I also think is would be better for the new player to first learn and use all activities (gather, craft, kill, hunt, build) before additionally messing around with skill upgrades.Personally I like how your character build emerges over time rather than being preloaded. You could always consider the first week as the prologue to the game and save up any and all points and then on the night of Day 8 having survived your first bloodmoon you can spend all those points as if you were pre-loading a new character to play and choosing a character class. You would probably have at least 12 points to spend by then.
But not forced. By choice, if the player wants to wait a week before spending points. The game wouldn’t know if you are a new player or a veteran starting over for the dozenth time and not in the mood to wait a week to spend the points. My only suggestion was that players could voluntarily wait until they had 12 or so points before starting.I also think is would be better for the new player to first learn and use all activities (gather, craft, kill, hunt, build) before additionally messing around with skill upgrades.Such that the base skills are static in the beginning.
Once the player plays a while, he can decide what skills should get more attention, and improve.
That could be the mechanic to have the skill-tree unlocked after the 7nth night. Then allowing to convert the gained experience into uprades.
So the first week has the same skill-level for every player. And after a week (where even beginners will have understood the gist of the game)
the player can make a more informed decision on what it worth upgrading.
There could be a "rage meter". Such that when the player gets hit, the angryness rises, allowing to hit harder in melee.Madmole does the take one to give one method of fighting but I don't do it that way. You probably won't either. Zombies are still a piece of cake to dodge.
mods, devs and testers doesnt countWhat’s your steam ID? I can make that a reality for you if that’s what you wish. But then you’d still be wrong about the “we” part.![]()
If its free to the player to decide, I would expect almost noone waiting then. As the player would then waste "skilled up time" for no reward.But not forced. By choice, if the player wants to wait a week before spending points. The game wouldn’t know if you are a new player or a veteran starting over for the dozenth time and not in the mood to wait a week to spend the points. My only suggestion was that players could voluntarily wait until they had 12 or so points before starting.
To be on the dropped list it had to have been on the list to begin with. To be on the listbit has to be officially confirmed for A17 at some point. The last word on the gyrocopter is that it will be ready for a later update but not A17Oh man, I'm the Fraidy Cat of the bunch of ppl I play with and it seems the changes are going to force me out of turtle mode (safe fort building) and out into actual danger if I want to gain any perk points at all!
Any word yet on that Gyrocopter?
Still no mention on either the vehicles or dropped items list.
sounds like a Rage skill for me. because normal guys don´t get angry when they suffer pain, they hesitate or try to get out of the painfull situation.There could be a "rage meter". Such that when the player gets hit, the angryness rises, allowing to hit harder in melee.
Huh, really had to brush off the old German lectures from high school there...1) Nein, zumindest nicht jetzt.2) Jein, Karten sind komplett generiert deshalb sollten die Laags geringer sein; aber generell wirds wohl immer noch laagen.
3) Das neue Video von heute sagt "Ja" - ich lade noch eine dt. ـbersetzung hoch bei mir.
4) Es wurde auf jeden Fall überarbeitet und verنndert; mal gucken wie es aussieht.
5) Nicht das ich wüsste.
6) Nein, gibts nicht.
Für mehr Infos auf deutsch kannst du gerne auf meinem YT Kanal vorbeischauen "Eihwaz geht".
----- google -----
1) No, not at last.
2) Yes, cards are completely generated but that will always probably start.
3) Today's new video says "yes" - I'm still uploading a German translation.
4) It has definitely been revised and changed; Let's see what it looks like.
5) Not that I waste.
6) No, that's not possible.
Yeah, and consider this... if you're carrying metal scrap, metal pipes, empty food cans, a weak club and a worn out pickaxe all in your encumberance slots they will slow you down, but if you scrap them all into the one scrap metal slot then you'll suddenly suffer less encumberance, despite still carrying the same volume of materials.So....If at first level I decided to carry 18 feathers in stacks of 1 in the two bottom "encumbrance" rows of my backpack and nothing else, would that slow me to a crawl?
Been away for a bit. People being (mass-)banned now? That seems like a change...not sure thats for the good (though I imagine R's patience might run out/have run out cause you know...moderating is testing)At the rate people are getting banned this forum is swiftly feeling like a battle royale![]()
Yeah, I noticed that. In my mind I equate it to having to take many smaller steps when encumbered, whereas when unencumbered you can take longer strides and cover more ground quickly.Things I noticed: ... (snip)
3. When you are moving slow while overencumbered , hands move too quickly.
Since you can't run* backwards anymore, I plan to try a 'strafing run' technique more often: run right past the zombie and land a hit on the way. My hope is that, even if the zombie can start an attack animation at any time, it still can't hit you if you're out of range at the point in their animation where damage is applied. There seem to be some animation bugs yet, so it's hard to tell in the videos.Madmole does the take one to give one method of fighting but I don't do it that way. You probably won't either. Zombies are still a piece of cake to dodge.
Works for me! Somehow you'r super resilient or taste bad or whatever so the zombies let of before actually killing you dead properly. Bit being ravaged to within an inch of your life - makes sense to need a little recoop time. Puts a penalty on death even for experienced players who can suffer the other issues without too much problems.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.
It would be reasonably noob-friendly, since beginning characters won't have much to lose, so dying in the first day or two won't be too bad, but it would be a significant penalty to established characters who will lose higher level perks temporarily on death.