WhamyKaBlamy
New member
So, I didn't want to kick off a massive discussion, but I appear to have. That post was just giving my feedback. Seeing as there have been some fairly large assumptions about what I meant to say or what I do as gameplay, I thought I'd clarify a few things.
So, the crux of my post was meant to be this - I see every realism/arcade trade off as coming with some pros and cons, but the game has gone more towards the cons (and hence less fun, for the sake of taking longer).
Taking the example of early game weapons (and responding to some of what Gerry decided to assume with the first big response), the effects of going realistic would be:
- Little to no initial skill with weapons (making the game harder).
- Learning how to use the weapons through use (making it easier as we go along).
- Lots of easy to use makeshift or jury rigged tools (making it easier and, frankly, more fun).
If it were being represented arcade style then it would be:
- No real representation of the multitude of tools there would be in every house (making it harder).
- A baseline level of skill that didn't require us to have good tools to be good (making it easier).
- Increasing our skill in an unrealistic way, ie - not naturally as we use them (making us pick and choose how we used those weapons).
In the past we got a nice mix of:
- Learning to use the tools through use
- No real representation of the multitude of tools
- A baseline level of skill
Now we seem to get:
- Little to no initial skill
- Increasing our skill in an unrealistic way
- No real representation of the multitude of tools
The amount of time it takes me to kill zombies with the basic tools, and the frustration therein, has at least doubled. And yes, I am using all of the different things available, my comment about spears was to illustrate how little of a difference putting the skill points into it made. I generally have a spear, a bow and a sledge hammer on me, and it STILL takes 7-10 blows with the sledge hammer or spear to kill a zombie.
And before you accuse me of not knowing how to use the weapons - how hard is it to understand aiming for the head, throwing the spear at their head and a right click gives a bigger, but more stamina draining swing? Please don't insult my intelligence.
As for the comments about my night time activities, I would really like to know what sort of weak-ass zombies you guys have in your game. Seriously, do you lower them? Because I started a new game today to go check that I wasn't missing out on some fundamental things (after reading the responses), and the first night I had a single zombie make it to the door through 3 rows of spikes. There was literally 1 half a of a spike left.
Whether or not you think night time is more or less dangerous, the point that I was trying to make was that I had more options at night in the past, whereas now I don't. The more that I'm forced to do the same, monotonous things over and over, the more boring and frustrating the game gets.
Why would having a single candle, behind 3 doors and down a mineshaft, cause as much heat as having that candle behind one makeshift door in a badly created little shack? They seem to have the same effect. As does whether you're minining/making sound a long way from the surface or right behind a door.
This wouldn't be so much of a frustration to me if I still had the option of doing "research" at night, ie.. sitting there and crafting/deconstructing things to make myself better at it. Which, ironically, would the actual way you'd learn to make things better in real life.
And one last, final, pedantic reply; I don't think Gerry knows how little force it actually takes to pierce a human skull. A knife can easily pierce a skull, even if not specificially a puncturing dagger. A sharpened metal point embedded on the end of a wooden shaft would have enough force. It would require skill, but that wasn't the point I was making with that comment, and I think the pedantic reply to the concept of makeshift weapons wasn't really thought through anyway.
So, the crux of my post was meant to be this - I see every realism/arcade trade off as coming with some pros and cons, but the game has gone more towards the cons (and hence less fun, for the sake of taking longer).
Taking the example of early game weapons (and responding to some of what Gerry decided to assume with the first big response), the effects of going realistic would be:
- Little to no initial skill with weapons (making the game harder).
- Learning how to use the weapons through use (making it easier as we go along).
- Lots of easy to use makeshift or jury rigged tools (making it easier and, frankly, more fun).
If it were being represented arcade style then it would be:
- No real representation of the multitude of tools there would be in every house (making it harder).
- A baseline level of skill that didn't require us to have good tools to be good (making it easier).
- Increasing our skill in an unrealistic way, ie - not naturally as we use them (making us pick and choose how we used those weapons).
In the past we got a nice mix of:
- Learning to use the tools through use
- No real representation of the multitude of tools
- A baseline level of skill
Now we seem to get:
- Little to no initial skill
- Increasing our skill in an unrealistic way
- No real representation of the multitude of tools
The amount of time it takes me to kill zombies with the basic tools, and the frustration therein, has at least doubled. And yes, I am using all of the different things available, my comment about spears was to illustrate how little of a difference putting the skill points into it made. I generally have a spear, a bow and a sledge hammer on me, and it STILL takes 7-10 blows with the sledge hammer or spear to kill a zombie.
And before you accuse me of not knowing how to use the weapons - how hard is it to understand aiming for the head, throwing the spear at their head and a right click gives a bigger, but more stamina draining swing? Please don't insult my intelligence.
As for the comments about my night time activities, I would really like to know what sort of weak-ass zombies you guys have in your game. Seriously, do you lower them? Because I started a new game today to go check that I wasn't missing out on some fundamental things (after reading the responses), and the first night I had a single zombie make it to the door through 3 rows of spikes. There was literally 1 half a of a spike left.
Whether or not you think night time is more or less dangerous, the point that I was trying to make was that I had more options at night in the past, whereas now I don't. The more that I'm forced to do the same, monotonous things over and over, the more boring and frustrating the game gets.
Why would having a single candle, behind 3 doors and down a mineshaft, cause as much heat as having that candle behind one makeshift door in a badly created little shack? They seem to have the same effect. As does whether you're minining/making sound a long way from the surface or right behind a door.
This wouldn't be so much of a frustration to me if I still had the option of doing "research" at night, ie.. sitting there and crafting/deconstructing things to make myself better at it. Which, ironically, would the actual way you'd learn to make things better in real life.
And one last, final, pedantic reply; I don't think Gerry knows how little force it actually takes to pierce a human skull. A knife can easily pierce a skull, even if not specificially a puncturing dagger. A sharpened metal point embedded on the end of a wooden shaft would have enough force. It would require skill, but that wasn't the point I was making with that comment, and I think the pedantic reply to the concept of makeshift weapons wasn't really thought through anyway.
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