AlabasterW
New member
What zombies count as 'armored' for the purpose of AP stuff, anyway? Just soldiers/bikers? Or does everything have a hidden background armor stat of some level?
Same. Glass is too easy to make. Should require the crucible, that'll really make it fun.I throw it out because I can build glass in the forge.
Yeah indeed they do. I remember with the release of a17.. i was stuck in a hotel because i had to give a business presentation to HQ. So i downloaded the first version on a hotel wifi at 7 in the morning. If thats not crazy I don't know what is.For us here in Europe it is next day.. They release it while we sleep or something.
I will stick to my guns that the encounter system will do everything its meant to, which is sell the player into feeling like the world is teaming with zombies, without spawning guys that just sit there and eat cpu waiting for a player to stumble across them and count against maxalive. Your method (our old method) is careless and wasteful, we're doing something elegant we can control, and keep people at 60fps at all times. ONce the player leaves it despawns and we can send someone else an encounter. We can do mini blood moons in the near future, wandering traders, bandit patrols, wandering hordes, a few zombies eating a corpse, a damsel in distress, all game staged for the person we plan it for.You're doing it again (comparing apples to oranges to prove a point).
We aren't talking about max alive, that ONLY applies now on horde nights, whereas it USED to possibly apply on city spawns too, (which by the way, since you do allow 64 or 80 for horde nights, *not* allowing it for exterior spawns because of "performance reasons" isn't a great excuse), but you're also saying having sleepers beats a totally unrelated problem of spinning zombies, which does nothing for your argument. Apples and um, I guess cable cars, in that instance. No relationship.
And there aren't unlimited zombies inside, there's 1) the aforementioned maxAlive, and 2) the volume max, since we are taking about at the same time.
I really, REALLY, wish you'd consider keeping the sleeper system for inside, and keeping the aggressive count of zombies in towns on the outside. You'll still never hit the maxAlive to juke the game to not spawn sleepers, and even if you somehow manage it, having 64 (or 80) zombies beating down the walls and doors of the poi you're in to get you is *way* more thrilling than watching them from the next room spawn in, taking a few shots to soften them up, and defeating them because you know they're going to be in rafters and closets.
... And do you know how I know it is way more thrilling? Because horde nights are when you're in a poi and zombies are beating down the doors and walls to get to you. And it's more thrilling.
And before you bring up the upcoming encounter system, while that sounds interesting and all, it won't take the place of coming over a hill and seeing the dead walk the streets of a town or city, dogs patrolling, making you think twice about going into town for the daily loot fests...
City masks will hopefully allow us the honor of actually having to deal with hordes of zombies in your zombie game... Because the 8 we get at a time on horde nights, and the 1 to 8 we get in each volume, doth not a horde make.
*strokes beard while thinking* damnit you have a good point. I'm trying to come up with a counter arguement but I got nothing lol. Squad the game I find most realistic, the majority of the player base is active duty and vets. Most normal people find no fun in the game because its to real and "slow". If I ever think of a good arguement I'll get back to you lol.Sorry but this isn't a debate its a fact. Realism has no place in video games other than visuals. When it comes to game play you have to use an abstract of realism to make it fun. Realism is not fun. Would you like your broken ankle to take 2 months of real time to heal? Hell you couldn't even aim after going into shock when stunned or losing a few pints of blood a minute lol. The list goes on and on, but fun trumps realism in game design every time.
In A18 can zeds still see players through terrain? Example, tunneling underground in stone and zeds on surface above see you. (Not sound detection, but vision...screamers will call hordes in this situation in A17.)We're talking the 6th. Half the internet will have it by then anyway because streamers leak codes.
that kinda sucksThey don't want to stream alone, so they give it to their buddy to play on their server, and their buddy ... well he's not under NDA so it basically gets leaked.
I've crafted glass like once lol. Useless clutter unless your sim building a town or like a skylight and its cold af.Same. Glass is too easy to make. Should require the crucible, that'll really make it fun.
the beard gives him the power. +50 to speech*strokes beard while thinking* damnit you have a good point. I'm trying to come up with a counter arguement but I got nothing lol. Squad the game I find most realistic, the majority of the player base is active duty and vets. Most normal people find no fun in the game because its to real and "slow". If I ever think of a good arguement I'll get back to you lol.
I think I get where Roland's going with this. The five positives may or may not be balanced depending on the number of negatives and where they appear in the algorithm.So 5 positives can never be balanced because the negatives have to be even numbers? ;-)
no its 45 duuuuuuuuuuI think I get where Roland's going with this. The five positives may or may not be balanced depending on the number of negatives and where they appear in the algorithm.
Hint: (-1) + (-1) = 0.
I may be wrong though, I ain't no maths teacher.![]()
99% of realism is removed intentionally to make games fun. Heck we took a lot of flack for being too realistic in 17, stamina was realistic (forgiving for most couch potatoes tbh), it was grindy mining (hello, have you ever dug a hole in the dirt?), being encumbered, etc. Realism is great for animation and graphic reference but in game play it fails every argument. Stuff needs to feel somewhat realistic but when it started blocking having fun you have to abstract something that IS fun and balanced around everything else in the game.*strokes beard while thinking* damnit you have a good point. I'm trying to come up with a counter arguement but I got nothing lol. Squad the game I find most realistic, the majority of the player base is active duty and vets. Most normal people find no fun in the game because its to real and "slow". If I ever think of a good arguement I'll get back to you lol.
99% of realism is removed intentionally to make games fun. Heck we took a lot of flack for being too realistic in 17, stamina was realistic (forgiving for most couch potatoes tbh), it was grindy mining (hello, have you ever dug a hole in the dirt?), being encumbered, etc. Realism is great for animation and graphic reference but in game play it fails every argument. Stuff needs to feel somewhat realistic but when it started blocking having fun you have to abstract something that IS fun and balanced around everything else in the game.
Realistically a wood fence would keep the zombies out for years. Not fun.
My teacher told me that you couldn't get a negative out of two positives and I said. "Yeah, right."I've heard it takes 10 positives to wipe out one negative.
Fixed it for youShould have added the extra homo disclaimer, but I'll take it anyway![]()
Nice!I will stick to my guns that the encounter system will do everything its meant to, which is sell the player into feeling like the world is teaming with zombies, without spawning guys that just sit there and eat cpu waiting for a player to stumble across them and count against maxalive. Your method (our old method) is careless and wasteful, we're doing something elegant we can control, and keep people at 60fps at all times. ONce the player leaves it despawns and we can send someone else an encounter. We can do mini blood moons in the near future, wandering traders, bandit patrols, wandering hordes, a few zombies eating a corpse, a damsel in distress, all game staged for the person we plan it for.