Menace312
New member
I know it's you catchphrase, but come on... We had a video just a few days agoIt is contagious!!!Coughs* VIDEO *Coughs
Aloha
Ouch

I know it's you catchphrase, but come on... We had a video just a few days agoIt is contagious!!!Coughs* VIDEO *Coughs
Aloha
Ouch
It's rare for me to comment - I spend so much of my time reading this thread, but I am SOOOO happy! I was hoping you'd say in 2 weeks, my birthday is on the 14th, but July is cool tooRelease the Kraken
Ok, I must go back on what I said before.agreed. I would love it if everything on the HUD was enabled by either a perk or finding or crafting an item (compass/watch),
Quick Draw (Agility): Enables the Hotbar
Enemy Awareness (Perception): Enables the enemy HP bars
Mindfulness (Perception); Enables Stamina and Health and XP Bars
Situational Awareness (Perception): Enables Stealth Bar
Absolute Direction (Perception): Enables Icons on the Compass
Engineering (Intellect): Enables HP bars on blocks
stuff like this for example
I play at 75% gamma.And I know of no players that don't crank it up to at least 150% so that they can see in the "Dark"
I play standard 100%I play at 75% gamma.
So you signed up for an early access game and thought it would be completely finished with early/mid/late game content all in? LolThey dont care about you progressing, quite the opposite, they want to slow you down because there is no mid game or end game content therefore they do whatever they can, for years now, to make you grind and slow you down. This is why they introduced level loot, god forbid you could get lucky the first couple of days and find a decent tool...
Actually, they often spawn literally on top of you and THOSE are what some would call, "real tests of manhood."I vote we ban you now.... to the inside of a Kleenex box so you dont run out of tissues crying about what everyone else says. I expect my quote to be, "It's August, where is experimental".
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what he didnt mention is that Zombies and sneak up on you with absolute stealthiness.
I play at 50% gamma and things are still too bright on occasion (from a realism standpoint, at least).
Or have perks to remove each individual part of the hud. I for one like the hud. Let Roland blow his hard earned skill points; assuming there will still be skill points, on clearing his screen.agreed. I would love it if everything on the HUD was enabled by either a perk or finding or crafting an item (compass/watch),
Quick Draw (Agility): Enables the Hotbar
Enemy Awareness (Perception): Enables the enemy HP bars
Mindfulness (Perception); Enables Stamina and Health and XP Bars
Situational Awareness (Perception): Enables Stealth Bar
Absolute Direction (Perception): Enables Icons on the Compass
Engineering (Intellect): Enables HP bars on blocks
stuff like this for example
I realise you're probably joking about the reversal, but there is a paradox of sorts in having "quality of life" or "training wheels" elements gated behind skills.Or have perks to remove each individual part of the hud. I for one like the hud. Let Roland blow his hard earned skill points; assuming there will still be skill points, on clearing his screen.
HP bar missing, need visual.. do not like...
Going to spread screenshot to everyone anyway aaaaaa
My thoughts
A few questions:-
2- How much does Joel actually play the game? It’s funny watching his vid, he’s useless!![]()
but thanks for the update
That's an interesting perspective but mine is different. To me, adventure games and traditional FPS games start easy and then ramp up difficulty as you gain powers and gear.I realise you're probably joking about the reversal, but there is a paradox of sorts in having "quality of life" or "training wheels" elements gated behind skills.
At first glance, it seems logical enough - play the game, gain skill points to spend, and be rewarded by having the game made easier.
But that runs counter to the idea of a survival game. The idea is that the game is supposed to start easier and get harder as the game progresses, not the other way around. So firstly, spending skills to make the game easier is against the flow of the game; secondly the people who would benefit from the "training wheels" game features are the new players, who won't have the skill points to spend; and thirdly if a player is struggling and therefore spends some of their skill points on this sort of feature it means they're not spending those same skill points getting their character more competent in other areas - so they'll just fall further behind the difficulty curve of the game.
I cringe every time some feature that would make the game easier to play is mentioned and people immediately say "put it behind a perk" as if new players should have to play the game at its harderst to begin with and only if they succeed that "test" should they earn the right to be allowed to make things easier for themselves. It should be the other way around, folks. It should start easier and get harder. That's basic game design 101.
Why though. We have NEVER needed this before? Now all of a sudden zombies need to show damage? I keep hearing "dont mind the bars they are just in here for devs to work on stuff" but yet we KEEP seeing them. I mean if they are going in, nows probably a good time to confirm so I can make plans to remove their coddling nature.Unless they want to make a dozen or so skins for each zombie so you can see the damage you have inflicted, I would say keep the bars too.
You might not see a zombie in the dark, but I'm sure you can smell them! Consider them Smell Bars that just happen to show zombie health!![]()
Nice! You read the sarcasm. LolI realise you're probably joking about the reversal, but there is a paradox of sorts in having "quality of life" or "training wheels" elements gated behind skills.
At first glance, it seems logical enough - play the game, gain skill points to spend, and be rewarded by having the game made easier.
But that runs counter to the idea of a survival game. The idea is that the game is supposed to start easier and get harder as the game progresses, not the other way around. So firstly, spending skills to make the game easier is against the flow of the game; secondly the people who would benefit from the "training wheels" game features are the new players, who won't have the skill points to spend; and thirdly if a player is struggling and therefore spends some of their skill points on this sort of feature it means they're not spending those same skill points getting their character more competent in other areas - so they'll just fall further behind the difficulty curve of the game.
I cringe every time some feature that would make the game easier to play is mentioned and people immediately say "put it behind a perk" as if new players should have to play the game at its harderst to begin with and only if they succeed that "test" should they earn the right to be allowed to make things easier for themselves. It should be the other way around, folks. It should start easier and get harder. That's basic game design 101.
AMEN Roland!That's an interesting perspective but mine is different. To me, adventure games and traditional FPS games start easy and then ramp up difficulty as you gain powers and gear.
Survival games, OTH, start out extremely difficult with your very survival always on the blade of a knife and only after you gain powers and gear does life become easier. This is what helps you feel the progression from "caveman" to "modern" quality of life. For example, you should be on the cusp of dying from starvation because of ineffective gear, food spoilage, and scarcity. IF you survive to the point where you have a farm, refrigeration, and decent hunting gear then the game becomes easier.
For survival games the first week should always be the most difficult part of the game with the greatest risk of death due to zombies, starving, dehydration, exposure, disease being at their greatest.
That's not to say that there shouldn't be new threats introduced later that will challenge the player but I've always viewed survival games as having an inverted difficulty curve.