To be clear:Thank you for absolutely no help xyth rofl
I ask "What weapons should they have?" you answer "I think they should have weapons" come on! lol
If im not mistaken, the bandits in true survival will never be random biome spawns, and the followers will be extremely rare and weak when in the wild. Spider has plans to include higher tier survivors that you can rescue with quests in the future. ie locked in a poi surrounded by zombies or bandits and have to be freed- these would have more hp, better weps etc. Def a cool idea to make some of the bandits and followers appear similar, but again, they would have to be biome spawns and i dont think thats what spider wants out of the bandits. For myself, i want to see groups of military and police survivors, maybe some good, some bad. Def something i can add if spider is ok with it. In the next week or two im gonna introduce some of these npcs to the server. Oh, and the bandits are supposed to be a challenge for higher level players, not something to gank newbs with.Ok, ok. I'm fine with guns, as long as the bandits are improved so they don't autofire non-stop at max range so you get hit several times before you even know they are around. If you play "dead means dead" then you become a tad cautious about aspect of the game that will kill you without you even getting a chance to respond.
On the topic of bandits and followers, I think it would be more realistic if you couldnt tell which was which until you got into reaction range. If your a fan of the apocalypse genre, you know humans are far more dangerous than zombies, and you seldom know if the survivors are hostile or friendly until you approach them. So here are my thoughts for the next version.
1. Use the same survivor archtypes for both followers and bandits. Maybe change something small like hair style or mask type to allow bandit identification only at close range. Make most highly territorial, and only a few wanderers (scouts or lost souls)
2. Give them all the guns you want as long as they do similar crap damage on body hits that we do to them. Make them struggle to land a head shot on a fast moving target like we get to do.
3. Once sleeper code is available, either from Starvation or Pimps, use that for both types when placed at POIs.
Mortelentus has made a survivor interface for their starvation mod so perhaps this may be possible in the future, well have to wait and see. But i wouldnt hold my breath for this to ever be an option.Hello Spider. Regarding followers I am really hoping that eventually we will be able to give them weapons to use. State of Decay really is a good model for NPCs. If you took an NPC on a mission they would mirror your combat approach. They would only use melee weapons until you pulled out your gun and started shooting they would then also pull out a gun. NPCs would man guard towers and only shoot Zs who got too close. Cool it was to be running toward my base with zombies chasing me, seeing Zs getting shot around me by my tower guard. I prefer 7DTD over SOD but that game did a lot of things worth stealing.
Thanks to Spider and everyone who answers my noob questions on this board I appreciate it.
I like this much better than the double gate.Thought about some of ya'lls comments about the gating of the Tech Skils. Though its not my play style I understand what your saying. So how about we do the gating like this
Journeyman Crafting starting recipes require Player level 30
Mastercraftsman Crafting starting recipes require Player level 75
Player Max Level is 200 fyi
That would still require playing the game but not require grinding of things your don't want.
Before I have an opinion about this, I'd like to see the details. All I found was:So how about we do the gating like this
Journeyman Crafting starting recipes require Player level 30
Mastercraftsman Crafting starting recipes require Player level 75
Player Max Level is 200 fyi
That would still require playing the game but not require grinding of things your don't want.
My concern for this system is I don't see the motivation to specialize, like currently if I want to unlock 'forged iron' I plan to level certain skills and build my gameplay around it. In the new system the goal is just your character level, so you pick the skills that grow fastest and concentrate around those. Ideally I'd love to see a 'tech tree' like in many RPG or stategy games where you would have to specialize.1- Change Wood, Stone, Iron, Steel Working to Primitive Crafting, Journeyman Crafting, Adept Crafting and Master Craftsman. Crafting Items will be divided by what section of the game you should be crafting it.(Primitive being the start of the game and Master Craftsman being end game)
Maybe I am wrong, but does it mean that to level Primitive Crafting and Medicine will require the same amount of time? Because we gonna have many recipes for 'Primitive Crafting' and gonna spend a big chunk of our playtime levelling that, which makes sense. But to spend the same amount of time for the 'Medicine' skill, and to craft the amount of bandages equal to amount of planks for example, is wrong.Simplify crafting XP. Each crafting stage (Primitive,Journeyman,Adept,Master Craftsman) will have 3 levels of crafting XP 5xp/10xp/20xp. Item XP will be determined by the complexity of the crafting ingredients or the quantity.
Currently our Material Crafting Skills(Wood,Stone,Iron,Steel) start at 120XP per level with a 2.2% increases with each level making level 100 cost 1,121XP. I want to change that to start at 150XP per level with a 1.94% increases per level and level 100 cost 1,005XP. I want to expand this XP curve to other other Crafting Skills like Medicine, Engineering, Miscellaneous and Gun Smithing.