That's one thing tho. If say you added 3 types of Aks but they deal the same damage. That's silly. Now unless the different AK styles did different buffs/damage kinda like the video I'm working on then maybe.
Like say you got a tier 5 Smg based off the AK74u
Then you got ARs and you got one based off the Ak47 and it's tier 1, the AKM which would be a tier 4 and then a RPK that's a tier 5 all different ammo types different damages and so on.
And I agree like you said if it's the same weapon/weapons but with different skins/looks
Now in terms of melee weapons that's a bit harder. Cux there's only so many ways to beat, bash, crush, cut, impale. Etc.
I wouldn't add something like glaves or Maces cuz spears and clubs fill those in. Maybe the later tiers/upgrades can change the look to make it look the pair but that's really it.
But in the way my video for example. I added a note on weapons. You got one handed and two handed. One handed has buffs while two handed has other buffs. Spears vs pikes is the example.
Both kinda the same thing but different roles/rules
That's not necessary a bad thing. Especially with progression in a rpg or looter shooter style like this
That's one thing tho. If say you added 3 types of Aks but they deal the same damage. That's silly. Now unless the different AK styles did different buffs/damage kinda like the video I'm working on then maybe.
Like say you got a tier 5 Smg based off the AK74u
Then you got ARs and you got one based off the Ak47 and it's tier 1, the AKM which would be a tier 4 and then a RPK that's a tier 5 all different ammo types different damages and so on.
And I agree like you said if it's the same weapon/weapons but with different skins/looks
Now in terms of melee weapons that's a bit harder. Cux there's only so many ways to beat, bash, crush, cut, impale. Etc.
I wouldn't add something like glaves or Maces cuz spears and clubs fill those in. Maybe the later tiers/upgrades can change the look to make it look the pair but that's really it.
But in the way my video for example. I added a note on weapons. You got one handed and two handed. One handed has buffs while two handed has other buffs. Spears vs pikes is the example.
Both kinda the same thing but different roles/rules
But is it really any different if you have half a dozen AK style weapons that just use different ammo? You already have different tiers to the weapons we have and different ammo types. If they added a lot of additional weapons and even ammo types, it really doesn't do anything other than give you what are basically just skins. You will always (at least almost always) use the best weapon you can find, buy, or make of whatever type you want. Unless you are only talking about skins, in which case you pick the skin you like best.
I use Izayo's weapon mod and love it. But he does what TFP did. He has one weapon per tier for each weapon type. He did add a couple additional ammo types, which really just clutter inventory, but otherwise he has the same setup that TFP did, and it works very well.
I do like games that either have a ton of weapon variation (Diablo) or just a ton of weapons that aren't much more than skins (Saints Row), but I think this game benefits from having a cleaner setup of weapons. One more tier might be good. If they added a lot of end game content (they won't), then maybe two more tiers. But just adding a lot of random weapons just because you want them really isn't good for vanilla, imo. But I know a lot of people want tons of weapons, so...
The part that looks ridiculous is that the swarm of insects behaves as though it is a solid entity. If the club would just swing through the swarm cloud while damaging the swarm, it would look a lot better. Maybe they will have a chance to change the animation down the road. The question is if they change the collision to allow a melee weapon to pass through the swarm, can that weapon still damage the entity....?
The part that looks ridiculous is that the swarm of insects behaves as though it is a solid entity. If the club would just swing through the swarm cloud while damaging the swarm, it would look a lot better. Maybe they will have a chance to change the animation down the road. The question is if they change the collision to allow a melee weapon to pass through the swarm, can that weapon still damage the entity....?
An aura effect would still be different than current zombie abilities but I don't think it would be as cool as this swarm of insects coming after the player. That is really new and refreshing as far as special infected abilities go. The attack is a true ranged attack which is sorely needed but the flight pattern of the projectile is so different than the vomit lob and different than a bullet projectile like we will see with bandits.
I don't think the swarm itself looks bad-- only the current interaction between it and the player melee attack. One thing I would love to see is the stun baton being extremely effective verses the swarm-- so effective that everyone will want to carry one when in the desert regardless of what they are perked into. I'd love to see an electric zap zing through the whole cloud of insects killing them with one swipe of the charged baton.
As they add special infected abilities I'd like it if each new ability had a weakness to one of the weapon types because that would encourage going outside of perked weapons when dealing with those enemies. It would also be great if traps along the same lines could be added for when those special enemies show up on horde nights.
Good day. Thank you very much for the game.
I apologize in advance, because the translation into English was done with the help of an online translator.
There are two things that confuse me.
1. The quest in the building begins at the moment of activation of the exclamation mark near the quest location. As I understand it, so that the player remains in the quest zone. At the moment of activation, the building and adjacent territories are brought to the default state with changes according to the quest objectives.
