too, usually inside. Perhaps giving me a bunch of sliders based on the time of day, phase of the moon, weather, cave vs inside vs outside vs in shadows, and probably other stuff would let me home in on perfection, but I'm not sure that "juice is worth the squeeze" when it comes to development effort.

One could argue that a "horror" theme might tend towards darker than normal. That's where I think many mods are coming from. The Descent (lots of caves) messed with Darkness to get it to be pitch black down there (as you might expect), but in doing so ruined lighting on the surface, at least for me.

I understand not wanting to mess with Gamma. That's not bad approach if you can find one setting to rule them all, but if I wanted to adjust Gamma based on my current circumstances I'd be forever fiddling.

EDIT: There are plenty of factors to influence our perception, including where we live, and our own genetics. We don't all really share the same experiences.
I still have pretty good night vision from all my time spent up at nights as a kid and then graveyard shifts. Unless its pitch black outside, which is rare, I can normally see decently at night. I don't get games that try to make night time pitch black.

I still remember playing Rust when it was just a tiny island before all the rebuilds and the graphical update and I was able to find my way around at night without issue to the point a friend thought I was adjusting my gamma until he actually saw my screen lol. I don't think I actually "see" more at night than most folks, I think my brain is just more used to interpreting what little I can see into usable information. And this happening in Rust too kinda cemented that impression for me because my friend was looking at my same screen and didn't know how I was finding my way around.

Last I heard Rust had basically nerfed night to be even darker because people were turning up their gama or using Filters to cheat. So people moved to using Reshade since that's harder to detect.
 
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