Maharin
Well-known member
I missed this post earlier... so here's a naked guppy:still waiting to see some skin...

I missed this post earlier... so here's a naked guppy:still waiting to see some skin...
I know its redone, but still i would like to see some crashes, like its get flipped on roof. I mean that minibike was rotating by angle of terrain. But this system is getting more dynamic. Im just interested if crash resulting in mid-air rotation works and if there is way to do more crazy stuff with vehicles.Checkout the videos in the first post...
Edit:
Should you be lazy:
Yes yes my mistake... I'm not native in English, so I rely to much on spell checking...T-h-r-e-a-t = Something that intends to cause harm and diminish your safety.
T-h-r-e-a-d = Something you use with a needle to sew.
Not mocking but just wanted to be sure you knew the correct word for future conversation.![]()
I never mentioned digging. I only mentioned an attitude from some that desire complete safety and separation from zombies in a zombie survival game. I don't care how others play the game. But there is a setting for non-interaction with zombies in the options. My vote is for people to use that instead of wishing for dumb spinning zombies or zones of 100% safety in the world. And I'm not worried in the least what other people do. I am only interested in a better game for how I and I alone wish to play. Making sure that all areas of the world have some challenge so that no matter where I and I alone wish to explore will be interesting and fun for me is my only concern.
So when I have advocated for digging zombies and other threats in the underworld, make no mistake, that it is simply because I personally think it will make for a better game and I have spent zero time worrying about how anyone else likes to play the game.
If I cared how others play I'd start complaining about leveled loot for Guppy's sake and food and water bars on the main screen for the rest of y'all. But I don't give a damn![]()
I was in the shower! How rude!I missed this post earlier... so here's a naked guppy:
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How very generalizing of you Roland...
I'd very much like the zombies to have better AI... They are simply no threat as it stands. It's better now in A16.4 than in the previous A16 versions, but still nowhere near on par with A15 and past...
My quarrel with underground threats, are the uninspired suggestions to "fix" it here on the forum...
Most suggestions involve digging, of some kind, to force players to the surface... This is a REALLY bad idea, since this will litter the landscape with holes... Also, digging down to find a massive hole and fall to you death is also not fun.
I don't mind having threats underground... It may even enhance the game further!
I just don't want it at any cost...
And really, it's fine the way it is now... Who wants to stay underground anyway?
And if you do, so what???
It's just a really strange thing to worry about...
Edit:
FYI for the evil minded among you. People in underground bases, are some of the easiest to troll... Just saying![]()
finally. someone gives me what i want. about time.I missed this post earlier... so here's a naked guppy:
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+1T-h-r-e-a-t = Something that intends to cause harm and diminish your safety.
T-h-r-e-a-d = Something you use with a needle to sew.
Not mocking but just wanted to be sure you knew the correct word for future conversation.![]()
I never mentioned digging. I only mentioned an attitude from some that desire complete safety and separation from zombies in a zombie survival game. I don't care how others play the game. But there is a setting for non-interaction with zombies in the options. My vote is for people to use that instead of wishing for dumb spinning zombies or zones of 100% safety in the world. And I'm not worried in the least what other people do. I am only interested in a better game for how I and I alone wish to play. Making sure that all areas of the world have some challenge so that no matter where I and I alone wish to explore will be interesting and fun for me is my only concern.
So when I have advocated for digging zombies and other threats in the underworld, make no mistake, that it is simply because I personally think it will make for a better game and I have spent zero time worrying about how anyone else likes to play the game.
If I cared how others play I'd start complaining about leveled loot for Guppy's sake and food and water bars on the main screen for the rest of y'all. But I don't give a damn.![]()
This will probably fall on deaf ears but... zombies aren't real. And because they are not real one version of zombies may not be like another version of zombies. As such there is no such thing as an objective view of zombies. It's all subjective and all at the whim of the creator.Zombies aren't supposed to be smart.
I have more of him on the toilet if you want?finally. someone gives me what i want. about time.
Speaking only for myself, the only things that annoy me are the absolute GPS-accurate "wandering" of hordes straight at the player, and game stages being so very stratified at the moment. I've seen "army night" (with hazmat and nurses, I suppose as former base support staff...?) and "sports night" (cheerleaders and football zeds, mostly, with some spectators) and a few other slightly harder to categorize but oh-so-obvious tiers. Later on, I am to understand, we have the all radiated spitter squad tier. (haven't played a single world that long, myself, and happy if I never see that - thanks!)+1
I suspect it’s the same crowd that want no underground threats that also are happy with super dumb zeds to reduce their threat above ground as well. It always makes me smirk when people who knowingly purchased a zombie survival game complain about being interrupted by zombies spawning and harassing them all the time. They’re probably in heaven when the zeds start running in circles and they can just build in peace...
