AtomicUs5000
New member
This is how outbreaks start.
I read an article about how people should try to reinvent themselves every 6 months. So the Ouch we knew 6 months ago is not the same as the Ouch we know today. To me that's a bit extreme, I did tend to shift careers every 10 years outside of gaming. Gaming has so many interesting problems there is never full mastery of it, so it never gets boring like other fields did.Im old school...im your age...i type it out! Lol
That's only partly correct. I think of games from Paradox Interactive (HOI4, CK2, EU4). Learning the basic mechanics takes a week, but to my mind every minute is worth it.Any game that forces you to spend a bunch of time on youtube learning it is poorly designed.
Building in mountains is awesome. It is challenging for building and defence, which is the point we are doing it for. We had really many great views, too, thanks to you.Yes getting trapped in the dark is a great idea. I'd go to the mountains or plains where you can see everything coming for a mile.
There are plenty of programming changes that have been made for A18.Yes, the only work on A18 is related to design and texturing. The Programming team hasn't start on it yet.
Oh I'm not saying that a poorly designed game isn't fun. Sometimes a steep learning curve can be worth it, but just think how much better that game would be if you could learn it easily without the steep learning curve.That's only partly correct. I think of games from Paradox Interactive (HOI4, CK2, EU4). Learning the basic mechanics takes a week, but to my mind every minute is worth it.But I must admit I spent more hours on 7DTD (>1300) than on all Paradox games cumulated...
To be continued :cocksure:
I would agree.Honestly, I think a17 is "good enough" for now, and would rather the whole team hammered on a18 hard to kick it out asap.
How about... Just hear me out.... I know this sounds crazy. How about let the Devs actually make their game to the fullest potential it can be made instead of rushing it out a few weeks quicker full of bugs and gutted features.Honestly, I think a17 is "good enough" for now, and would rather the whole team hammered on a18 hard to kick it out asap.
Yea and thats the problem nowadays, if it can’t be learned and figured out in 20min no one wants to play it. Sorry but i disagree with you, its the learning curve and slowly figuring out what works and what doesn't is awesome for me. Games that have no learning curve bore me after an hour. But like you have stated you are trying to cater to a broader audience which usually means dumbing down the game for the brainless massesOh I'm not saying that a poorly designed game isn't fun. Sometimes a steep learning curve can be worth it, but just think how much better that game would be if you could learn it easily without the steep learning curve.
Don't disagree w you Louie, yet there is a bit of a sweet spot where just getting you hand held for the basics is pretty much mandatory. Like the starter quests here and in Empyrion. Empyrions' go further but they both make sure you're not forced to go to youtube just to figure out the most basic mechanics.Yea and thats the problem nowadays, if it can’t be learned and figured out in 20min no one wants to play it. Sorry but i disagree with you, its the learning curve and slowly figuring out what works and what doesn't is awesome for me. Games that have no learning curve bore me after an hour. But like you have stated you are trying to cater to a broader audience which usually means dumbing down the game for the brainless masses.
Indeed, I too like exploring on the other hand. I do miss exploring some POI's, like on the multiplayer server I play on. One of the seeds used had a hospital POI, but the current map we have now doesn't have it. So, I was thinking more in that the layout of the RWG could be modeled like Navesgane, BUT, whatever POI's that is generated is random.I think that most playing RWG would disagree here. The entire point of RWG is that the world must be explored. It should be random to the largest extent possible.
I have no problem with games having hard areas or get hard late game, but difficulty learning and if your spending 80% of your time scrounging for oxygen/life support when your advanced enough to have flying ships and can craft laser mining guns... then surely basics of survival wouldn't be such a chore. I mean make the game hard where it matters. Its like they wanted to hide their shallow worlds by making you scrounge for oxygen constantly. I'd rather explore and kill enemies then kill plants.@Madmole Lol NMS was too hard.... I know understand the dumbing down of 7DtD....
The mechanics themselves should be easy to learn, I agree with you completely. But there's this idea (scoffed at by Louie, not coming from you) that they should all be learned in the first 20 minutes of the game, and I don't like that idea.I have no problem with games having hard areas or get hard late game, but difficulty learning and if your spending 80% of your time scrounging for oxygen/life support when your advanced enough to have flying ships and can craft laser mining guns... then surely basics of survival wouldn't be such a chore. I mean make the game hard where it matters. Its like they wanted to hide their shallow worlds by making you scrounge for oxygen constantly. I'd rather explore and kill enemies then kill plants.
This is a prime example of how people with 1000's of hours lose perspective of the early game and how difficult or easy of a barrier to entry the first day of the game is likely to be for brand new players. You have it all memorized and know exactly what to do and what not to do thanks to all your experience. Madmole isn't talking about dumbing down the entire game. He's talking about making the barrier to entry easier-- a part of the game that will take people like you and me about 10 minutes to advance beyond anyway.Yea and thats the problem nowadays, if it can’t be learned and figured out in 20min no one wants to play it. Sorry but i disagree with you, its the learning curve and slowly figuring out what works and what doesn't is awesome for me. Games that have no learning curve bore me after an hour. But like you have stated you are trying to cater to a broader audience which usually means dumbing down the game for the brainless masses.
Here is his original statement that bent everyone out of shape but I think it is because they all focused on the 20-30 hour part and glossed over the part I bolded and italicized. The devs do want the game to be fun for 1000's of hours and do plan to continue to add content after gold but until gold their focus is going to be on making the game an attention grabber from the beginning so that players will become those hobby players that put in 1000s of hours.Most AAA games have about 6-10 hours of play, so aiming for 20-30 with hobby potential is still a very admirable design goal.