madmole
Fun Pimps Staff
Its our model renderer it has different backgrounds so you can test reflections.That's looking really really nice. I take it the background scene is completely unrelated to the game, though?![]()
Its our model renderer it has different backgrounds so you can test reflections.That's looking really really nice. I take it the background scene is completely unrelated to the game, though?![]()
7 days to die 2: Duke's Revenge ConfirmedIts our model renderer it has different backgrounds so you can test reflections.
Yeah the zombies move around after you leave. I don't know why anyone would expect them to stay in the same spot, in urban combat things change every few moments, the soldiers don't say "we cleared the living room last Tuesday so you shouldn't expect any resistance there.." lol.Okay, I'm glad to get a better idea of your intentions on this. While in theory you only need one room, in the experience of many, no part of a POI is safe until all parts of a POI are safe. And it's not because of paranoia or ignoring stealth.
From what I've gathered, this is because as soon as you walk away, the game doesn't remember which sleepers were where: only how many are left. So when you return, the remaining sleepers are re-rolled and by random chance show up in your already cleared room. I believe a lot of users have misinterpreted this, to believe that sleepers repopulate almost instantly.
I've modded buckets to do this, and the problem is the whole stack is filled when you draw from a water source, even if filled buckets are set to not stack. It might take a code change to make this possible.
On a related note, I'd really like to see it fixed so that naturally occurring water blocks can actually be depleted. I've spent time making a very dry rwgmixer I think would be interesting to play. But when even a single block of water can be drawn from infinitely, the size of a body of water is irrelevant.
Move over, LBD squabbling. It's this kind of insight on development that I really appreciate you sharing with us.
Well, you talked about genre: "It is not a mass multiple player game, Trading is not part of this concept." so i reply with the same logic.But aren't you playing 7DTD and not those games? They miss the genre doesn't mean Fun Pimp should do that too. I don't mind having trading in game at all, just that I don't feel it is needed, you can simply drop and pick and exchange item with player, and then you have Vending machines for it. what else do you really like for trading ?
Im sure there will be some more.MM, will we have more homemade weapons? for example firearms? weapons like Taser Baton is an orgasm, we want more homemade weapons please
I don't know the design there 100%, but I think it was too easy and sounded like a tap dancing studio or something. I'll look into it.Sorry if this has been asked already.In A18, will sleeper zombies have footstep sounds and moaning noises BEFORE attacking/being attacked? Or only after they have attacked/been attacked as it is currently? Or maybe it's a bug? Or is it intended that they are silent ninja's?
The only noises they make currently are the snorting noises before they wake up (which is literally audio directly in your ear and no directional), when they are attacking blocks, and when they fall down from the ceiling etc.
Example: Having a feral wight attacking from behind without any audio queue's is not fun![]()
Yeah I can't say thats 100% why we were late but it was a big part of it. It feels like if there are guys not ready other guys that were ready are adding more stuff and polishing and it just makes that date creep. We're trying to be more responsible now.Just wanna say, I know you don't have to give out info like that, but hearing the reasons why this or that happened is very helpful. Definitely helps understand the process.![]()
I have rarely have any issues but we can look at it again.Does not really work. Aim is somewhat wonky when dealing with plants.
For the protection you get? 90% damage resistance should come with some penalties. Kids these days want their resistance and haste runes at the same time. Go play skyrim and sprint in Heavy armor, you can run about 10 seconds and its significantly slower. Sure there is an OP perk that removes that penalty but Its a SP game so they can be OP and it isn't as big of an issue.Really?
Heavy armor feels like moving in molasses. The movement penalty makes it mostly pointless. Have not had a chance to wear with all pieces equipped with advanced fittings yet though - hoping that helps a bit in my next play through.
Thanks for the feedback.After playing 2 weeks with a dozen players who did'nt really know the game, I can tell you that they all loved it.Among all their comments, three things seem important to me:
- We played without loot respawn. Many wondered why zombies reappear in POIs. Is it something that could be optional? There is a real sense of accomplishment when an entire area is cleaned up. There is really no point in zombies coming back ... except when a quest leads us into a POI where precisely we have to stop an invasion start.
- The features of the tools are not easy to understand (I am so used to this system that I never really questioned it): now I think that the wrench should only be used to disassemble stuff, not to improve blocks. The hammer and the nailer are ok for wood and metal, but for blocks of stone, brick or cement, wouldn't it be more obvious to have a trowel?
- Random hordes aren't gamestage related. At some level, they no longer pose any threat and are just XP deliveries ...
Thank you !
I'm thinking you use up a whole car battery to craft it initially. Its not a firearm its a melee weapon so it cannot use ammo. We still need to finalize the design though.Not gonna lie that looks badass. But how would a taser kill a zombie? There electric shock would have to be strong enough to fry the brain I guess. Well it is handmade so I guess I can get on board with that lol. Should require a battery. Maby require the taser in mainland and hold a battery in right? Or just have a battery in the taser?
I dont want to speak for Madmole, but I believe the idea is to stun lock the zombies with the taser and your deployable turret finishes them off.Not gonna lie that looks badass. But how would a taser kill a zombie? There electric shock would have to be strong enough to fry the brain I guess. Well it is handmade so I guess I can get on board with that lol. Should require a battery. Maby require the taser in mainland and hold a battery in right? Or just have a battery in the taser?
Based on the design look you posted, you might want to think about an interim "small battery" (crafted from a whole car battery?) that is then in turn used to craft the taser itself (kind of like bellows for the forge). That design does not have a car-size battery as a power supply attached to it.I'm thinking you use up a whole car battery to craft it initially. Its not a firearm its a melee weapon so it cannot use ammo. We still need to finalize the design though.
That would be a great combo, but I don't expect players will have these turrets early game, so the taser will be fairly effective on its own.I dont want to speak for Madmole, but I believe the idea is to stun lock the zombies with the taser and your deployable turret finishes them off.
Scrap iron is the bottom tier armor now for heavy and is ungated by any perks or books.Are we going to see a noob-tier heavy armor at some point? I was thinking something like layers of cloth put on top of each other until you can barely walk.
I'm not a fan of making new items that serve only one purpose. Games are an abstraction, and I imagine the guy cut the battery apart and used portions he needed to make the thing.Based on the design look you posted, you might want to think about an interim "small battery" (crafted from a whole car battery?) that is then in turn used to craft the taser itself (kind of like bellows for the forge). That design does not have a car-size battery as a power supply attached to it.
So Roland there are arguments for both ways, you will have players who like to build and others who want to just kill. I don't want all my major XP to come from killing zombies and I like the questing. BUT (always a but) we need more questing and complex quest like do this to get this to make this to do next quest.Killing zombies is riskier but should the reward be greater xp? Isn’t the reward a cleared and safe area or loot that was guarded but is now available? If you are just out hunting zombies to farm xp that seems counter intuitive to survival unless it was a job assigned to you by the trader for a valuable reward. IMO, no xp reward simply for killing zombies is best. Xp for completing a mission to clear them yes. Otherwise the reward is removing them as an obstacle to your objective. Nerfing zombie loot was a good step. Now xp needs to follow.