Lets make them a family of heroic young zombies, one of which falls in love with a human girl played by Kristen Stewart who is the daughter of the Duke. And another family of zombies that want to kill her (excellent, the last part is already implemented). There are also Werezombies, they are running around on all fours (implemented as well! Strange! it seems this was planned by TFP all along).As such there is no such thing as an objective view of zombies. It's all subjective and all at the whim of the creator.
Lol...if we have to have an onscreen indicator then I agree with this. Awesome idea as far as onscreen hp bar ideas go.Why not just replace the heathbar with a rectangular flesh sample that becomes more and more bloody/cut up/burned the more you hit it and glows if the enemy is irradiated.
it would be like observation of the enemy and would be unique and could be upgraded with the intelligence/perception stat.
I’ve been wondering why none of them sparkle in the sunlight....Lets make them a family of heroic young zombies, one of which falls in love with a human girl played by Kristen Stewart who is the daughter of the Duke. And another family of zombies that want to kill her (excellent, the last part is already implemented). There are also Werezombies, they are running around on all fours (implemented as well! Strange! it seems this was planned by TFP all along).
What are modifications and why can they break or destroy weapons when they are removed? With what can you compare the modifications in real life?[*]Weapon Overhaul
+Removing a mod has a chance of damaging/ destroying the weapon
There are two flavors of mods, attachments and plain old mods. A mod is like boring a hole in the barrel where scopes are attachments and can be swapped in and out at will with no problems. Trying to remove that barrel to put that "mod" on another gun would break the gun. Removing a laser sight or other normal attachments for guns will not break the weapon.
Aaaaaah the old Good Cop Bad Cop Developer Routine. Love it!!!The modifications will be whatever they have to and realism can go cry in a corner.
Without any sink you'll just be hoarding chests full of item mods that never get used.
There are two flavors of mods, attachments and plain old mods. A mod is like boring a hole in the barrel where scopes are attachments and can be swapped in and out at will with no problems. Trying to remove that barrel to put that "mod" on another gun would break the gun. Removing a laser sight or other normal attachments for guns will not break the weapon.
With what ever happens I like the idea of the guns breaking. When trying to remove it will that remove the gun+mod from inventory or will you get scrap, or a broken gun+mod with no health that can be scrapped?The modifications will be whatever they have to and realism can go cry in a corner.
Without any sink you'll just be hoarding chests full of item mods that never get used.
Are there any truly good cops in the oppressive regime of Navezgane?Aaaaaah the old Good Cop Bad Cop Developer Routine. Love it!!!
I would look at the trickle of zombies that keep coming after the main horde until morning. I can’t remember what they’re called in xml, but currently they only come one or two at a time. You could crank that up to insure lots of zombies right up until morning.Any changes that will let us make it harder / blood moons last longer, I've increased the maxspawn in xml on the blood moon to 20,000 but it seems to have an upper limit around a thousand or so, which by day 21 we can kill within an hour or two of game time (playing on hardest setting with always run on and base stage level +4). Or does anyone have any additional tips for increasing difficulty beyond arbitrary restrictions on game play ( we already only allow ourselves to take over existing structures, above ground all the time)
In addition to all the cat & dog things zombies don’t have to do, I would think being able to navigate the world in standardized one meter increments simplifies things tremendously. It seems like 90% of that elusive ‘good AI’ comes down to navigating in space (and, where applicable, not sounding stupid with voice lines).I had to smile at this, you thought it was trivial but M.I.T. finally did this with their open-source AI project. Its about as smart as a cat and dog. Cats are smarter but dogs socialize better, so you want both for a good AI. Which is what they are working on.
The key to avoiding Swiss cheese, to my mind, is to implement it as one specialist that can dig, like spiders are one specialist that can climb. This specialist tries to dig one hole to blaze the trail for other zombies that don’t dig themselves. This would also be a good approach for other trail blazing types, e.g. bridge builders.I have to speak out against the diggers... I don't see a good way to implement them.
Agreed. It’s early days but I’m experimenting with some ideas on this subject. They’re more sticks than carrots so far, but stay tuned.One aspect 'currently' lacking in the game is any 'real' need or encouragement to travel. Once you set up shop and find that big city loaded with everything you need that's it or start RP'ing for a reason. It doesn't need to be a "Non choice" deal either, just something to encourage it. Quest line? Environmental?.. something to get the player to 'choose' to explore the map more. Gold/Diamond Mines in the wasteland? Secret stockpile of items/gear in a specific spot in the burnt forest too good to resist? Dungeon poi's with the best stuff dotted throughout the map? IDK something.
I’m not sure what you’re trying to address with this suggestion. A floating rectangle is going to feel artificial no matter how you dress it up.Why not just replace the heathbar with a rectangular flesh sample that becomes more and more bloody/cut up/burned the more you hit it and glows if the enemy is irradiated.
it would be like observation of the enemy and would be unique and could be upgraded with the intelligence/perception stat.