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The worst Stephen King audiobooks were the ones that he read. Woof.He wrote them so it's like the author doing a reading!
The worst Stephen King audiobooks were the ones that he read. Woof.He wrote them so it's like the author doing a reading!
Thanks for the video! Love the new bag encumbrance system. I wish/hope there could be a visual animation or something to "knocking down surrounding enemies"Check out our new strength perks!
Thank you MM!!!! 1st I want to say I love how the new perk/skill system is turning out. Great job!!! I also like how you guys took an encumbrance approach vs locked inventory slots. With that said I have a question.Check out our new strength perks!
It is tied to those slots. The pack fills from top to bottom AFAIK so it shouldn't be a problem.Thank you MM!!!! 1st I want to say I love how the new perk/skill system is turning out. Great job!!! I also like how you guys took an encumbrance approach vs locked inventory slots. With that said I have a question.
Is the encumbrance tied specifically to those labeled slots? If so, could someone unintentionally put items in them instead of other open slots? Hopefully players are blocked from using the encumber slots until all others are full. Otherwise, I can see managing the slots becoming annoying.
Alternatively, you can move away from specific slots and go with a traditional encumbrance number system like in other games.
Just my 2 cents. Thanks again!!! Cant wait to play A17!!!!
As a side note, this is the first time I've seen you guys use colored status icons (ie green flurry icon). With that said, it would be helpful as a player if negative statuses were a different color (ie. Red). For example, the encumbrance icon was white and players may miss it.It is tied to those slots. The pack fills from top to bottom AFAIK so it shouldn't be a problem.
Yes, it is similar, but I don't know why it was disabled/removed. Not a decision I was involved in.Sorry if it’s a stupid question but how is smell different? When you make a sound, in a certain radius a zombie will hear it - if you carry smelly item, in a certain radius a zombie will smell it. The “smell scan” can be made as often/rare to avoid performance loss...
Often it is not performance that is the issue. Many features get changed because of design decisions.The difference is, that there can be many items emitting the smell, in contrast to the single noise source.So the game needs to iterate through all items in the players inventory, toolbelt, stored in a box, lying around.
That could be factor making the calculation perform worse.
And then send this over the network.
But overall, such a smell system does not actually sound like a big performance hog, compared to other systems.
The update frequency could be just tuned down..
I guess a "smell" system is not very intuitive for the player. Making noise (or light) is easier to understand.
"you currently emit 12 olf units of smell" would be kind of aqward
I did but couldnt stop the video in the right spot to see the curser over it.Anyone else notice the blue tipped 9mm’s? Armour peircing? Hollow points?
Check out our new strength perks!
The comments about perks being temporarily unavailable when attributes get lowered made me think that a temporary (e.g. one game-day) debuff to all attributes might be a good death penalty.Check out our new strength perks!