Space4Ace
Well-known member
I'm sure you mean the 17th sequel, since the first one isn't a sequel, but the original.I thought we were about to get the 18th sequel...
I know, school has started and you must be tired already! :smile-new:
I'm sure you mean the 17th sequel, since the first one isn't a sequel, but the original.I thought we were about to get the 18th sequel...
Alpha 1 was the first sequel to the unreleased pre-release version. =PI'm sure you mean the 17th sequel, since the first one isn't a sequel, but the original.
I know, school has started and you must be tired already! :smile-new:
Nice comeback! You win... This time! :smile-new:Alpha 1 was the first sequel to the unreleased pre-release version. =P
You already know the answer, why do you keep on about it?You mean I'm misusing the forum? I quote your answer so that you understand what my question is about (English is not my native language). It is not right?
This idea is harder to implement, you would need to count the total volumes in a POI, then trigger each one and at the end calculate their game stage by the percentage of volumes they went through to nerf their loot.The POI designers have already done a great job of providing balanced and immersive endings where needed. Not every POI should be epic, but most have some sort of reward at the end.
It doesn't make sense for a player to make a beeline for a rooftop or to a specific cellar corner while bypassing the rest of the structure, expecting a great reward.
Why not give POI designers a simple tool to meter the loot reward based on the effort put in to obtain it.
Doesn't force anyone to play a certain way, but rewards those who choose to actually play the game.
So now every POI will have a ♥♥♥♥ton of turrets. Great.This idea is harder to implement, you would need to count the total volumes in a POI, then trigger each one and at the end calculate their game stage by the percentage of volumes they went through to nerf their loot.
Or you could just put in auto turrets and sams on roofs/loot rooms to blow up anyone who doesn't disable the power somewhere else in the level. To me this one is more fun and solves it with less work.
I'll add 10 more if you keep it up!So now every POI will have a ♥♥♥♥ton of turrets. Great.
Seems reasonable to meAfter reading this discussion my preference comes down on the side of spreading the loot out around the POI rather than tracking what players do in order to change the final loot reward that is still in one special location. Let people beeline to the roof with their nerdpole and get whatever's up there but it will only be part of the reward.
Also make it be that the "boss" zombies can spawn randomly anywhere in the poi. Then you will encounter the tough guys at some point if you continue to explore and you only get everything if you explore everywhere.
If you add 10 more I'll post 10 more crying about it.I'll add 10 more if you keep it up!
No just the tier 4's and 5's. We want to do some infiltration quests for sneaky types where you cannot be seen or you fail the quest, so you have to sneak through the whole thing, maybe disable power to turrets, shoot out some lights with a silenced weapon, etc.
+1 to Trolland's post.After reading this discussion my preference comes down on the side of spreading the loot out around the POI rather than tracking what players do in order to change the final loot reward that is still in one special location. Let people beeline to the roof with their nerdpole and get whatever's up there but it will only be part of the reward.
Also make it be that the "boss" zombies can spawn randomly anywhere in the poi. Then you will encounter the tough guys at some point if you continue to explore and you only get everything if you explore everywhere.
Well I was thinking that the bleeding wouldn't be too bad. I mean, it's not like it's an artery that was hit. IRL it would take maybe a whole day to bleed out - so game time it would take ~40 minutes (for the day to pass), giving you plenty of time to sort out that bandage.Actually a great idea for an intro tutorial. Because it will set the tone, after all, we are in a survival game. Stopping the bleeding in time will not work though if you need to craft the bandage first. It needs to be in the inventory or better in the toolbelt already.
And if anyone wants to bring the argument that it is better to simplify something than making a tutorial for it: I've heard of other developers doing focus tests with new players and the impression I got was: You can make the game as simple (and intuitive) as you want there will be always players that still get fundamental things wrong (in most cases probably because they played games before that did it different).
So now every poi will have a lot of turrets? Great!I'll add 10 more if you keep it up!
No just the tier 4's and 5's. We want to do some infiltration quests for sneaky types where you cannot be seen or you fail the quest, so you have to sneak through the whole thing, maybe disable power to turrets, shoot out some lights with a silenced weapon, etc.
I already have a working system for the rando boss zombies appearing in poi'sAlso make it be that the "boss" zombies can spawn randomly anywhere in the poi. Then you will encounter the tough guys at some point if you continue to explore and you only get everything if you explore everywhere.
Yeah, the problem with that sneaking quest is that it sounds awesome on paper,I'll add 10 more if you keep it up!
No just the tier 4's and 5's. We want to do some infiltration quests for sneaky types where you cannot be seen or you fail the quest, so you have to sneak through the whole thing, maybe disable power to turrets, shoot out some lights with a silenced weapon, etc.
I do like your solution out of all those I've heard.That's... actually a very good solution. Pass through certain gates, or perhaps even summing the cleared sleeper volumes could be used to calculate your loot bonus value on those specific containers in the loot room. If the cleared sleeper volume approach is used, might further reduce "cheesing" when it comes to running your butt off through a POI to check off the checkpoints.
Either way +1 to this notion, if it's feasible in the existing system.
You said that the book’s icon will not change after reading the book, but I didn’t ask about that.You already know the answer, why do you keep on about it?