Moldy Bread
New member
Yes, I misunderstood. I apologize. Though my concern about the "wet weather" system still stands.
I agree with the biker and the caveman...thats bull♥♥♥♥ to toss out long time players ...we helped make the game what it is and to be tossed aside makes me doubt future purchases of TFP. Classic games are made from the support of fans/players....but you did say you were aiming for the 20 hour players...now we know you meant it. SadWho had April 17th?
(I kid, I'm in agreement with my biker friend on this one)
We already do that. Many objects are reused, but not all. Many data structures are pooled, but not all. Then Unity or 3rd party libraries sometimes make garbage. The goal is not zero garbage, but a low garbage gen rate, which is collected at a smart time.There are other ways too. Like preallocation and recycling of objects. Basically when the game loads you allocate all the objects you may need, and when you want to get rid of one, you just put it aside to be used again later, if needed. This prevents dynamic allocation and stops the need for garbage collection when the game is running. The downside is it's harder to implement.
WTF? we had punch!? is there still any pie left?Y- - - Updated - - -
You know roland - you did not need to beat me to the punch![]()
Twas I good sir. It came to my attention that mines were in a bit of a crum-a-grackle. Yes, they are quite limpsey at giving zomboys a good razzleling I'd say.I think someone else posted about bouncing bettys, I remember googling it to see what they did lol. No plans for land mines right now, other than perhaps they will be governed by the demolitions expert perk and deal more damage.
I don't think they are just tossing aside the longtime players at all, at least I don't see it that way.I agree with the biker and the caveman...thats bull♥♥♥♥ to toss out long time players ...we helped make the game what it is and to be tossed aside makes me doubt future purchases of TFP. Classic games are made from the support of fans/players....but you did say you were aiming for the 20 hour players...now we know you meant it. Sad
Holy Boar Grace! That was deep.Less is in fact always less. Many times it seems people thats who say less is more are actually just incapable of more - such as a bad drummer or guitarist. "LESS IS MORE DUDE!" That being said, the real talent is to know when less is better, to let something else stand out for example.
Less could be fun, it could be easier, it could be better..... however less is always less. And yes, sometimes less sucks.
Thats too bad. I was just thiking that the traps would be end game stuff, big versions of tiny traps and fences but very expensive to make like tank trap spike would be 300 steels to craft and high durability. For fire barrels have spikes on the side that would impale zombies and burn them while there stuck on it. Ijust want fire barrels to be usefull for something else not just light source.We have spikes that impale zombies, and barbed wire fences already. You can craft concrete walls, half walls, etc, and we have auto turrets. Fire barrels don't seem to interest me. Sorry it feels like we've already got you covered well, these are all fluff requests that don't add anything meaningful. I'd rather see a flamethrower trap or bear traps that turn them to crawlers and you have to reset the bear traps and repair them after some uses.
That's a shame...Again, realism fails in games.
I love this idea.There is a new perception perk called the infiltrator that pops out an icon telling you of the kind of danger you are in. It starts with floor based traps and works up to auto turrets, aggro zombies to sleepers and sneaking players.
If you seen a picture of me you would be well aware that I leave no pie behind.WTF? we had punch!? is there still any pie left?
I agree it makes for some interesting game mechanics but the increased chance to get sick is less than you are making it out to be. You could also be a carrier for that "sick" and give it to someone else and never get sick, stick that into game mechanics! LOLIt's a fact that exposure to cold weather increases your chance to get sick, and it makes for some interesting game mechanics, remedies and social interactions in a survival game. I envision players randomly coughing or sneezing and creating an AOE effect that may infect nearby players, wake zombies up, etc.
Bear traps should immobilize zombies. You set up the trap and it is able to catch 1 zombie. To use it again, you need to kill the zombie and activate the trap again.I'd rather see a flamethrower trap or bear traps that turn them to crawlers and you have to reset the bear traps and repair them after some uses.
Maybe it does enough damage to cut weaker zed's legs off, but just damages and catches stronger ones?Bear traps should immobilize zombies. You set up the trap and it is able to catch 1 zombie. To use it again, you need to kill the zombie and activate the trap again. This would be cool mechanic to try to catch some bigger zombies that are harder to fight.
Just to add some more perspective to this:I'm not a 1000+ hour guy, but I'm not a noob either. I'm coming at this from someone who primarily likes to build a great base and make it interesting, but who still feels the desire to either go out on outings based on need or send group members out with specific missions. That's what gives me a thrill in your game. I like being the guy who's organizing things at base, taking measure of things, solving problems, keeping others focused on goals, etc. We always get to a certain point where we really have everything running smoothly, and I'm always trying to think of new things the game could offer that would feel like we need to get out of the base in order to keep things running. I agree that I definitely don't want farming simulator, but I'm struggling to come up with other recurring and intuitive ways that get people into other biomes. I wouldn't mind having most crops growable anywhere, but have a small subset of crucial utility growables being locked into biomes for farming. Aloe for healing items, red tea, etc. Just have a clear UI text label on the seeds for those that says [bIOME HERE] ONLY.
I dunno, just spitballing. I'm sure you guys will come up with something better for this particular issue.
A single biome with seasons would obviate this and create a very compelling cadence for the game, but that seems like too enormous of a task for this late in development. You also made a good point about that not being compatible with PvP (unlucky bastards who join in the middle of Winter). Maybe for a future game or sequel.
everyone sets their dificulty level when starting, couldn't you tie that to the biome you spawn in?I've been pushing for special hazards and harder biomes for years, Nav might be big enough now to pull it off, but we have to weigh that with all our other goals and people seem to dislike changes. Everyone would have to spawn in a forest, and its kind of nice spawning anywhere, but if we made it too hard we couldn't do that.
As a thousand+ hour veteran, I thank you for not making farming more complicated.We used to have fertile levels that could be used for restriction of what grows and we realized farming simulator is not what this game is all about. Overdesigned systems just don't get used by players. Arks farming is pretty stupid having to run irrigation pipes and collect dino poo and all that crap. I just want to plant some crops and come back later and harvest my ♥♥♥♥. I'd be ok with natural disasters wiping them out, but they should be easy to use.
The problem with you guys suggestions is you are all 1000+ hour veterans and just want more complex stuff. Like if you get in on EA and play the game every update you can absorb more advanced techniques because you played the game when it was basic. But if a new player comes in and its not easy to understand because we designed it around you guys who are bored wanting it harder... then thats just going to kill our johnny newcomes.
You have to go out, bash your head in with a rock and get amnesia, then play the game as a noob and see if it really needs that stuff lol. You have to keep new players in mind, and actually current players. I mean really that kind of stuff would make farming a big turn off to me. I don't want to set up a farm in each biome. Sure its unrealistic you can grow yucca in the snow, but its a game, and a game about fending off hordes and surviving in between. IF the in between is too tedious, you won't have time to do the fun stuff like build a base, do quests, etc.