There is the following nuance here. Arriving at the quest location, I clear this building of zombies and loot, while conducting reconnaissance. Then I accept the quest. I repeat the cleanup. And here is the main point - before all the conditions are met, I exit the game and log in again. The quest returns to the state before activation, and I have experience and loot for two cleanups. You can repeat it endlessly.
(You can mark the area as cleared and when you activate the quest, restore only the building and zombies, without loot and cars. I think this is the simplest solution.)
2. I have about 50 days in the game and I am level 55, but I have already unlocked almost all the top weapons and tools and almost everything is crafted. The defense complex, at the moment, does not require electricity. And then you will not need much of it. And I have no incentive to even explore the forest, much less other biomes. The only thing that is not an hour's run from home is combustible shale, but it is essentially needed for traveling. And if I do not travel, then, in the foreseeable future, it is not needed.
(as one of the easiest options to remove lead deposits outside the forest.)
I apologize very much if this has been discussed or if I wrote in the wrong place.
Again, thank you very much for the game - it is the most exciting I have come across in 10 years.
P.S. It really surprises me that I can make transport, weapons and a bunker steel door, but I can't make a beautiful interior door.
(Original)
Добрый день. Огромное спасибо за игру.
Сразу извиняюсь, т.к. перевод на английский сделан с помощью онлайн переводчика.
Есть две вещи, которые меня смущают.
1. Квест в здании начинается в момент активации восклицательного знака около места квеста. Я так понимаю, чтобы игрок оставался в зоне квеста. В момент активации здание и прилегающие территории приводятся к дефолтному состоянию с изменениями согласно задачам квеста.
В этом есть следующий нюанс. Прибывая к месту квеста, я зачищаю это здание от зомби и лута, заодно проводя разведку. Затем принимаю квест. Повторяю зачистку. И вот тут главный момент - до выполнения всех условий я выхожу из игры и захожу опять. Квест возвращается в состояние до активации, а у меня опыта и лута за две зачистки. Повторять можно бесконечно.
(можно помечать область очищенной и при активации квеста восстанавливать только здание и зомби, без лута и автомобилей. Мне кажется это самое простое решение.)
2. У меня около 50 дней в игре и я 55-го уровня, но у меня уже открыто почти всё топовое оружие и инструмент и почти всё изготовлено. Комплекс обороны, на данный момент, не требует электричества. Да и потом его много не потребуется. И у меня нет никакого стимула даже на исследование леса, а тем более других биомов. Единственное чего нет в часе бега от дома это горючий сланец, но он по сути нужен для путешествий. А если я не путешествую, то, в обозримой перспективе, он не нужен.
(как один из самых простых вариантов вынести месторождения свинца за пределы леса.)
Очень извиняюсь если это обсуждалось или если я написал не туда.
Ещё раз огромное спасибо за игру - она самая захватывающая, которая мне попадалась лет за 10.
P.S. Меня очень удивляет, что я могу делать транспорт, оружие и бункерную стальную дверь, но не могу сделать красивую межкомнатную.
Good day. Thank you very much for the game.
I apologize in advance, because the translation into English was done with the help of an online translator.
There are two things that confuse me.
1. The quest in the building begins at the moment of activation of the exclamation mark near the quest location. As I understand it, so that the player remains in the quest zone. At the moment of activation, the building and adjacent territories are brought to the default state with changes according to the quest objectives.
There is the following nuance here. Arriving at the quest location, I clear this building of zombies and loot, while conducting reconnaissance. Then I accept the quest. I repeat the cleanup. And here is the main point - before all the conditions are met, I exit the game and log in again. The quest returns to the state before activation, and I have experience and loot for two cleanups. You can repeat it endlessly.
(You can mark the area as cleared and when you activate the quest, restore only the building and zombies, without loot and cars. I think this is the simplest solution.)
2. I have about 50 days in the game and I am level 55, but I have already unlocked almost all the top weapons and tools and almost everything is crafted. The defense complex, at the moment, does not require electricity. And then you will not need much of it. And I have no incentive to even explore the forest, much less other biomes. The only thing that is not an hour's run from home is combustible shale, but it is essentially needed for traveling. And if I do not travel, then, in the foreseeable future, it is not needed.
(as one of the easiest options to remove lead deposits outside the forest.)
I apologize very much if this has been discussed or if I wrote in the wrong place.
Again, thank you very much for the game - it is the most exciting I have come across in 10 years.
P.S. It really surprises me that I can make transport, weapons and a bunker steel door, but I can't make a beautiful interior door.
(Original)
Добрый день. Огромное спасибо за игру.
Сразу извиняюсь, т.к. перевод на английский сделан с помощью онлайн переводчика.
Есть две вещи, которые меня смущают.
