Jost Amman
Well-known member
They hold a knuckle rubs contest of course!Anthonydevidal said:When your brother and you don,t agree on something...how do you fix it? Who commands more?

They hold a knuckle rubs contest of course!Anthonydevidal said:When your brother and you don,t agree on something...how do you fix it? Who commands more?
It normally starts with a greeting/test of strength....Anthonydevidal said:Hello @madmole , what are you working on right now? and other question
When your brother and you don,t agree on something...how do you fix it? Who commands more?
a greeting
No.Ragex7 said:Awesome Stuff..
Would like to see you guys making crafting a bit harder in the game.
Like wood frames that uses nails and a crafting table , or hand craft can be like 200% slower.
Concrete needs like water and bucket for each 100 or so.
Smaller detail in crafting gear and weapons.
And most important is to put weapons, Tools and gear degrade stats on. Fk its so boring running from day 35 with the same tier 6 shotgun and gear and Boom 1x repair kit and I'm good again.
Transport can use more that A repair kit to jump from 50% durability to 100%
So much i can think of.
But never the Least BIG SHOUT OUT TO THE DEV TEAM
That's true, it shouldn't be as easy as that. On repair kit fits all and each and everything returns to original strength is too much of an oversimplification. A bummer for long term motivation. Another solution would be to leave it as it is and to allow for more endgame content and make high level weapons and gear super rare so that it usually is NOT found within your first 50-100 in game days or hard zombies appearing really late in game (not one hit wonders like the demo, though).Ragex7 said:And most important is to put weapons, Tools and gear degrade stats on. Fk its so boring running from day 35 with the same tier 6 shotgun and gear and Boom 1x repair kit and I'm good again.
Also a possible idea (although this hiemfire guy dislikes any post suggesting changeThis gave me a thought
In the workstation, if a multi-slot upper queue was added like in the forge.
You could put the repair kit, and other repair materials there similar to the anvil bellows cruc. You could,then,
place up to 6 items in the repair slots and hit the start button to begin. This way you would not be holding the
weapon or device on person until complete. But, stone age axe, and shovel should stay on character.
No. I dislike any post suggesting or demanding (the second happens, the one you originally replied to isn't demanding though) what I see as a pointless increase in complexity (and the rng heavy as is loot grind) to the base game or a return to mechanics TFP has abandoned. You might like games that basically simulate pressing your face against a running belt sander. I don't.Also a possible idea (although this hiemfire guy dislikes any post suggesting change)
If that's your way to enjoy life you must be a walking dead lolDude you probably don't enjoy life.
I on the other hand like to grind and get beaten up or even eaten every now and then.
I partly get your point, but much of the concept is a grind from mining to ammo / building material grinding in the 7 day cycle. I am tempted to state that grinding in some way is an essential element of 7D2D. Ofc we are all free to like or dislike it.No. I dislike any post suggesting or demanding (the second happens, the one you originally replied to isn't demanding though) what I see as a pointless increase in complexity (and the rng heavy as is loot grind) to the base game or a return to mechanics TFP has abandoned. You might like games that basically simulate pressing your face against a running belt sander. I don't.
While anything is possible, I wouldn't get your hopes up. This has not been the direction of the game in multiple alphas. There's plenty of grindier games out there though.Ragex7 said:Awesome Stuff..
Would like to see you guys making crafting a bit harder in the game.
Like wood frames that uses nails and a crafting table , or hand craft can be like 200% slower.
Concrete needs like water and bucket for each 100 or so.
Smaller detail in crafting gear and weapons.
And most important is to put weapons, Tools and gear degrade stats on. Fk its so boring running from day 35 with the same tier 6 shotgun and gear and Boom 1x repair kit and I'm good again.
Transport can use more that A repair kit to jump from 50% durability to 100%
So much i can think of.
But never the Least BIG SHOUT OUT TO THE DEV TEAM
im already dead thenIf that's your way to enjoy life you must be a walking dead lol
Blake_ said:So I gather that you guys will make fully dressed npcs. Or will they be able to get naked ?
Npcs dressed in sections like the player are cool and, honestly, while coders are in short supply when game systems are still developing, you guys have an amazing 3d artist team to invest time in those armor/clothing sets without cheaping off and using just fully dressed people.
NUMBERS: The 3d artist team pulled off more than 350 assets and entities in less than 9 months. Some of those models were way more than just props. The current total amount of dressing assets is LESS THAN 100 pieces including armour, wearables and clothing. It's doable.
So I understand that making fully dressed npcs can seem easier in the medium term, but it isn't really because you MUST create/tweak 1 more npc model each time you want a different clothing/armour applied. A character creation tool made from scratch will result in the problem being solved quite fast. From there it's just a little time invested on a proportion standard for all 3d models to avoid body clipping with hair and body and between other pieces of wearable stuff .
Creating a human entity will be extremely fast with a character creator tool. Clothing is never easy, but achievable using the asian guy artist for armour to avoid clipping problems, LOL (I've seen his work, and I am impressed with the modularity of the assets) .
It's done when it's done.Adam the Waster said:Soon? you mean anyday? or Next Month?
i just came back from outside and i saw this and i said! "Pffff A19.2 is still experimental"beerfly said:But A19.2 Stable is out, good progress so far, enjoy and thank you Pimps !![]()
I agree with what you’re saying. If they can’t pull it off for whatever reason it’s ok, but it would be really nice if npc’s were modular for clothing. It would add a lot to the modding scene down the road.Blake_ said:So I gather that you guys will make fully dressed npcs. Or will they be able to get naked ?
Npcs dressed in sections like the player are cool and, honestly, while coders are in short supply when game systems are still developing, you guys have an amazing 3d artist team to invest time in those armor/clothing sets without cheaping off and using just fully dressed people.
NUMBERS: The 3d artist team pulled off more than 350 assets and entities in less than 9 months. Some of those models were way more than just props. The current total amount of dressing assets is LESS THAN 100 pieces including armour, wearables and clothing. It's doable.
So I understand that making fully dressed npcs can seem easier in the medium term, but it isn't really because you MUST create/tweak 1 more npc model each time you want a different clothing/armour applied. A character creation tool made from scratch will result in the problem being solved quite fast. From there it's just a little time invested on a proportion standard for all 3d models to avoid body clipping with hair and body and between other pieces of wearable stuff .
Creating a human entity will be extremely fast with a character creator tool. Clothing is never easy, but achievable using the asian guy artist for armour to avoid clipping problems, LOL (I've seen his work, and I am impressed with the modularity of the assets) .
For some reason this screenshot gives me vertigo BAD when I look at it. Wierd...