I am glad that someone had the foreknowledge about examples of game development to put a dent in the endless wall of TFP apologetics. Clearly the development is taking a long time in comparison to at least some other studios. I guess now the excuse is shifting to "TFP is a small team" or "early...
Completely false. AAA games can be made in a few years. Redesigning game features over and over again is not part of normal game design. It's called development hell. It is indicative of lack of leadership and vision in the design studio. They can't decide what features to put in the game, so...
It takes less than a week to get your forge up and going? And by week 3 you can have an auger and a base with all the crafting stations? If this is too long a time frame for you then sorry, your attention span is simply too short for this game.
It sucks. Just changing everything every alpha for no reason. How about actually improving the features rather than overhauling the levelling system for the 54th time. The game has been in alpha for far too long already.
Dumb fallacy. "Because it's not a 100% realistic survival simulator that means that anything no matter how absurd and immersion-breaking is totally fine"
spare me ad hoc rationalisations
I agree. Hollow point 9mm would actually make pistols and smgs viable. If they did similar close quarter combat damage as assault rifles, while being cheaper but shorter range.
For the randomness to be effective, it doesn't have to happen every night. It only has to present a risk of happening, not a guarantee. Even if there is a 10% chance of it happening in a horde night, that will make you question whether it's a good idea, because even a small chance of being...
Vehicles do break down "randomly", whether it's due to wear and tear or spontaneous failure of parts. If you were in a perfectly controlled environment and was able to keep tabs of all running parts you could predict with 100% accuracy parts breaking down. But that's not real life, and...
The solution is pretty simple... simply make vehicles break down randomly like they do in real life, and make it so vehicles aren't indestructible so they may take damage or breakdown if they hit something hard or fall from a long distance.
Percentage reduction is a bad way to do it because of exponential increases in survivability as armour rating increases. Instead, armour rating should be redesigned so that it gives good protection for attacks with a damage value of at or under the armour rating value, but little protection for...