How did i MISS this! Nice work!!Maybe they should also other stuff too, like climbable vines:
I don't recall him promising but maybe something came up and he wasn't able to make a video. It will come soon just hang in there.Where is the video that he promised?
If the intent to cause player error about something they should have innate unerring knowledge with just a simple thought (no menu looking in a backpack) then that is indeed trolling and being purposefully a bad design. End game, no point even talking discussing it if the goal is to punish the player for not having the innate knowledge that should be provided by the their body.I was asked why not have the bar since apparently clutter isn't the real issue. My answer is that the bar is too much information that removes player error in regards to eating and drinking from the game. Without it you have to play with awareness to the signs and you can more easily find yourself in an actual life or death situation which is why we play survival games in the first place. The food and water bars keep us well away from playing to survive. They keep us well within playing keep-the-bar-topped-off.
If the intent to cause player error about something they should have innate unerring knowledge with just a simple thought (no menu looking in a backpack) then that is indeed trolling and being purposefully a bad design. End game, no point even talking discussing it if the goal is to punish the player for not having the innate knowledge that should be provided by the their body.
Even in real life when you get distracted (and when you are distracted you are often not looking at the GUI) you can miss queues. Correct, but it only takes an instant or even passing thought to remind you. You don't have to make a conscious effort to look in a backpack.
You've made quite clear your intention is to punish the player for not knowing something they would innately. This is an encouragement of bad design.
I have tons of 7.62 rounds that don't use brass but a steel casing. They are actually the cheapest option too. I think brass should only be used in electronics and be sold in ingots at the trader. Steel for bullets 2017!since we are not on the subject of brass. lets talk about how it can become a shortage, especially in a server that has gone on for 100s of days.
Facts:
-- Brass in game comes from finite objects, car parts, house parts/items.
-- Ammo needs brass
-- you don't get your casings back![]()
-- can make brass because the game does not have copper and Zinc
We need a solution - maybe a Geology perk that allows for discovery of other resources like Zinc/Copper that can be smelted?
If the intent to cause player error about something they should have innate unerring knowledge with just a simple thought (no menu looking in a backpack) then that is indeed trolling and being purposefully a bad design. End game, no point even talking discussing it if the goal is to punish the player for not having the innate knowledge that should be provided by the their body.
Even in real life when you get distracted (and when you are distracted you are often not looking at the GUI) you can miss queues. Correct, but it only takes an instant or even passing thought to remind you. You don't have to make a conscious effort to look in a backpack, looking down at an out of the way GUI element is the equivalent of said passing thought.
You've made quite clear your intention is to punish the player for not knowing something they would innately know if the body was their own. This is an encouragement of bad design.
Just adding for myself.Maybe the way it is said could be looked at it that way. But personally I don't think the way it is now is a bad design. It is just simply a opinion of if you like it the way it is or don't like it. But I wouldn't call it a bad design. I happen to be one of the ones that do like the way it is and I don't ever open the character menu up to check where I'm at. So I personally don't need anything in my face 24/7 showing me where I'm at. It already has the info I need when I need to know. But this is my preference and I'm not saying it is the best and the other is worse. So I can understand where the ones that want it in the face all the time are coming from. But I wouldn't call what is in place right now a bad design.
As the resident geologist; I approve of this!since we are not on the subject of brass. lets talk about how it can become a shortage, especially in a server that has gone on for 100s of days.
Facts:
-- Brass in game comes from finite objects, car parts, house parts/items.
-- Ammo needs brass
-- you don't get your casings back![]()
-- can make brass because the game does not have copper and Zinc
We need a solution - maybe a Geology perk that allows for discovery of other resources like Zinc/Copper that can be smelted?
Correct, it is my opinion that it is bad design to punish the player with an error of wasting resources or going out when not properly fed or hydrated because the innate knowledge that their own body would have told them was hidden in a menu in a backpack instead of where a passing thought would have filled in the information just as a passing thought in real life answers the state of own's own body.Just adding for myself.Nor does stating your opinion based on how you like it, is encouraging bad game design.
Srry Red, it's just your opinion that it's encouraging bad game design and it's Roland's opinion on how he likes it and would like to see it go.
Roland can't help it if he's an 'M'. It's just how his brain is wired. (jk jk)
Just adding for myself.Nor does stating your opinion based on how you like it, is encouraging bad game design.
