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what? flamethrower?
I love punching zombies in the face, I always pretend they're my dad.I definitely would love a viable fist build in this game...with the assistance of brass knuckles or other items would be awesome...
Fits my job of the last 23 years and how I play all the Fallouts and Elder Scrolls games...something satisfying about punching Deathclaws , Dragons , Giants and Mirelurk Queens to death!
^ fair enough. It is a game and yours to boot, so understandable that gameplay balance can trump realism.Its a game, ♥♥♥♥ realism. If there were no downside everyone would use a silencer, period. Thats not choice, thats a must have. You already get a massive sneak damage bonus.
^ not really understanding this sentence.You can't justify a I want my cake and eat it too mentality with science/realism.
Is that in a destructible world?I'd like to see a more modern melee weaponry mechanic, where the speed, duration and swing angle were taken into account when calculating damage. What do I mean,
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Many games already use a similar system and this makes mele weapons really interesting.
Is there something in the plans?
Yes INT should make a great support role now as a physician, crafter of traps and high tech stuff and the auto aim turrets should be really cool, they shoot scrap iron.As someone who is decidedly not an FPS player, thank you for providing an auto-aim weapon!
Yes we'll have to make some brass and spiked knuckles. And mods for them.I definitely would love a viable fist build in this game...with the assistance of brass knuckles or other items would be awesome...
Fits my job of the last 23 years and how I play all the Fallouts and Elder Scrolls games...something satisfying about punching Deathclaws , Dragons , Giants and Mirelurk Queens to death!
None of that is really designed yet, we just like the designs at a high level. We'll get into the specifics as we develop things and test/balance.First of all, that portable turret sounds amazing. How many hit points does it have and can you put mods in it?
Also, wat's the range on the flamethrower?
Is this based on 17.2 or 17.0? From what I saw it non combat XP was very generous if you were perked up and had good tools.Some opinions on the last few pages of conversations:
On learning by doing:
I didn't mind LBD and didn't find it limiting. It was essentially giving the player bonuses for what they were going to do anyway.
However, I don't mind the current system at all, and probably prefer it now that I'm used to it.
The only issue I have with the current system is that the XP gain is far too biased towards killing zombies. But that's a balance issue, not a fundamental gameplay issue.
That is pretty much our goal too. I just meant we don't use the realism trump card at design meetings, if realism was that great, nobody would play video games^ fair enough. It is a game and yours to boot, so understandable that gameplay balance can trump realism.
^ not really understanding this sentence.
I'll freely admit to being a poor writer. Didn't manage to complete my thoughts on Super sonic vs. Sub sonic ammunition.
A high powered rifle with a suppressor still makes a quite loud super sonic 'crack', when using normal ammo.
The source of that crack is quite difficult to pinpoint compared to same setup minus the can.
For gameplay, to me, the ideal setup would be that normal ammo would wake up all nearby zeds but they wouldn't know exactly where the noise came from.
Adding & using sub-sonic ammo would be when the sound profile wouldn't nessisarily wake zeds in nearby rooms.
And a bow would always be quieter than a suppressed rifle using sub-sonic rounds.
Peace
I love you!Yes we'll have to make some brass and spiked knuckles. And mods for them.
Idea time:Yes we'll have to make some brass and spiked knuckles. And mods for them.
Speaking of that, I wish they would have left them black. Now you can't even tell them apart most of the time because they are the same color.Make Dire Wolves drop the required teeth and not just wolves or dogs...giving a reason to kill and not avoid them
A GIF really is worth a thousand words here. When the melee-build guys on our server complained, I had to concede that, even though I understand how all that matters is whether the crosshairs are aimed at the target, it's not an intuitive mechanic. It makes sense for projectiles and poking animations, but not for swinging animations. So I do think overhauling hit detection for melee weapons is important.I'd like to see a more modern melee weaponry mechanic, where the speed, duration and swing angle were taken into account when calculating damage. What do I mean,
![]()
Many games already use a similar system and this makes mele weapons really interesting.
Is there something in the plans?
Yes, I think that's a solvable issue. I would propose each swing can only count as hitting one thing. In cases where multiple collisions are detected like [doorframe, zombie, wall], the collision closest to the center is the one that counts, where "center" could mean closest to the crosshairs, or closest to the midpoint of the animation. If you want fancy effects like a sledgehammer that knocks down multiple enemies per swing, that can be a radial area of effect centered on where that one hit connects.Is that in a destructible world?
TFP mentioned before that the issue with the idea of "follow the actual swing of the weapon" in 7D2D is that you may be surrounded by destructible blocks. Think about fighting a zombie in a tunnel. Does the hammer/axe just bonk off of the ceiling or side wall on the backswint and you lose your attack? That admittedly neat-o orange path impacts two walls - do both take damage if you miss the zed? Maybe the zed is standing in a doorway and your swing arc goes right through his head...after impacting the right-hand frame. Destroy the doorway first, then you can attack the zed?
There may be ways to solve the issue, but anywho that's what I remember TFP saying last time it was discussed.
Those are really questions to ask after they "meet with programmers on some features but hopefully its all pretty doable." You don't tune a weapon's stats like hit points and range before its features are implemented.First of all, that portable turret sounds amazing. How many hit points does it have and can you put mods in it?
Also, wat's the range on the flamethrower?
They aren't black with glowing eyes? Thats weird I can fix it.Speaking of that, I wish they would have left them black. Now you can't even tell them apart most of the time because they are the same color.
....Speaking of that, I wish they would have left them black. Now you can't even tell them apart most of the time because they are the same color.
Their eyeballs are still glowy but their fur is grey like the little wolf.They aren't black with glowing eyes? Thats weird I can fix it.
Would a system like the Metro games have for electricity work?Still need to discuss all the smaller details. It might just have everlasting power otherwise if it ran out of ammo you would be totally defenseless and the idea is melee.