Most likely.Intro:
So are you all planning to do an introduction of the game? A lot of cool games start you all with this short story at the start of a new game.
Subnautica has a short intro while games like Skyrim have longer interactive introductions to the game.
This could even incorporate the short tutorial that is already in the game. So they work together instead of the tutorial being a distraction to veteran players.![]()
Modded anything is completely irrelevant to the conversation.ah, you play vanilla mc. mod packs from ftb extend gameplay immensely. diamond gear becomes so low class. I play it more to explore, especially with dungeon modpacks tossed in.
Rick likes the cheese because nobody is wondering how to start the quest. It might break immersion but it does a great job of people knowing where the rally marker is.Sorry for the lack of clarity, I’ll try to refine my idea. The floating quotation mark showing the quest start is a place holder. Replace the quotation mark with a 5 meter area. If a player steps in that area, a text pops up on screen saying something like: “such & such quest hit E to start”. Invited friends would just see “such & such quest” when standing in the area. Five meter area is big enough for 8 people to stand....8 is the current max number in the party. I’d also not allow the quest to start until all party members are in the 5 meter area.
Using an invisible-to-player 5 meter area allows the quest activation to not be like a cheesy glowing object to start the quest. You can already find the building easy enough since it’s marked on the map. Players would just need to walk around the building to find the activation area instead of walking to find the quotation mark. Just my 2 cents but I was wondering what ideas you guys have discussed to get rid of the floating quotation mark?
And no exploration, If you've seen one cave you've seen them all. I mean yeah theres that one cool one here and there, but even then, you get used to the algorithm. Its like the matrix but backwards, after a while you stop seeing the forms and start seeing the code.That fanboy got rekt. xD
BumpHello, can we please get an update on A18 progress? It would be incredible if it dropped before this upcoming long weekend...![]()
Fake. Get'em Joel!delete if not allowed BUThttps://www.amazon.com/Coffee-Change-Morning-Sensitive-Ceramic/dp/B07WFWGFLK/ref=sr_1_7?keywords=7+days+to+die&qid=1566853040&s=gateway&sr=8-7
is that a legit mug or a fake...?
oh like you only play vanilla skyrim and falloutModded anything is completely irrelevant to the conversation.
Requiring tedious point and click action x1000 for balance is bad game design. A balancing factor should be fun and engaging, like a bunch of bandits harassing me while I´m building, forcing me to deal with them, making up for the time I just saved with this QOL feature. Or a random horde walking through. You name it...This is already a thing in Debug Mode. It doesn't make sense in a survival mode though because you can erect a base quicker than game design would want you to.
I like THIS idea. And while I got used to the exclamation points, I feel like they indeed break immersion a bit.Rick likes the cheese because nobody is wondering how to start the quest. It might break immersion but it does a great job of people knowing where the rally marker is.
I've mentioned a faction flag you activate, that would be more immersive and waving in the wind would be easy enough to spot. So trader quest is trader Joel flag, duke is a duke flag, etc.
And yet...that old boring game...has an electricity system that kicks all others asses , including your game!And no exploration, If you've seen one cave you've seen them all. I mean yeah theres that one cool one here and there, but even then, you get used to the algorithm. Its like the matrix but backwards, after a while you stop seeing the forms and start seeing the code.
Ahhhhh immersion.I like THIS idea. And while I got used to the exclamation points, I feel like they indeed break immersion a bit.
Even I don't have a crystal ball. Believe it or not I thought the skyrim overlay quest marker was very immersion breaking when I first started playing, but after a while I got used to it and realized it was an improvement over what Oblivion had. It beat not being able to find the right chest/door/npc. While I'd prefer something more immersion friendly, it does get the job done, we never saw any posts about "I can't find my quest marker".When it was first introduced, I commented that I didn't like it and Roland gave me a sarcastic reply telling me it was just a temporary placeholder and that I shouldn't assume it will be in the finished game.
So I'm taking him at his word (he knows the devs' plans better than we do) and assuming it won't be in the finished game.
Says the guy who's seen us redo everything at least twice."Temporary placeholder" is tfp talk for "that's it" in a lot of cases.
Typically most everything comes out of "Joel's cool ideas" but I think Rick had this one. I heard it and said shut up and take my money. He was like are you sure its a bit edgy, and I'm like oh thats what I love about it, that's it, that's the one.I know this is a random thing but who came up with the name the fun pimps? I have always wondered this
We talked about that too, then you don't see the whole thing flicker/rebuild and cannot double mine the resources.I think it should just activate when you get to within 50m of the location. That allows plenty of time for other players to join your party as the nearest quest destination I've seen is in the 200m range. It also means you won't be able to witness the change. By time it comes into view it is reset for the quest. It also means you won't be able to do the POI before manually activating a rally point to reset it for the quest.
Automatic activation at 50m is the ticket.