Hey, I'm drin..erm Cooking!C'mon Tin. It's Christmas, throw the grammer nazis a bone for God's sake...

I'm dangerous near a KB during the Holidays

That's why I'm not releasing my mod till tomorrow... >.>
Hey, I'm drin..erm Cooking!C'mon Tin. It's Christmas, throw the grammer nazis a bone for God's sake...
Agreed. Please make it an option to turn off. I like this game because of the immersion. HP bars ruin that immersion aspect. I was hoping that TFP stayed as close to Walking Dead as possible (they do not see HP bars). I like the RPG aspects of Fallout in 7DTD but without HP bars. HP bars are knowing when the bomb explodes as opposed to, "OMG! When is this bomb going to explode? Do I have enough time to grab one more item or do I flee the scene, NOW!?" HP ruins the unexpected because now you know the unexpected and can assume your own outcome. Please remove, or have the ability to remove, the HP bars. Onboard with most other changes.The health bars are somewhat that troubles me. They seem misplaced in this game. Its sorta immersion breaking.
Knowing how much life the lifeless stinky walking meat bags have left seems inappropriate. It kills the randomness of situations and instead replaces them with a pure numbers game. This is okay for RTS games and probably for quiet a few other genres but it feels misplaced here because of the nature of this particular game.
And even in PvP it feels wrong. Sure, in a real life situations you might see your enemy bleed and you get some sort of idea how badly wounded he is - which we can't really see in 7 Days. But on the other hand we shouldn't know for sure. In a situation where we both are wounded I would probably not re-engage carelessly sticking to the small chance of maybe winning the confrontation. But if I'm able to know that my opponent has just 10 hp left while I'm at (i.e.) 50% it will radically change my decision making.
Same goes for killing Zeds. Its awkward to think "oh hey, just 20 hp left" and kill it without fear instead of "hm damn, this guy still stands" and stay focussed and careful.
If this really is something you guys want to implement please consider to make it a setting on game creation. Which either activates or deactivates it for everyone.
They allow that now.... via modding...... doubt TFP will waste time on making further options available when things can be modded and tweaked easily.I have noticed one thing...it seems that everyone would be happy if one thing is true...every option in game is able to be turned on or off. Simple as that. You don't like it turn it off...you like it turn it on.
Healthbars are only red rectangles that get shorter indicating that something is about to be turned into a ragdoll, they don't "show" how damaged someone or something is. Like you say, if I want my game to give info on how much damage has been dealt to an entity, I'd add a change to the model to show it, otherwise no healthbars is preferable.You know, I'm going to defend the health bars from a realism angle.
In the real world, if I hit someone repeatedly with a spiked club or stabbed them repeatedly or shot them repeatedly, I'd be able to see what I'd done. They'd have injuries, and I'd have at least a clue how bad those injuries were.
Even on a zombie that doesn't feel pain or bleed out, you'd still be able to see that half their head was missing or that you'd broken their spine and they were now having trouble walking.
But in the game, each zombie uses a specific model with specific textures. More, it has a standard set of animations. Unless it's actually had a limb removed - which is the only thing that is visible on them as damage - a zombie that's been blown to hell and back with a shotgun and is barely held together by a few bits of sinew looks and moves exactly the same as one that's completely uninjured. In fact, if there are multiple zombies of the same type going for you it's impossible to tell which of them you've already bashed half to death and which you haven't yet touched.
So a health bar for zombies is one of those things that gives you information that would be obvious to your character but which isn't apparent to the player. The character should be able to see how damaged a zombie is, even though the player is only shown the same textured model.
Now that doesn't mean that a health bar needs to be 100% accurate. It could be randomised so it only shows the zombie's approximate health rather than its exact health. Similarly, it doesn't say anything about the positioning of the health bar or how prominent it should be. But in the absence of a detailed texture/model degradation system (something which I'd love, by the way), it's the only way we can tell whether a zombie is being badly damaged by our attacks or is simply shrugging them off - and that's something that, from a realism point of view, our character should be able to see and therefore the player should have at least some feedback on.
exactly... there is an example of what can be done and thats to mimic crates/blocks, you see actual damage indicators like cracks forming. this can be done by adding blood/bruising to npcs that take damage. seriously, we have them losing limbs and such so it is a plausible idea and pretty sure no one would object to that.. cant female dog about the blood because its a kill something type of game.Healthbars are only red rectangles that get shorter indicating that something is about to be turned into a ragdoll, they don't "show" how damaged someone or something is. Like you say, if I want my game to give info on how much damage has been dealt to an entity, I'd add changed to the model to show it, otherwise no healthbars is preferable.
I did a search for it using my browser search function on the first page and couldn't find it and then realized it was being misspelled, unless I'm mistaken it's spelled "Vulkan" API.Yes on Vulcan support. Please read the first post of this thread. It has this and other tidbits of information.
give him a break he was watching star trek and mr spock had his attention.I did a search for it using my browser search function on the first page and couldn't find it and then realized it was being misspelled, unless I'm mistaken it's spelled "Vulkan" API.
https://en.wikipedia.org/wiki/Vulkan_(API)
That might be why at least some people are missing that.
In general, people are very capable of bitching about anything for any reason or no reason at all.cant female dog about the blood because its a kill something type of game.
I'll just leave this here:give him a break he was watching star trek and mr spock had his attention.![]()
I am not sure everything can be modded and tweaked right now and even if it can be, it is not easily done by everyone. The rest of us have to rely on the modders and hope the tweaks we would like are done by some kind soul out there.They allow that now.... via modding...... doubt TFP will waste time on making further options available when things can be modded and tweaked easily.
When things are more done. Donner.There will be a robust options menu when the time is right for it.
When things are more done. Donner.
My personal opinion.....I like the health bar. I figure it will actually be smaller than the first iteration of it. I also liked seeing how green around the jowls it made Roland. LOLYou know, I'm going to defend the health bars from a realism angle.
In the real world, if I hit someone repeatedly with a spiked club or stabbed them repeatedly or shot them repeatedly, I'd be able to see what I'd done. They'd have injuries, and I'd have at least a clue how bad those injuries were.
Even on a zombie that doesn't feel pain or bleed out, you'd still be able to see that half their head was missing or that you'd broken their spine and they were now having trouble walking.
But in the game, each zombie uses a specific model with specific textures. More, it has a standard set of animations. Unless it's actually had a limb removed - which is the only thing that is visible on them as damage - a zombie that's been blown to hell and back with a shotgun and is barely held together by a few bits of sinew looks and moves exactly the same as one that's completely uninjured. In fact, if there are multiple zombies of the same type going for you it's impossible to tell which of them you've already bashed half to death and which you haven't yet touched.
So a health bar for zombies is one of those things that gives you information that would be obvious to your character but which isn't apparent to the player. The character should be able to see how damaged a zombie is, even though the player is only shown the same textured model.
Now that doesn't mean that a health bar needs to be 100% accurate. It could be randomised so it only shows the zombie's approximate health rather than its exact health. Similarly, it doesn't say anything about the positioning of the health bar or how prominent it should be. But in the absence of a detailed texture/model degradation system (something which I'd love, by the way), it's the only way we can tell whether a zombie is being badly damaged by our attacks or is simply shrugging them off - and that's something that, from a realism point of view, our character should be able to see and therefore the player should have at least some feedback on.