Sorry for my English grief, the question wasI don't understand your question.
It seems to me that everyone is infected in the setting but some people get much better over time. Those people are the ones we know of as traders and our characters.I agree. After the death scene where the zombies are shown EATING YOU, I cant pretend I got away from that!![]()
My bad, did not read ahead to see Madmole address it. I always thought your first language was mathematics?I’m pretty sure that Madmole was pretty final on these topics and badgering him on them is not going to work. Trust me, English is my first language
That's what I was thinking.My bad, did not read ahead to see Madmole address it. I always thought your first language was mathematics?
No thank you, my days of working for other people are pretty much over. In my current job I have zero supervision and I haven't seen a ranking member of staff for over two years which suits me just fine. The last time I met our area manager I damn near punched him in the face for being a sociopath.Congratulations, you should apply to work for us then. (semi serious)Still though, don't you see the feature creep? Its not simple to make any system polished and shippable.
I think people are used to us putting out janky unpolished features for many alphas, but we're trying to move to a AA quality bar now so we have to pick our battles, or we will lose the war. Boats do nothing you can't do now in a gyro. We'd rather see bandits, optimizations and other systems polished up before adding more stuff that will lead to 50 polish tickets.
Its normally ok, but as we're trying to finish A18, if I am to answer questions and try to keep up in this thread, we need to keep the conversation focused.Sorry man. Didn't mean to contribute to getting away from A18 topics. Let's everyone stick to what is going to be happening in A18.
I'm not posting it because we haven't done it yet. It might get cut for A18.On topic of A18, what is the new description for the charging bull perk?
I said the compass is useless in itself. The quest markers and time are useful. We're never deleting any of it for hardcore's tastes so lets stop this discussion.Madmole, you are a sly fox))
You focus on the discussion of the compass because its uselessness is the easiest to prove) But you intentionally omit what the message also said about the clock =)
Why don't you discuss the clock?
I found my old post in which I described the idea with the clock in detail. I'm not sure that you paid attention to this post, because then I was new to the forum.
Maybe now you will pay attention to this post, and tell us why the clock is not needed at all in the game)
Thank you)
https://7daystodie.com/forums/showthread.php?33767-Watches-as-an-element-of-atmosphere-games
So....I'm not posting it because we haven't done it yet. It might get cut for A18.
Don't know if this needs new code but what if Charging Bull let you run through zombies making them ragdoll? I mean you still get the crap kicked out of you but at least you can es'cape in difficult situations. Each rank would allow you to go though more zombies. So rank 1 you can move through 2 zombies and rank 5 allows you to move through 10 just as an example. Or if you wanted to, just regulate it to a perk book. I don't know just a thought.I'm not posting it because we haven't done it yet. It might get cut for A18.
First comes the Bandits, then Boats, then Bandits on Boats :fat:Hey Madmole. I see that you would rather work on bandits, survivors and the story-line than boats and water physics. I get it.I can also see why it would take up so much of TFP's time.
But I was very surprised that you remembered about the scrap tools. I suggested that only once, years ago during one of your video responses.
You have a very good memory. lol
While I like boats and such. I find the story-line and the introduction of more NPC's much more appealing.
Hopefully someday we will see boats and water upgrades, but not today.
I think it's a mighty fine argument. You could say that, and if it were true that it activated that mechanic, then it would be fine... then I will be playing a game with the fun mechanic. What difference does it make if it's on a lower setting or higher setting as long as it's in?The whole turn down the difficulty thing is a bad argument. I could always say to others, just turn up the difficulty.
What does that have to do with anything? If you are on max difficulty, and this feature was added in for only higher difficulties, then we would be playing with that mechanic and no mods would be needed.If your already playing everything on max difficulty, which I doubt, theres always hardcore mods like ravenhurst. I hear Roland's is pretty hardcore as well.
Maybe the first couple days. My favorite part of the game.I think the default difficulty was pretty good in a17 and does not need any beefing up. But again I havent played a18 so maybe the rage thing is offset with other balance changes.
I doubt that. A hardcore game cannot necessarily be balanced in the same way as an arcade game.I think the main issue between players is...Those we want more hardcore/realistic Survival vs less tedious/arcade thing. Maybe down the road we can choose between types of balances.
First comes the Bandits, then Boats, then Bandits on Boats :fat: