Jost Amman
Well-known member
To All Arrows: Happy Feathers Day!
Lemme stop you right there. It's absolutely not the same. With 1 meter holes you DO have to redesign every single POI and it also gives the player an extremely unfair advantadge vs AI , yet with doors, you have an asset: Door. You code-in a mechanic (lockpick door). You can further swap current "nailed plank" door states bia animation/breaking until they become "pickable" (that is, once you break the planks down and said swapping happens, like right now). So it doesn't require redesign at all.Roland said:It is exactly the same reason why locked doors will not be pickable.
A while back I suggested maybe they could put in a generic looking zombie.He wouldnt suit cities but cities dont even take up the majority of the space in the game. Inversely no current zombie looks good anywhere in the wilderness, it would be good to have some wild zombies that spawn when you are a long way away from the city
To All Arrows: Happy Feathers Day!
This folks. This is why it was necessary I made sure Fathers was double stated.Additionally, to all stars in the firmament, happy Sunday
lemme stop you right there. I never said that 1-block egress and lock picking doors were the same thing. I said that the reason the devs won't include them is the same and I'm only repeating what the developers have said from their own perspective what their reasoning is. As designers of the levels it is the same thing for both-- players easily working around the design of the level albeit in differnent ways. I get that from a player's perspective it is not the same but the developers don't want stuff like that which invalidate their work. Don't believe me? Take a look at who liked my comment...Lemme stop you right there. It's absolutely not the same. With 1 meter holes you DO have to redesign every single POI and it also gives the player an extremely unfair advantadge vs AI , yet with doors, you have an asset: Door. You code-in a mechanic (lockpick door). You can further swap current "nailed plank" door states bia animation/breaking until they become "pickable" (that is, once you break the planks down and said swapping happens, like right now). So it doesn't require redesign at all.
With physics-accurate doors it becomes easier to implement, as you can get rid of all the swapping altogether and just make them 1500hp and lock-pickable. You go to the editor and change the current model references to the new ones and bam, there you go.
Do they being "pickable" makes clearing a POI easier? well, that depends. Only if you are a lockpicking master or you have the lockpicking candy, etc. Exactly the same as a strenght character breaking doors like they were cardboard courtains.
Lemme stop you right there. It's absolutely not the same. With 1 meter holes you DO have to redesign every single POI and it also gives the player an extremely unfair advantadge vs AI , yet with doors, you have an asset: Door. You code-in a mechanic (lockpick door). You can further swap current "nailed plank" door states bia animation/breaking until they become "pickable" (that is, once you break the planks down and said swapping happens, like right now). So it doesn't require redesign at all.
With physics-accurate doors it becomes easier to implement, as you can get rid of all the swapping altogether and just make them 1500hp and lock-pickable. You go to the editor and change the current model references to the new ones and bam, there you go.
Do they being "pickable" makes clearing a POI easier? well, that depends. Only if you are a lockpicking master or you have the lockpicking candy, etc. Exactly the same as a strenght character breaking doors like they were cardboard courtains.
pff faatal love trolling so he can do reverse like or even reverse reverse reverse revers opinionlemme stop you right there. I'm only repeating what the developers have said from their own perspective. As designers of the levels it is the same (acting out level workarounds that are not intended). I get that from a player's perspective it is not the same but the developers don't want stuff like that which invalidate their work. Don't believe me? Take a look at who liked my comment...
you pick up it with shovel?Does anyone know if the Mother Lode perk affects the cement pallets in any way?
AFAIK each pallet gives you a fixed amount no matter what perks.Does anyone know if the Mother Lode perk affects the cement pallets in any way?
Could have the locked doors lead to side loot rooms, toss in a few extra zeds in a cramped space and it’d give the player an option to make the POI a bit harder for more loot. Basically just storage closets but a bit bigger. It’d require a bit of rebalancing of the POIs and would likely be a non-choice for clear em out quests, but it might be fun and could give more of a decision in how a player wants to approach doing the POI than just “finish it or bail out early”. Also would be a decent anti-nerd poleing measure.I am afraid Roland is correct. Lots of POIs are designed with doors locked to keep the player on the intended path. Adding lock picking would require level design to redesign sleeper encounters at the bare minimum.
The exception to this is if the locked door leads to a dead end room that has minimal impact to the rest of the POI.
AFAIK each pallet gives you a fixed amount no matter what perks.
lemme stop you right there. I never said that 1-block egress and lock picking doors were the same thing. I said that the reason the devs won't include them is the same and I'm only repeating what the developers have said from their own perspective what their reasoning is. As designers of the levels it is the same thing for both-- players easily working around the design of the level albeit in differnent ways. I get that from a player's perspective it is not the same but the developers don't want stuff like that which invalidate their work. Don't believe me? Take a look at who liked my comment...
I'm personally not against either. I think a deeper lock picking skill including doors and 1 meter movement would both be awesome. I'm for them-- but I'm not in a position to make those changes a reality. My only power for change is being annoying enough for them to block me if I keep pushing once they've said no.
I am afraid Roland is correct. Lots of POIs are designed with doors locked to keep the player on the intended path. Adding lock picking would require level design to redesign sleeper encounters at the bare minimum.
The exception to this is if the locked door leads to a dead end room that has minimal impact to the rest of the POI.
I hear lots of yada yada from both of you, yet you guys are ignoring the fact that current locked AND closed AND planked AND reinforced doors (except the rare vault one) are just what, 1200 hp with all the swaps?. And breaking them is common for players with or without the "brass door knob" book. I'm just saying, making them pickable doesn't change a thing. Why? because it takes couple of minutes to break with a stone axe or a couple of minutes to pick open with 50 lockpicks.
Perked? a handful of hits with my left buttcheek and lockpicked with my pinky nail in a handful of breaths. So design would stay exactly as it is now, wether you like it or not. Wether faatal likes it or not, lol.
Well some places forced you to break inside destroing doors or wood barricadesIn all cases I have seen and tested, the player path never requires a player to break any doors because it ruins the designed experience especially when doing a quest.
Can a player do so if they choose to do so? Of course they can, the game is a fully destructible voxel game.![]()
TLDR...
Yada yada yada yada...![]()
Not in any Vanilla quest POIs. If you find one submit a bug report and I will check it out.Well some places forced you to break inside destroing doors or wood barricades
this sitation i get was in A 18 so it could be fixed to this timeNot in any quest POIs. If you find one submit a bug report and will check it out.
Did all of the old poi's, I.E. the police station just west of the high school and stadium in the winter portion of Navezgane, get removed from the rotation?Not in any Vanilla quest POIs.