Anabella
New member
I don't get it either. Smhwhy do those of us that want bigger back packs have to be penalized ????
I don't get it either. Smhwhy do those of us that want bigger back packs have to be penalized ????
Size Matters!!why do those of us that want bigger back packs have to be penalized ????
Maybe if you hit big stuffs (trees, zombies, ...) over a given speed. They can add some "Driving" perk to mitigate/help driving.I was suggesting a chance of being knocked off. When you get a decent bike (fast enough) and you have gas you are nearly invincible on it. you can ride around all night and not worry about zombies. I also suggested they bring back the damage you could do with the bike, but I mean if you hit a deer or a tree on a minibike IRL you would almost for sure get knocked off.
Then ya prolly say goodbye to prefabs. Goodbye to people making bases cause you wont be able to make anything and carrying 1 thing at a time will kill the fun.Ok, lets say devs should add new item - large backpack. You may equip it like clothes and your inventory space greatly enlarge. But with equipped backpack you cant run, cant crouch, and cant ride minibike, its balance, and only stamina drain is not enough. Now you make decision - many inventory slots, or chance to stay alive after your meeting with lonely zombie. And of course when you take off this backpack with items, or die, all extra slots just drops on ground. Looks balanced, but do you'll be really use it?
Yeah I don't know what that guy was talking about. Lets just be happy they haven't added weight to the game yet. I'm all for an extra line of inventory. If they want to add this as something that needs to be found in the world I am all for it.why do those of us that want bigger back packs have to be penalized ????
So we'll need a new zombie attack that knocks you off the minibike, into a fire, tosses the bike into water, infects you, and breaks your leg.If you want knocked off your minibike just drive it into some water. That is enough of an issue to have to worry about. If I got knocked off it every time I ran into something I might as well not build the thing. I just don't get why people want to add stuff that is only going to be an annoyance.
Ah, what a noob base! No spikes!The ultimate in minibike storage and bedroll portability
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i really should start writing these things down.. LOLseed name?!!?
I remember that. I thought it was an early version of breadcrumbs that snuck in. It was very cool. Id be back at base after scavenging and a few minutes in id get a handful of zombies that followed me from a town back to my base. I hope this becomes a thing in the future.In one of the first A16 experimental releases the zombies would keep following you for what seemed like forever. I had neglected to get rid of the enemy memory on the server. I am not sure that that is what caused it but it was cool I thought. You had to deal with every zombie that saw you right away or...later. They would come rambling over a hill many minutes later. I called it the "give me my two dollars" effect.
Yeah, um; no. Have you seriously played any games, particularly MMO's, with classes? It always boils down to arguments of "well this ability/skill/thing really belongs in " (whatever class the poster plays "and not in " (some class the poster does not play). Classes do not belong in skill based games. Particularly since classes automatically add "balance" into the scenario, and there is no such thing. "balance" is entirely subjective.I think the only way you will keep everybody happy with the game is with classes. Scavengers have bigger backpacks. Engeneers get more durability/load per block.Green thumb gets more from harvesting.
Miner gets more for harvesting minerals.
Arms specialist better with weapons.
Ect.
This will balance the game alot better especially in MP games.
Not complaining im happy with the game as it is, just a thought to help the devision in game styles.
Isn't that pretty much a class system?With classes, they end up being nearly identical because there's just so many crybabies in the world.I can see Backpack getting out of hand as well.
The solution is a cost system: Say you have up to 10 points you can use to improve your character, each point increases minimum game stage say 100-200 points.
Things you can improve are:
-Special items (including larger backpack)
-Increased perk start (tired of starting over?)
Something like that, everything has a price.
vhat are deez spikez you zpeek of?So we'll need a new zombie attack that knocks you off the minibike, into a fire, tosses the bike into water, infects you, and breaks your leg.Got it!
Ah, what a noob base! No spikes!
The advantage is you can go without any perks or items or take just a few things. There would a price to be paid however: Your minimum game stage will be increased the more changes you make. I think its near perfect.Isn't that pretty much a class system?
At least that's how class systems pretty much work in certain games. You have a pool to pick various perks and abilities from, and some presets if you don't want to create one. Some even let you have disabilities so you can have more buffs.
Granted some games are generally more restrictive (a class is restricted to a move set), or are emergent in that regard and don't really have classes (although you can develop a character to excel at something)
Also, you could kind of do this by having players start with x amount skill points, which already kind of happens with the opening quest, and let them decide their starting perks.
Now if the skill system were more robust, and maybe you couldn't do everything (not off the bat anyway) so the choice would be important, then a class system would pretty much be there whether explicitly designed or not.
Nice to hear that! Variety make the world more lively and enhances immersion. Well done, looking forward to seeing new POIs..we have about 5 new full time world builders.