That would be cool as well!Or have areas of the map that you actually have to manipulate (dig, build, rebuild, repair, do a cave through a mountain) to have access to another part of the map. In some sort of quest story for a given time.
That would be cool as well!Or have areas of the map that you actually have to manipulate (dig, build, rebuild, repair, do a cave through a mountain) to have access to another part of the map. In some sort of quest story for a given time.
but, but, BEER is Nectar of the Gods!
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I would say that the value of a good beer or even some raw whiskey (grain alcohol) would be at a premium during the apocalypse.Probably an oversight, but the guy who left had beer as some god tier item with a bunch of beer perks and bs I nuked.
They have their own plans.@MM
Or is there some reason why you won't do it?
..depends by the value of the moment when you have it. Cheers Grue.I would say that the value of a good beer ....
I mean, the kind of things they suit (or need) right now.They have their own plans. Workshop is on its way and what you guys do, can be ingame some day. So keep developing it and some day it could be anywhere.
What about the over abundance of gas barrels in the shanty towns?That isn't true at all, but I just nerfed it from 50-500 to 1-150.
They have their plans and adding a content from anyone just like that is not gonna work.I mean, the kind of things they suit (or need) right now.
You must really like the bicycle. Soon enough you will really have to mine for shale.What about the over abundance of gas barrels in the shanty towns?
I'm pretty confident you'll find solutions for a decent occlusion system, your technical staff should/will be stoked to work on something similar, at least I would be ! ^^ Honestly this may actually improve performance by such a HUGE margin that it might be a gamebreaking (gamemaking ?) feature in order to add more costly stuff (bandits, more zombies, etc)Yes, which is why would like to implement an occlusion system but it is not easy since the world is fully destroyable.
Not everyone wants to spend 12 real time hours walking somewhere and few would agree its motivating. Vehicles are absurdities? The only thing absurd is your opinion.This is not a RWG-generation problem! If you want the biomes may change each step! It's about the size of world.
On the contrary, the journey to find the desert can be fun and interesting and motivate the player. Otherwise, you need to remove all the transport - it is not needed in this miserable piece of 8x8 meters.
Why do you add these absurdities. You've already explained everything when you said about the technical side of the problem. People feel like you're inventing nonexistent causes....
It's not necessary... it's offensive.
If we supported 64k maps then they would complain the vehicles are way too slow.Modern day "Supply and Demand"!
you supply a bigger map and they demand more and faster vehicles to get across the bigger map... rinse and repeat because the faster vehicles shrink the map.![]()
Or, just choose to walk if you think its too easy once you get a vehicle? This is turning into another food spoilage discussion. Balance will solve it. If you don't have 20k gas stored up you might only be able to use vehicles a few days a week or when you are lucky and have gathered enough fuel to go on a longer trip.Remove vehicles for the win!well at least the gyro-copter.. Or just make mountains/cliff/canyons rougher, to go off-road and over, with vehicles, so they need to go around them mostly instead.
What does this have to do with anything? 3D models have never been a bottle neck for us.@MMI'm curious. If you were offered to take a 3d-model (of proper quality and appropriate to the theme of the game) complete with sources materials, which made the modder. For free and with permission to do anything with it.
Would you take it for 7dtd if you liked it?
Or is there some reason why you won't do it?
Can make them harvest only instead of pickup. Then your getting trace amounts of fuel.What about the over abundance of gas barrels in the shanty towns?
They are tanky and once you punch them in the face their teeth are knocked out and they cannot infect you.What kinds of advantages do the fist-based melee weapons give, and how is that related to fortitude? Is there some kind of defensive bonus, lower interrupt chance, or is it just that fortitude players can risk getting up-close-and-personal because they are so tanky?
That is a whole voxel game engine we can't just start from scratch. We have an occlusion system working but can't turn it on until all the edge cases and bugs are fixed.I'm pretty confident you'll find solutions for a decent occlusion system, your technical staff should/will be stoked to work on something similar, at least I would be ! ^^ Honestly this may actually improve performance by such a HUGE margin that it might be a gamebreaking (gamemaking ?) feature in order to add more costly stuff (bandits, more zombies, etc)
Take a look at this, there's a link in the description, I can't vouch for it since I didn't do any more research than that, but the blog seems very thoughtful and with interesting topics. The pro version costs 1K which is obviously nothing compared to the cost of making your own from scratch.
No-no, this does not apply to the topic of RWG - this is about another.What does this have to do with anything? 3D models have never been a bottle neck for us.
Actually, i didn't say transport was absurd on its own. But the transport on the map with a size of 2x2 meters, it is of course absurd.Not everyone wants to spend 12 real time hours walking somewhere and few would agree its motivating. Vehicles are absurdities? The only thing absurd is your opinion.
I wrote this is not about transport, but about your assumption that Aloe need seek far.Why do you add these absurdities. You've already explained everything when you said about the technical side of the problem. People feel like you're inventing nonexistent causes....
It's not necessary... it's offensive.