Roland
Moderator
infinity!I hate to be a kill joy but eventually one has to ask oneself, what does zip lines really add to the game
infinity!I hate to be a kill joy but eventually one has to ask oneself, what does zip lines really add to the game
Guys, any plans of making a more organic Quest activation system?I didn't say it wouldn't happen. I just meant just because I think something is cool doesn't mean it gets added to the game. I think LOTS of stuff is cool, that will never get added.
Oh, I know...I was just giving you crap.I didn't say it wouldn't happen. I just meant just because I think something is cool doesn't mean it gets added to the game. I think LOTS of stuff is cool, that will never get added.
So many possibilities, where you can just open a door from the 43 blocks high tower and slide down to a horde meeting near you garden, or garage. Probably if ziplines have some health as a block that can be destroyed by puke of the cops or crows, arrows, bullets, wind, or random damage on them, would be a dynamic that would be cool to have.infinity!
And then you added gyrocopters. ?Ziplines were in and semi working, but we deemed it way too easy to escape a threat and it was hacked in with no design so it was removed.
ditto... zips if were used right would have been one use -- -- down only.And then you added gyrocopters. ?
I don’t mean to be snarky, and ziplines were never my favorite would-be feature, but the logic seems inconsistent.
OK, cool. Thanks.I already said filling the list of pois before a dup is spawned is on the list.
I'm glad to see you're interested in the idea! To elaborate a bit, I envisioned it as a vehicle rather than an article of clothing, though it could really be either. It might be better as clothing in the end since it would require you to pick either armor or mobility. In any case, I think a mod to add pockets would be a welcome addition to it, as well as maybe a "double density" sort of mod, where you can craft a second set of gliding wings to it, to slow your descent further, thus allowing you to glide further than would be otherwise possible, at the cost of even more feathers, adhesive, wood, and leather, and mobility due to added weight. Additionally, you could add armor plating to it via the few armor mods already available in-game. My main goal is to see feathers become more useful than the one niche they have for arrow fletching, or putting together a warm coat that is pretty easy to find when scavenging anyways.A wing suit / glider would be cool.
Well... I was replying to this:Its not they couldnt get it in working its that it didnt mesh well with all of their other designs. Keep in mind the more bells and whistles are added to the game, the more work goes into balancing and such.
For example, having zip lines, diminish gyrocopters, bracing mods (for boots), the parkour perk, and on and on and on. It is a lot harder to add stuff without taking away from other designs than people think...
I hate to be a kill joy but eventually one has to ask oneself, what does zip lines really add to the game and what will it cost in time/resources.
Ziplines were in and semi working, but we deemed it way too easy to escape a threat and it was hacked in with no design so it was removed.
The prefabs were redone for a different reason though so not really inconsistent logic. Very low ROI for 1 block crouch imo. Zombie AI is already a PITA, imagine the complaints about AI pathing with 1 block navigation...Yeh, if you don't wanna add it, fine, but the reason given isn't relevant. Kinda like one block crouch; the reasoning was that all of the prefabs would have to be redone to balance. Well, they were, and still no 1 block crouch.
No, those were placeholders, the one that shipped in 18 is the closest to gold version we've ever had. The old system ate CPU like crazy and was completely different rendering system than static maps were, making a lot of headaches for everyone. At a high level all we want to add now is an improved placement system so that no duplicates spawn and all pois are pushed in and not skipped over, and some bug fixes.
There's stuff from that old system that are valuable and sorely missed. It's not merely nostalgia. The roads system from A16 inspired exploration. The current one ignores giant swaths of the map and feels so cookie cutter that it doesn't feel like there's any point in seeing what else is out there. Let's not forget the removal of biomes (one of which was on the kickstarter promises, which means that promise will go unfulfilled) that removed a ton of diversity. Removing the plains in my opinion was one of your biggest mistakes in terms of game aesthetic.I think most objective people if they played 16 now, would see its nostalgia and it actually wasn't as great as they remember it to be, like watching an old movie that was badass in the 80s and now its like what is this low grade cheese?
We're not avoiding duplicates, we are making sure everything spawns first, before a duplicate can spawn.
This is completely untrue. The quest system completely negates turning off lot respawn. At best, it'll eventually put a stop to running a quest POI twice in quick succession at some point (clear fresh POI, pop quest, clear again).Just turn off loot respawn, and then you have to travel further. Map size won't fix that. Besides I thought you guys have 16k working already with nitrogen?
We're already gonna get Zed's that can navigate 1 block, or so I believe I read. Yes they were redone for a different reason but that doesn't negate the fact they were redone; hell at the least, expose that internal XML (because that's what it is, an internal XML that controls crouch height and a few other things).The prefabs were redone for a different reason though so not really inconsistent logic. Very low ROI for 1 block crouch imo. Zombie AI is already a PITA, imagine the complaints about AI pathing with 1 block navigation...
I would rather the devs be spending their time on bandit AI instead of figuring out how to prevent players from exploiting 1 block navigation to get to every honey pot loot room in a straight line and an augers lol...
Edit: As a prefab creator, I would have to build every wall out of steel if I didnt want players to super cheese my creation like a hot knife through butter...?
Edit2: dont forget the work needed to create and debug animations for crawling through 1 block gaps for all entities...
Until you brow beat the optimal strategy of the game into huddling around 1-2 traders, 8km felt microscopic. We used to have 314 km^2 to play in and that felt pretty roomy. Now the game engine practically ♥♥♥♥s itself on 144 km^2, which you pretty much have to use Nitrogen just to get that much. 64 km^2 feels like enough to an extreme minority of older players and the new players you're now courting.Maybe I'm just an unobservant oaf, but I had lots of fun on all the seeds I played. 8k is huge, so the size card doesn't mean anything to me. Aside from that, how can you pick it apart? Generation time? PFFFT, that is one little 15 minute time then you are set for 100 hours. Rust takes longer than ours. Not really high on our list.
The only thing that caught my eye was two identical pois close to each other, and a few dead end roads that could be better. We already improved biome generation, so what else is there?
The static loot rooms and the game staged risks add more to the game then it detracts considering what we had before. You probably will disagree with me on that point but thats perfectly fine. At the end of the day it sounds like the devs will take a hybrid approach anyways (e.g. better loot / challenges in radiated areas) which should be the best of both worlds.We're already gonna get Zed's that can navigate 1 block, or so I believe I read. Yes they were redone for a different reason but that doesn't negate the fact they were redone; hell at the least, expose that internal XML (because that's what it is, an internal XML that controls crouch height and a few other things).
The pois are /already/ being made with materials that are tougher than their texture implies, btw.
...still doesn't stop the beeline straight to the loot rooms for those that memorize where they're at. Join a server, you'll see holes direct to the loot while front doors and those *retarded* lit up paths are untouched.
But this isn't about that. One block crouch, zip lines, hang gliders... None of these would negatively imbalance the game NEARLY as much as intentional "features" like static loot rooms and game staged risks and frikkin helicopters.
So yeh, working on bandits is great, but the arguments against these other fun ideas is weak sauce.
It was a bug from an optimization that was using the wrong angle. I fixed and readjusted the angles.I dont know if the decoration (trees in particular) on slopes is a bug or intentional. But in the end, since A18, slopes are much more aggressive to prevent vegetation placement than in A17.This leads to even relatively narrow hills to be completely barren.
It looks ok in the desert, but not at all in the forest biome. (visually having boring empty and grey hillsides)
-> You should check the logic at what slope-angle vegetation is blocked from spawning. Its should allow trees to spawn up to slopes of 45 degrees in my opinion.