Srry Red, it's just your opinion that it's encouraging bad game design and it's Roland's opinion on how he likes it and would like to see it go.
Roland can't help it if he's an 'M'. It's just how his brain is wired. (jk jk)
Perhaps a few new buff icons would sufficeSo until this game has some way of linking me to my character directly, forcing me to stop everything to check the basics is very much bad design.
This isn't my argument for not having the food bar. This is my argument for why removing everything and playing with invisible HUD is so awesome. On the issue of popups, however, which one is it? Are they too distracting or too unnoticeable? Seems pro food bar people will say whatever they want. If the pop ups are more distracting then why are you missing the notification?1. Screen cluttering - Small bars clutter screen, so remove health bar. Except there is no way to feel how hurt you are without a bar. Same goes to hunger. I would actually say that notifications at certain points (25,50,27%) are more clutter then hunger/thirst bar. Distracting popup at the time you didn't want it.
Let me clarify. You are correct that eating for the purpose of finding out if you are hungry is backwards and not intuitive. My point has always been that you are not actually starving until you are at 0%. There are zero penalties for any percentage of fullness and if you overeat you get the extra even though it the popup will only show 100% as the max. So if you think about it (as you would in real life) and wonder if you could eat something and you know its been at least a few hours since the last time you ate then the answer is that you can go ahead and eat and you don't have to check a bar for permission. I agree that 11% is a critical stat for needing to eat and its also literally only a few seconds away from the permanent indicator of 10% that will count down to 0% for you. The only time when eating at 11% vs eating at 10% is going to be a matter of life or death is.....never. So I'm not really saying to eat in order to know-- I'm saying that you can eat pretty much any time you are worried about it and want to check because from 11% to 99% the feeling of "I could probably eat something..." is the same.2. and 3. Just eat something to know and no damage until 0% - IRL i don't eat something to know whether i'm hungry. And what if i don't have anything to eat and i'm sick and all bunch of stuff (survival situation) it is vital for me t know what task is more urgent. Having hunger at 11% sometimes makes it more urgent then infection. So i HAVE TO look in the menu to know my priorities. (btw numbers are not important, seeing a hunger bar gives a rough estimation enough, no need to ridicule that someone needs to know exactly 78 or 79%)
No. It's more like that at 100% you can't eat another bite. From 11% - 99% you are satisfied and not really hungry at all but you also aren't full and you could eat something if you wanted to but its not really necessary. In other words, I don't really even think the pop ups at 75%, 50%, or 25% are even necessary. All you need is the tummy rumbling and and the permanent 10% icon. The other popups are just twinges. You can certainly think about whether you are wanting to eat something more often than those notifications and when you think about it you can eat instead of going to the character screen.4. missing the notification at 75% 50% 25% simulates ignoring signs of hunger - more likely simulates that i'm only able to perceive my stomach emptiness at certain fullness levels - every quarter. This is not true at all. IRL i know my fullness roughly every time i think about it, which inside a game would be the time i would look at the hunger bar.
The personal example was simply to show that in real life you can often not feel hungry when you are. People who say that they are always aware of how full or how hungry they would be in the environment depicted in the game are simply wrong. They would not. Three days of real life loss of appetite has nothing to do with proving a need for a bar. Your admitted profound unawareness when playing the game is actually the proof that perhaps you personally do need the crutch of an always visible bar although from your own description maybe you also need that bar to pulsate.....5. Anxiety, excitement distracting from hunger - When i'm in a fight with a zombie horde i don't notice the hunger bar even when it's visual. Most of the time i don't notice it even when doing unexciting stuff. It's actually not "in my face" all the time.And the personal example of not eating 3 days rather proves the need for the bar. You can do that in real life but not in a game, even after eating a full stag worth of meat.
These are the same arguments that came up when the minimap was removed. "The game will suffer." "The map simulates our ability to be aware of our surroundings in a way that isn't possible in a first person perspective video game" "People will die having to go to a different screen to check their map and that is bad design"6. Is the game better or worse for not having /an artificial extended info/? - this does not compare to basic intuitively known first hand info.
7. Again, artificial vs intuitive way of perceiving hunger. Mistakes will more likely be made because of bad design. Because believe me, even with visual bars you can forget to eat up before a long trip.
And "worrying" about a tiny minority who would get wellness up few minutes faster (eating at 99% rather then 50%) is just random... No difference in the long run.
But poor game design doesn't allow interaction with the world when you do thatWish granted.
Press F7.