beerfly
Colony Rounder
Prepare for a horde, The Training has began.Now is the time to release A17!!! :smile-new:
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Prepare for a horde, The Training has began.Now is the time to release A17!!! :smile-new:
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Exactly. Since base weapons are craftable I don't think there is a problem if an attached mod blocks the slot forever. In a game you will have a progression of weapons. And while you have your momentary best weapon in hand (eventually with all slots full) you will scrounge for better mods to be put into the next weapon you craft or buy.The weapon wouldn't be blocking the mod. The non-removable mod I put on earlier would be. I see not being able to replace it as the logical extension of making them not removable. The fact you can replace them but not remove them is, if anything, even more immersion breaking.
By the way, I don't think of this as a big deal. I'm just bored at work and this is an interesting discussion. So, please don't lump me in with the "OMG, YOU RUINED MY GAME" crowd.![]()
Wait I thought batman didn't coughYes, there's a giant bloodmoon!!!! I'm already placing wood spikes. Pls send help.
"best time for release" hint hint cough
I will can not remove the optical sight and install a new one?Guns will be craftable in A17 so destroying the gun is not much of a loss if you get to keep the attachment.
Starting a game would be like starting a game of worms, 2.5 hours of checking and unchecking ♥♥♥♥ lolWell let's think about it in this case. For an options menu toggle it would have to be either:
1) All Permanent
2) All Removable
because anything more complicated than that would be ridiculous for an options menu. Eventually there will be dozens and dozens of mods and I certainly hope you aren't suggesting that TFP create option pages (yes pages) where players can toggle each individual mod attachment to either permanent or removable.
Also...casual players probably aren't going to care enough about this issue to even want to change it away from whatever the devs decide. Casual players tend to want to play games the way the devs designed it.
Also...those who want to change it presumably want to change it for realism reasons and so doing an option menu for all removable won't be realistic either (provided they are being genuine in their agenda and aren't just wanting to avoid tough choices). So for someone who wants the attachment feature to be realistic they really are going to want to use the xml settings menu already provided to tailor exactly which mods are permanent and which are removable.
I agree that in other areas of the game general menu toggles will be good. But not in this case.
(I had this ready thanks to Jax...)
I actually think you brought up a good way to base attachments on something you cannot remove and reuse... think of every attachment as something that was not made for the weapon, but you improvised a way to make it work. If you sodder a scope, silencer, etc to your weapon to make it fit, you can't remove it. This wouldn't apply to magazines, but explains away the lack of immersion you are feeling.while i would welcome a more realistic weaponmod configuration, that is a smaller one, since weaponmods are weaponmods... with a bit of tinkering i bet you can attack nearly any scope onto other rifles. But not beeing able to remove them, when (in previous alphas and in reallife) you can dismantle the whole gun into parts and rearrange them has no basis in reality.
You don't have enough skill points to level up everything now. You get 1205 points in A16, and you need 1892 to get everything 100%But now you wont have enough skill points to level up everything. Maybe they forgot about solo players, maybe not. But now to you have at least the same inventory from A16 you will have to sacrifice some points twice, what means that will be many. Those points earlier will be missing a lot, once you cant stay always looting with half of your inventory to survive because this cost time. Its not about edit xml files too.. Its a coming change, so b4 it comes to A17, they can rethink about this..
Guns will be craftable in A17 so destroying the gun is not much of a loss if you get to keep the attachment.
Well thanks for at least trying to find a reason for this.I actually think you brought up a good way to base attachments on something you cannot remove and reuse... think of every attachment as something that was not made for the weapon, but you improvised a way to make it work. If you sodder a scope, silencer, etc to your weapon to make it fit, you can't remove it. This wouldn't apply to magazines, but explains away the lack of immersion you are feeling.
My inner english teacher is having a blow out....Good day to all.first and again, to the devs keep up the good work, I think I can say that we all are super stoked about the up coming release of A17. You folks are doing an awesome job, keep it up.
second, the last half dozen pages. I have seen a lot of complaint of emersion and realism, now this is just my opinion. you are playing a game that is still in alfa stage, now I don't no a lot about programing and developing. But can take a wild guess and say it is no where near being complete, after all it is not V.R.. so getting worked up over immersion being broke do to not being able to remove a gun attachment is kind of ridiculous. As far as realism, come on for real your playing a game about a zombie apocalypse. It is completely made up by vary artistic minds coming from the depths of there imagination. if you want realistic play call of duty or battle field or any number of the other games out there, that a based around the realms of reality. this title as far as I am concerned, brings to light a lot of aspects that other games have not even touched. Making it vary playable and enjoyable. So be patient my friends things will change, for better or worse we do not know, only time will tell.
for every video like this the dev will delay the gameOn another note;
A VERY important message for the DEV team, MM in particular!
We need new achivement in Steam: "10 Death due to dehydration or starvation" :victorious: :victorious: :victorious:*Death due to dehydration or starvation are still possible, that hasn't changed. But due to how tied together it all is now, you'll know you're hungry or thirsty long before it's a life/death situation.