Hek Harris
New member
Is there a chance we got infection back before A18 ?
Thank goodness! From there it should be a hop, skip, and a jump to what I've always wanted: procedurally building what the zombies look like, at least in terms of clothes and texturing. I really hope you'll try to use this upcoming tech on the zombies, since they're the most numerous characters in the game and you've said they'll always be the number one antagonists.We're starting on some bandit visual design and a system that can procedurally build their inventory and armor visuals based on GS rather than hand coding all of that and making specific prefabs.
What we really need to attack bases is a:Will C4 be used as a raiding tool? As in can we place it in someones land claim area?
I've spent the bulk of my hours playing 7D2D on PVP servers and I love everything about it except for the 8 hour long auger raids where you spend 10 minutes per steel block watching the HP go down :-D
I have been using that Roman Block House Base like that but I use 3-4 deep & I stair step it downwards away from the Base. I also place the Doors where I want the Z's to draw them into the Trap...Thank goodness! From there it should be a hop, skip, and a jump to what I've always wanted: procedurally building what the zombies look like, at least in terms of clothes and texturing. I really hope you'll try to use this upcoming tech on the zombies, since they're the most numerous characters in the game and you've said they'll always be the number one antagonists.
Isn't this similar to the old UMA zombies, that were scrapped because of poor performance?Thank goodness! From there it should be a hop, skip, and a jump to what I've always wanted: procedurally building what the zombies look like, at least in terms of clothes and texturing. I really hope you'll try to use this upcoming tech on the zombies, since they're the most numerous characters in the game and you've said they'll always be the number one antagonists.
Thats why I feel bandits will ruin the game. Second you add pvp or other things that shoot, in a zombie game, the zombies become a minor threat at best, the real threat then becomes whatever can shoot at you. As for the zombies yeah I agree they should be randomly generated a bit for looks, insted of carbon copy clones of each other.Thank goodness! From there it should be a hop, skip, and a jump to what I've always wanted: procedurally building what the zombies look like, at least in terms of clothes and texturing. I really hope you'll try to use this upcoming tech on the zombies, since they're the most numerous characters in the game and you've said they'll always be the number one antagonists.
Conan Exiles gets better and better as you go along actually. There is so much end game content, and it's achievable (not like Ark) but it's difficult. Have you experienced a 'purge' yet? It's the games tower defense aspect.Exiles. Its kind of fun at first but I feel like you lose purpose once you get a sword and some food and a little shack. The upgrades seem weird like there are way too many building sets. Its not like Ark and 7 Days where you feel a more strong purpose to do things and get set up. I need to play it some more. The third person anims are nice, but it feels like Skyrim if you took away the quests, or Ark without dinos that want to kill you at ever turn. I think its important to place some urgency on the player. My first impressions are rarely good though, I often semi dislike a game the first 3-4 hours then get hooked. This one feels the opposite though, I was having a lot of fun the first 3-4 hours now I don't have much purpose to keep going.
Actually, I think for PvP teamplay, a suicide vest packed with TNT is an interesting idea as a base breacher.What we really need to attack bases is a:Low Yield Tactical Nuke, or what they wanted me to for. a Back Pack Nuke, I declined...
Yea, it was a joke but that's a good idea for PVP, like W@W where you drop your Bouncing Betty on an attacker, it could also destroy your BP so they don't get any Spoils...Actually, I think for PvP teamplay, a suicide vest packed with TNT is an interesting idea as a base breacher.
Did you hack my skype?Looking forward to the perk changes and reorganization of attributes in A18, looks/ sounds good.
@MM one thing that does stop specialization or only going down one attribute is Hit Points, realistically you have to invest in Fortitude not for the healing but to increase your max points. A simple solution to that would be Hit Points linked to level.
IE you start as now with 100 and gain +1 hit point every level gain, then rather that the annoying temporary death de-buff on death, you lose say 10 hit points, which you can only regain by going back up 10 levels. Minimum would never go below the start 100.
This would address several issues and IMO increase long term play and encourage death avoidance.
I agree, just a few tints on the zombie skins already do wonders.Thank goodness! From there it should be a hop, skip, and a jump to what I've always wanted: procedurally building what the zombies look like, at least in terms of clothes and texturing. I really hope you'll try to use this upcoming tech on the zombies, since they're the most numerous characters in the game and you've said they'll always be the number one antagonists.
MaxHealth and Maxstamina tied to surviving horde nights and surviving a full day is what we're talking about now. Survive a full day and gain 1, survive a horde night from 10 to 4 and gain 2. Death removes 1. We could go with larger values too, just depends on how it plays out. Probably wouldn't go below 100, as there will still be many ways to go below 100 with debuffs so you need a little headroom.Was the wellness system where we could eat food/ drink and use that to raise our hp and stamina? If that is what I'm thinking, I'm not opposed to it coming back but refinements would have to be done.
Its fine that fortitude can help you with health with regen, survival, etc but having hit points tied to it is going to make it a must have, and we're trying really hard not to have must haves. That was the problem with the first version.I think that the reason wellness was removed is the same reason LBD was removed: it didn't fit with the vision MM had for the game.To me, the idea behind the new perk system is to force you to choose a play style over another.
And investing points in you max health/stamina is a path as well.
Do you want to have max health and take damage like a tank or max stamina so you can run when in a pinch?
Is this more important to you than crafting advanced recipes?
Or maybe you prefer to be a gardener and self-sustain?
I guess this is to stress the importance of the choice you make regarding your points.
Gamey in any mode. We want people to enjoy our game, not do stupid immersion breaking things to advance a skill, fe crafting 1000 stone axes and then throwing them away, or rubbing on a cactus deliberately.So, for you, it's more a way of preventing gamey techniques on PvP?
About the only thing pvp we have ever done is create the shooting options, and added land claims. All the design choices step from single player. We will get into pvp though at some point, or we're starting to, but its never been a huge focus. Pvp was the last thing on my mind when we cut LBD.Agreed and also the single biggest motivator for cooking quality food like stews. Now I couldn't care less. I'll just eat boiled eggs. There is no motivation to make anything more complex.
Maybe that's why I never achieved max wellness...because I just played the game instead of trying to game the game. I wouldn't have even thought of something so grindy. I'm beginning to resent PvP players for how many fun things have been removed from this game.
Woah, don't kinkshame folks, maybe the cactus is their lover!Gamey in any mode. We want people to enjoy our game, not do stupid immersion breaking things to advance a skill, fe crafting 1000 stone axes and then throwing them away, or rubbing on a cactus deliberately.
Nope. We had them kind of working at one point but it was deemed this is a tower survival game, not a tower escape game.Is there a ticket for ziplines too?
Thanks!Sup Joel, been a long long time since I last spoke with you. I just wanted to tell you I love the direction your taking the game in. As I have said before, this is my favorite game of all time. I've been playing since around Alpha 8. Keep up the good work. P.S. I was checking out some Sat Images, I love the way your house you had built turned out, its dope. take care buddy![]()