This has nothing to do caution, its stupidity, because of course in the 7days universe zombies love to hide in places they have 0 ♥♥♥♥ing reason to be other than to ambush the player.You guys might do better on an on rails zombie shooter.... Maybe cardboard cut outs of zombies that pop up and dont move... Damn devs.. making you use caution in a zombie game...
"Caution" well you know... if you die tomorrow in your bathtub, because you didn't react to the meteor coming your way, you just weren't cautious enough.You guys might do better on an on rails zombie shooter.... Maybe cardboard cut outs of zombies that pop up and dont move... Damn devs.. making you use caution in a zombie game...
you haven't studied gamedesign right?Why does everything in a video game have to make real world sense? Its a survival horror game. It's supposed to have a scare factor, and that includes ambushes from unexpected places... If you expect everything, there is no challenge, no reason to do anything. Then you'll move on to complain about how there is nothing to do in game.
I never said anything of the sort in fact a fair deal of my time is telling people with realism arguments to shove it when it makes gameplay not fun. (Encumbrance system blows and always will)Why does everything in a video game have to make real world sense? Its a survival horror game. It's supposed to have a scare factor, and that includes ambushes from unexpected places... If you expect everything, there is no challenge, no reason to do anything. Then you'll move on to complain about how there is nothing to do in game.
When they're hiding in cabinets or fake ceilings or whatever just shoot it once with a bow and it'll break, most of the time they don't even wake up and you can kill them before they do."Caution" well you know... if you die tomorrow in your bathtub, because you didn't react to the meteor coming your way, you just weren't cautious enough.
There is risk and probability involved. And what kind of probability is there that there are zombies on an unaccessible, hidden, easily breakable top floor, which only breaks once they move, but never before broke?
Yes I am cautious. But you know what? After I have looted that POI I know all the cheap spawns, trigger them beforehand and go through it anyways.
You know what changed from A16? There zombiespawns made sense.
They still were far from perfect (zombies respawning too fast and randomly instead of for a reason, but at least we knew it was because of yet lacking features.
This seems more like eh: "Hahahaha! You fell for it! There was no way you could have known and there was no sign that there might be something and now you are dead hahahaha! cHAlLeNGe!!!"
I made my thoughts on that pretty clear in the parkour thread: is ♥♥♥♥ty and is just one of the many things spoiled in a17, jump hieght should be the same across all players (back to 1 block) and we should get an actual parkour system (grab ledges, shimmy instead). Just 'level up and you jump stupidly high now lol' dosent work for me.you haven't studied gamedesign right?Or have watched videos on it or anything?
Because this is gamedesign 1o1. It doesn't have to be realistic in the "real" world. It has to be realistic in the "made up" world.
So if I were on a paralell universe, where gravity simply affects things differently (things falling slower) I would not complain about beeing able to jump 4 meter in the air.
But when you are in a world that seems to be 1:1 to the real world with the exception of zombieviruses, I do not expect my guy to simply jump 4 meters in the air without a problem. If there is a reason for it... (like the air beeing artificial, the virus giving you superstrength or something) then fine! But without an explanation, those things are just artificial.
Have to agree with everything you said apart from your closing statement, im (clearly) not happy with what we have now.Some stuff seems silly, yes, but it goes in a right direction. It's just that it's the same 3 tricks over and over and the same 1-open-path concept over and over and from what I've read they want to turn everything into this style, instead of keeping some variety.
So many options available:
-Leave some places "Quick-in-and-out" with low loot, just providing basic stuff and materials. Good for early game, good for "just a loot run" instead of "going on an adventure".
-Have more than 1 open path in dungeons.
-Don't make the path super obvious with the lights everywhere, let the player find it on their own – we're not stupid.
-Have some POI with NO zombies. Have other POI where you wouldn't expect it have tons of them. Or best: Completely randomize it, with exception of high tier loot POI.
-But first actually implement proper loot tiers/groups for POI to begin with. Why should I go through the intricately and beautifully designed, trap-ridden, dangerous Shotgun Messiah factory, if I can find exactly the same (if not better) loot in the easier oldschool Shotgun Messiah shop?
I'm sure they'll figure it out and if not, the modders will.![]()
With that said. I like what we got so far, just hope they won't go overboard with it.
You know you don't HAVE to put stuff in the slots that trigger encumbrance right?I never said anything of the sort in fact a fair deal of my time is telling people with realism arguments to shove it when it makes gameplay not fun. (Encumbrance system blows and always will)
This just has the added bonus of bieng both unrealistic and unfun at the same time.
I know exactly how the system works, its retarded: a single feather in eacb slot slows you when 1000s of blocks in other slots dont, thats not encumbrance its stupidity. Im actualy in favour of an encumbrance system but not with a slot based inventory: another case of the pimps half assing a system.You know you don't HAVE to put stuff in the slots that trigger encumbrance right?
I guess my question is, Would you rather have the backpack from A16 with its limited size or or the much larger A17 backpack that takes a little bit longer to open up?
It appears you would rather be limited to the A16 backpack with no room for growth or improvement. I honestly can't understand this as there is nothing "forcing" you to use the encumbrance slots before they are opened up via perks thus giving you substantially more space than in A16.
I for one think it was a well thought out design and better than the original version that had the extra slots locked.
I'm curious since you are in fact in favor of an encumbrance system, how would you design it? What is your "better" non slot based inventory encumbrance system? How would you balance it so ALL players love it?I know exactly how the system works, its retarded: a single feather in eacb slot slows you when 1000s of blocks in other slots dont, thats not encumbrance its stupidity. Im actualy in favour of an encumbrance system but not with a slot based inventory: another case of the pimps half assing a system.
So as long as i take XYZ perks the game is fun? 'Choices', gotta love the perk system.
Its great that you want your inventory to be tiny at the start of the game, i dont.
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As usual with anything like this, i want options to please both parties (not that difficult in this case) instead of one group getting ♥♥♥♥ on for no real reason. The game i love has been ruined piece by piece by the removal of options and forcing the gameplay into a narrower and narrower experiance: example i would have never have purchased the game if i had know crafting and loot timers were going to be forced, let alone all these crappy RPG elements.
Thats not the point. I already know most of the spawns anyways, do one powerattack on a wall to lure them all out (or a shotgun shot)When they're hiding in cabinets or fake ceilings or whatever just shoot it once with a bow and it'll break, most of the time they don't even wake up and you can kill them before they do.
No. No its not.I mean.... yeah? That's a challenge... That's why it's called getting better next time you go in there. Next time you will know to check in places that you didnt when you died. It's okay to die in games ya know. That's why they are games. Learn from your mistakes... But nah. People just want to walk in, loot, and get out without even seeing a zombie now.