1. Квест в здании начинается в момент активации восклицательного знака около места квеста. Я так понимаю, чтобы игрок оставался в зоне квеста. В момент активации здание и прилегающие территории приводятся к дефолтному состоянию с изменениями согласно задачам квеста.
В этом есть следующий нюанс. Прибывая к месту квеста, я зачищаю это здание от зомби и лута, заодно проводя разведку. Затем принимаю квест. Повторяю зачистку. И вот тут главный момент - до выполнения всех условий я выхожу из игры и захожу опять. Квест возвращается в состояние до активации, а у меня опыта и лута за две зачистки. Повторять можно бесконечно.
(можно помечать область очищенной и при активации квеста восстанавливать только здание и зомби, без лута и автомобилей. Мне кажется это самое простое решение.)
2. У меня около 50 дней в игре и я 55-го уровня, но у меня уже открыто почти всё топовое оружие и инструмент и почти всё изготовлено. Комплекс обороны, на данный момент, не требует электричества. Да и потом его много не потребуется. И у меня нет никакого стимула даже на исследование леса, а тем более других биомов. Единственное чего нет в часе бега от дома это горючий сланец, но он по сути нужен для путешествий. А если я не путешествую, то, в обозримой перспективе, он не нужен.
(как один из самых простых вариантов вынести месторождения свинца за пределы леса.)
Очень извиняюсь если это обсуждалось или если я написал не туда.
Ещё раз огромное спасибо за игру - она самая захватывающая, которая мне попадалась лет за 10.
P.S. Меня очень удивляет, что я могу делать транспорт, оружие и бункерную стальную дверь, но не могу сделать красивую межкомнатную.
1. This comment comes up every once in a while. I don't think we need to force players to play the way we think they should. If they want to do that, it doesn't hurt my game. Also, if you play multiplayer on a server, people could have cleaned out all the POI and then when you quest, you won't get any loot if you do it the way you are suggesting. Far better to leave it as it is now.
2. The devs have said they consider about day 70 to be the end of the game for players. For veterans, it tends to be lower. For new players, it might be higher. And some people just like to keep playing well past 100 days. This is a game where you're expected to start over many times, so it isn't necessarily bad if you are finishing a run before day 70. What you should do is decide what you want from the game. If all you care about is reaching max level equipment, you'll finish each run quickly. Or if you want to build huge bases, you'll probably take longer before you finish each run. It just depends what you want from the game. And then understand that your choice in that will affect how quickly you finish each run.
In any case, 2.0 will make biome progression more important. There will be a loot cap on lower biomes, forcing you to go to higher biomes to get the better loot. I may not much care for that, but it does provide incentive to go to other biomes if you don't feel like doing it now. In the end, the game is a sandbox. What you do with it and how you play it is entirely up to you. If you don't care about going to other biomes, there isn't any need to do so. If you want to go to them, then do so even if there's no other incentive than just wanting to experience them. The 2.0 update will include biome specific zombies, biome specific weather, and biome specific hazards, giving more incentive to check things out if you're interested in such things. You can also get away from Rekt by going somewhere else, and that is a huge incentive!
I agree that they should make all the "new" doors craftable. But until they do (if they do), you can always use a mod that makes them craftable or even adds more doors, or you can open the Creative Menu and just give yourself some of the doors that you want.
1. This comment comes up every once in a while. I don't think we need to force players to play the way we think they should. If they want to do that, it doesn't hurt my game. Also, if you play multiplayer on a server, people could have cleaned out all the POI and then when you quest, you won't get any loot if you do it the way you are suggesting. Far better to leave it as it is now.
2. The devs have said they consider about day 70 to be the end of the game for players. For veterans, it tends to be lower. For new players, it might be higher. And some people just like to keep playing well past 100 days. This is a game where you're expected to start over many times, so it isn't necessarily bad if you are finishing a run before day 70. What you should do is decide what you want from the game. If all you care about is reaching max level equipment, you'll finish each run quickly. Or if you want to build huge bases, you'll probably take longer before you finish each run. It just depends what you want from the game. And then understand that your choice in that will affect how quickly you finish each run.
In any case, 2.0 will make biome progression more important. There will be a loot cap on lower biomes, forcing you to go to higher biomes to get the better loot. I may not much care for that, but it does provide incentive to go to other biomes if you don't feel like doing it now. In the end, the game is a sandbox. What you do with it and how you play it is entirely up to you. If you don't care about going to other biomes, there isn't any need to do so. If you want to go to them, then do so even if there's no other incentive than just wanting to experience them. The 2.0 update will include biome specific zombies, biome specific weather, and biome specific hazards, giving more incentive to check things out if you're interested in such things. You can also get away from Rekt by going somewhere else, and that is a huge incentive!
I agree that they should make all the "new" doors craftable. But until they do (if they do), you can always use a mod that makes them craftable or even adds more doors, or you can open the Creative Menu and just give yourself some of the doors that you want.
I was just joking around that they can be flies or bees or both or anything else you want to imagine. This is fantasy, so dream away. They could even be drones controlled by the duke for his amusement.
Mutated changes would be nice, but doubt I will have time. We can and will keep making changes during experimental, so it is possible. The focus currently is on what we NEED for experimental.
And hitting them with a club is realistic? I'm definitely not a fan of their attack. Everything else about them and the storm are great, but that attack is awful.
They won't add a ton more weapons like that. You might get a third baton weapon before gold, but that's about it. Maybe they'll add a weapon DLC at some point. They want the weapons to be unique and not just minor differences by having a lot of very similar weapons. This isn't meant to be a game like those that have dozens of different weapons to find and use. If you want more weapons, and are on PC, you can use a mod like Izayo's weapon mod to get a lot more weapons.
There's nothing wrong with ranged zombies. The fly attack is awful, I agree. But only because it looks pretty ridiculous. And being able to attack the attack is just dumb, imo. I wish they'd rethink that attack. But I'm fine with it being ranged. The other new zombie will also have a ranged attack, btw.
The zombie isn't hidden at all. It can be seen in the video. And storms aren't going to happen constantly, and can even be turned off in the game settings. The storms will damage you, so you're supposed to go inside during them anyhow, so you really shouldn't be fighting stuff out in the storm to begin with.
This game is hardly difficult... at least, not unless you're on the highest difficulty level(s). And even then, it's not that difficult most of the time. Ranged attacks benefit diversity in the game and make it so you have to overcome different challenges. There's nothing wrong with that.
Any kind of ranged attack would have a similar effect, though. Have ravens flying around it and then they fly at you to attack you, for example. That at least is better than this oft-used spitting flies attack. At least that would be somewhat realistic. I don't know if this fly spitting thing started with The Mummy or something else, but it's been used too often and just doesn't look good to me. I just feel there were a variety of other options for ranged attacks that would have looked a lot better and not so cheesy.
I'll see how it looks after 2.0 is out. Maybe I'll be willing to live with it. But at this point, I think I'll end up modding the zombie out of the game. That's unfortunate because I like the actual zombie, but I don't know how to mod the zombie's attack into something else, so removing it entirely may be the only option I have unless someone else will mod the attack for me.
Anyhow, just my opinion of it. I'm sure others will like it.
But is it really any different if you have half a dozen AK style weapons that just use different ammo? You already have different tiers to the weapons we have and different ammo types. If they added a lot of additional weapons and even ammo types, it really doesn't do anything other than give you what are basically just skins. You will always (at least almost always) use the best weapon you can find, buy, or make of whatever type you want. Unless you are only talking about skins, in which case you pick the skin you like best.
I use Izayo's weapon mod and love it. But he does what TFP did. He has one weapon per tier for each weapon type. He did add a couple additional ammo types, which really just clutter inventory, but otherwise he has the same setup that TFP did, and it works very well.
I do like games that either have a ton of weapon variation (Diablo) or just a ton of weapons that aren't much more than skins (Saints Row), but I think this game benefits from having a cleaner setup of weapons. One more tier might be good. If they added a lot of end game content (they won't), then maybe two more tiers. But just adding a lot of random weapons just because you want them really isn't good for vanilla, imo. But I know a lot of people want tons of weapons, so...
I suppose the extra AK Varrants is a bit much and having special weapons for each would make things more special.
But something like a AK vs a RPK they look different enough but in the same family..
Maybe you can find varrants of AKs that give different benefits like more limb damage cuz that was also something else I thought about Is varrants with special abiltys
Like the police shotgun would deal more damage to armor and bonus damage up close. Kinda stuff.
I suppose the extra AK Varrants is a bit much and having special weapons for each would make things more special.
But something like a AK vs a RPK they look different enough but in the same family..
Maybe you can find varrants of AKs that give different benefits like more limb damage cuz that was also something else I thought about Is varrants with special abiltys
Like the police shotgun would deal more damage to armor and bonus damage up close. Kinda stuff.
I suppose the extra AK Varrants is a bit much and having special weapons for each would make things more special.
But something like a AK vs a RPK they look different enough but in the same family..
Maybe you can find varrants of AKs that give different benefits like more limb damage cuz that was also something else I thought about Is varrants with special abiltys
Like the police shotgun would deal more damage to armor and bonus damage up close. Kinda stuff.
The part that looks ridiculous is that the swarm of insects behaves as though it is a solid entity. If the club would just swing through the swarm cloud while damaging the swarm, it would look a lot better. Maybe they will have a chance to change the animation down the road. The question is if they change the collision to allow a melee weapon to pass through the swarm, can that weapon still damage the entity....?