Thecolours
Refugee
Do you guys have more than one office? Or when your not at the Dallas office you're working from home.Good stuff. I'll be working in the Dallas office all week so I doubt I'll be doing any videos and my time here will be minimal.
Do you guys have more than one office? Or when your not at the Dallas office you're working from home.Good stuff. I'll be working in the Dallas office all week so I doubt I'll be doing any videos and my time here will be minimal.
Good to know, thanks for taking the time to clarify.Despite the obvious crossover, the parent skill perk governs it, so in this case archery.
Different enemies doesn't change anything about "survival". Those are just new things to kill you and for you to kill. From a gaming perspective "survival" usually means things like food/water, disease, weather challenges, etc. New enemies are just new enemies.When bandits are added in, the tension gamefeel expected from a survival game will be apparent again at later game stages. The game starts with the stress of not enough resources and fighting the elements. Later it could be about managing the consequences of a deprived world (bandits and other preditors) knowing the player is a source of plenty. It becomes a Game of holding on to what one has to avoid starting over. Bandits will take the things beyond food that make a player currently feel invincible at "end game".
The Walking Dead has been talked about as a source of inspiration. The cycle of not enough and desperately holding on is evident throughout the show.
Currently, the first week or two and the management of heat are the best examples of this cycle. Generally too much heat is a mid, end game tension.
He has no place in the apocalypseI can't stand games that try to do this. Don't tell me the mental state of my character, I will decide that in my role play. Its like forced role playing which nobody would enjoy. Its ok if your drunk, to have a visual, or sick but I don't want a character who's scared I'll just kill him myself he has no place in the apocalypse.
If the game scares the player great, but lets not pretend to scare the avatar.
Sounds good unless you are in a group. So the one guy is dead but the others in the group kill the outsider but this one guy stuff starts going away and the base we built is just wrecked or at least the parts that the one who died pitched in on.Hostile animals can flee now in 18.
I'd like to see in the dead is dead option a decay of stuff, so there is time for a pvp guy to loot most your things, but the guy who died by the time he gets there with a new character the loot would be gone and the fort mostly eroded. The last thing to erode is the land claim so it basically deletes everything this guy had built.
The ONLY game ever...to get any insanity effects right was Eternal Darkness for the GameCube...amazing game , such an underrated and underplayed game because it was on that system...The insanity effects in it went from minor things , sounds , shadows etc , to full on wtf was that false death scenes of your player...I can't stand games that try to do this. Don't tell me the mental state of my character, I will decide that in my role play. Its like forced role playing which nobody would enjoy. Its ok if your drunk, to have a visual, or sick but I don't want a character who's scared I'll just kill him myself he has no place in the apocalypse.
If the game scares the player great, but lets not pretend to scare the avatar.
PVP is not GVPSounds good unless you are in a group. So the one guy is dead but the others in the group kill the outsider but this one guy stuff starts going away and the base we built is just wrecked or at least the parts that the one who died pitched in on.
I live in Dallas. I would really like to visit if I could. Just because you guys are my favorite developers.Good stuff. I'll be working in the Dallas office all week so I doubt I'll be doing any videos and my time here will be minimal.
MM has posted many screenshots and details about RWG, and it looks like it'll be a lot more than "fixed." If even half of what he said is true, it will be the best RWG so far.Will RWG be fixed?
I'd drive up for beers. (Shrug)I live in Dallas. I would really like to visit if I could. Just because you guys are my favorite developers.
It would be cool for the "medic class" to heal something faster than normal, per example healing faster nearby players with broken limbs.That is inline with the doctor being able to heal more, so it sounds legit.
Have you ever thought of some skills that take more than 1 attribute?Despite the obvious crossover, the parent skill perk governs it, so in this case archery.
Then let me just say, thanks for being so responsive here these last few weeks. It's been a pleasure reading every post of yours, and I hope at least some of our musings have been helpful.Good stuff. I'll be working in the Dallas office all week so I doubt I'll be doing any videos and my time here will be minimal.
I loved the spike logs but then again they didnt really make any sense. they were essentially bear traps that held them in place until you smacked or shot them. the spike pits were kind of cheesy because they couldnt really damage the spikes unless they blew up or broke their legs. fire damage would be more interesting if they "reacted" to it like flailing arms or thrashing around instead of just having the animation of being on fire and taking a small DoT.I have been wondering if there are any plans to add new traps, with A17 removing spike logs creating a half decent spike pit was made impossible. The current spike traps leave much to be desired for base design and the main reasonable use for them is to make acres of them. Some suggestions I could come up with are angled barbed wire like you see on some fences, electrified fence, punji sticks and maybe fire sprayers. For me it's about having more options for base design.