Awesome news.Just spoke to Kinyajuu and he said that in general mods are planned to be permanent but there is back and forth talk among the team about some mods being detachable.
I’m guessing the discussion is along the same lines as has been had here. So we will just have to wait to see where things fall—on the side of the gameplay design they want or on the side of realism or a bit of both.
Edit: He also just messaged me and said that “able/ not able to be detached” is a setting for each mod that can be changed in the xmls. So there ya go. Gun enthusiasts can go super realistic very easily if it is important for immersion.
I likeAwesome news.
Waitng on the "can it be a setting in options" crowd to chime in.
There's the real difficulty setting right there!I think upping skill points per level will tend to put you too far ahead of the difficulty curve. If I felt the need I would increase the level cap.
But I dig specialization and starting over fresh. Can’t imagine playing to day 1000 just to max everything out.
can it be a setting in options?Awesome news.
Waitng on the "can it be a setting in options" crowd to chime in.
Not to exact number, but I do like that Game Mode from Easy to Insane are too easy as of now. All I notice in them is that zombie are hard to kill, and the way I play been safe all time, it really don't matter most of time for me based on game Mode Setting of easy or insane. Having skill point efficiency or even AI difference in level is what actually make that setting worth.There's the real difficulty setting right there!
Keep the 200 levels as is, but have a difficulty level option at game start.
Easy mode is +2 skills per level,
Hard is -2,
Insane is you gain 1 skill point per level, dead is dead.
You're welcome.![]()
Because its such an absurd question for the normal casual Player that doesnt happen to be an programmer and who want to change the settings in the option-Screen like a normal guy that plays a normal game.Awesome news.
Waitng on the "can it be a setting in options" crowd to chime in.
Well let's think about it in this case. For an options menu toggle it would have to be either:Because its such an absurd question for the normal casual Player that doesnt happen to be an programmer and who want to change the settings in the option-Screen like a normal guy that plays a normal game.
You have a lot of good opinions brought in, but sometimes you and certain others show a really high horse attitude.
He's good for Ravenhearst, too. Good Jax.see, Jax is good for something after all
tried it, good for mp in my opine. but for sp, not so much, but it is good, like the changes he made.He's good for Ravenhearst, too. Good Jax.
I am so glad I read a little more instead of responding to one of the earlier posts... I was itching to do so. I couldn't have said it better myself, meganoth. There is an obvious focus from the devs to create the "hard decisions" aspect of the game. To an earlier point, weapon mods not being detachable is immersion breaking, but carrying 5000 logs in a single slot is not?... Not to a lumber jack. A lumber jack would say, "screw the removable mods, that doesn't break immersion! There is no way in hell a person can carry 5000 logs in one small corner of a backpack! 5 logs max or the imersion is broken".I think they don't want the night vision googles to be so good that it doesn't matter anymore if it is day or night.
Remember all those posts about "RNG hell" when wrench, minibike and some other recipe were made so scarce that some people never found one in 80 days while the mass of players still had them in the first two weeks? The chance of this happening is smaller if they are less scarce.
And if someone needs about 10 laser targetting pointers instead of about 2 in a whole game then he will be pleasently surprised 10 times instead of only twice when he finds one.
And even when he found the super dooper laser targetting pointer mark6 very early, he might keep it in a chest for a better weapon and be happy about the mark2 he finds afterwards, because the slot in his quality3 weapon is still empty. This is is a tactical choice he can make. "How good must the weapon be to put in my high quality mod? What mix of mods that I have collected is right for this weapon? Is this my final weapon or do I look for another one and use this as intermediary?"
If mods can be detached the player doesn't need to think anymore. Always put the best mods in the best weapon. Finished. Could be automated because there is practically no choice involved anymore.
Right. I have no idea of how many skill points a person gets per level and I'm glad someone saw the intent of my post.Question: Will there be items that are only for Server or only for SP. Like Points/skill, you can do most or all stuff, just don't get efficient with specialization, but in SP people want to specialize everything so they can really enjoy all benefits. Going in that concept, can XML has item attributes so that Mod author can make a feature available for SP only or Server only. they can do it by having two version. But I am sure mod author love to maintain single XML for it.
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Not to exact number, but I do like that Game Mode from Easy to Insane are too easy as of now. All I notice in them is that zombie are hard to kill, and the way I play been safe all time, it really don't matter most of time for me based on game Mode Setting of easy or insane. Having skill point efficiency or even AI difference in level is what actually make that setting worth.
Haha - you are having too much fun with the topic of professional vs. immersion. Good times!Copy machine technicians would go ballistic...