That's definitely one way to do it albeit the easy boring way. Try always run and stay in the house. I'm guessing your approach would be much different ie, sneaking and trying not to wake them. You would be glad to "know" where they are so you could try and pick them off one at a time, quietly.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) and kill them outside.
Do you work at buzzfeed? Cause you took my statement SO far off context, it became its own entity living on pluto.So a jumpscare in a survival horror game is not good game design.. Good to know.*takes notes for his gamedesign 101 class*
I already play with always run(or jog dont remember) but why would I stay there? I want to roleplay as a survivor. I'm not an esl challengemaster or twitchstreamer who purposefully makes life harder for himself. If they don't want that, make them less easily triggered or let random zombies walk through the outside door when they hear you break something (there gps tracking would actually make sense, because they followed the sound)That's definitely one way to do it albeit the easy boring way. Try always run and stay in the house. I'm guessing your approach would be much different ie, sneaking and trying not to wake them. You would be glad to "know" where they are so you could try and pick them off one at a time, quietly.
I understand but we all roleplay differently. What seems like making life harder for you might mean more realistic for others. For me it makes more sense to roleplay sneaky attacks vs the make a whole bunch of noise drawing them outside tactics. That noise might bring other zombies from other locales which would be more dangerous. If I get overwhelmed then I retreat to the street if necessary.I already play with always run(or jog dont remember) but why would I stay there? I want to roleplay as a survivor. I'm not an esl challengemaster or twitchstreamer who purposefully makes life harder for himself. If they don't want that, make them less easily triggered or let random zombies walk through the outside door when they hear you break something (there gps tracking would actually make sense, because they followed the sound)
I dont want to download 1000 mods to fix parts of the game, i know how to mod it myself i just want the vanilla game to also be good and be good for more people(options).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?Be careful though, not to big or you anger the hordcore players, by total weight and you upset the builders.
It's easy to yell "you suck" and not offer any constructive feedback or solutions, so I'm interested in hearing yours.
As to the tiny backpack at the beginning of the game. There are several modlets offering much larger backpacks that takes all of 30 seconds to download and drop in the mod folder you might want to try. There are even tutorials showing you step by step instruction on how to do this. It takes longer to watch the tutorial than to actually install one. Easy peasy and your happy?
I have to agree. I love the new POIs. Though - i can admit they might be just a bit too many of them that are dungeons. But, overall I love them.Loving the new POI's. Last night on our Co-op Nav map game we hit up the Wild West village, which is all non-dungeon "Old School" buildings. We found it stale as all hell. Risk/reward was meh, sleepers were a non-issue, and there was no real risk of getting stuck in a oh crap moment inside due to wandering narsties. The next day we rode our bikes to Diersville. Polar opposite. Had a couple good near misses, great risk/reward, and left in a hurry, infected and battered from the wandering cop/dog/biohazard horde that poured into the last POI while we were breaking safes. IMO it is night and day, vastly prefer A17 POI's.
Yes!Dungeon crawls are good. Check.
There are waaaay too many. Check.
It would benefit design if non crawls turned to crawls for the quest magic, and if static blocks weren't so prevalent. It would also be great if every homeowner didn't have pallets of ... Nothing? It's just weird. Check.
So the option is there for you to fix your perceived problems, but you want someone else to do it for you?I dont want to download 1000 mods to fix parts of the game, i know how to mod it myself i just want the vanilla game to also be good and be good for more people(options).
Again, if their vision involves encumbrance why should they allow it to be turned off? That's like saying Super Mario should have had the option to bypass water worlds....I hated those. Creative people create, but rarely do they create someone else's version, they create their own. Take art for example, I'd never buy a Rembrandt (no matter how much money I had) as I think they are hideous. But obviously some people think it's great and so did the artist. This game is really no different, some are going to enjoy their version, others are not. The difference is they have allowed us to Mod it to our hearts content. That is part of their vision. Your welcome.As far as how i would design it: it begins first with a game option (world settings) for on/off (most important feature, means people who dont want to play with encumbrance are not forced to)
Where do you draw the line on how much weight? I'm assuming stone, wood, cement would be high? Gonna make builders pretty mad if they can only carry 20 stones. Or would you set it higher? 50? 500? 5000? If you set it low just different people are complaining, set it high and you've made no encumbrance system at all.As far as the rest of it goes: assign every item a weight value and have a system where you can carry as many diffrent items as you want but weight (eg actual encumbrance ) is the thing that limits how much you can carry, its super easy to make the backpack a dynamic grid instead of a fixed one (has 5 slots if you have 5 types of items, 7 if 7 ect). Id draw up some mockup UIs (i love designing UIs) but im not at my PC.
Your shining example of a good system comes from a game you have put a whole 10 mins into??? Sounds like a horrible game to me.I guess somewhat similar to ARK: Survival evolved (havent played more than 10 mins of it) only with less ridiculous stat pumping (im fine wih player level/whatever increasing this value... a little.. like at max level carry maybe 20% more.
Before we even start about the zombies, we should look at how our char is bascally the hulk that can carry like tons worth of stone/wood/concrete/steel. Not to mention how a simple home brewed anti-biotic is all it takes for you to fight off the zombie infection. Trust me there is lots of realism breakers more than zombies poping out of closets. I like the dungeon poi's for one reason myself, If its a dungeon style poi it ALWAYS means there is a fat juicy loot room in there that always has things that can spawn nice toys for me. I rarely bother with old style poi's unless its one I know has a safe in it anymore, or if its one of the wilderness ones that might have a forge if I need one. Besides, the dungeon Poi's are bascally exp ballons just waiting to be poped, as they tend to have higher spawns of zombies than old pois do.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.
Are you out of your damn mind? Do you want to be toting ONE bucket of concrete from the cement mixer to the wall you're building? Do you want to be able to carry 10 rocks? Slots are the ONLY way encumbrance works in a building/looting game.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.
Have to agree.Are you out of your damn mind? Do you want to be toting ONE bucket of concrete from the cement mixer to the wall you're building? Do you want to be able to carry 10 rocks? Slots are the ONLY way encumbrance works in a building/looting game.
I've played reasonably far in both Navesgane and RWG and if the complaint is there are too many POIs, then Navesgane is the worst culprit. Gut feeling is 70 to 80% of all POIs are dungeons (at least in towns) in Navesgane, versus about 50% in my RWG.Perhaps my enthusiasm for them is due to the fact that I've mostly been playing the Nav map, which seems to not have the same issues with repetition. Yes, plenty of similar "floor gives way" or "zombie in the closet" but each POI feels pretty unique. The day experimental was released I recall reading a statement that said the devs highly recommended playing Nav over RWG, and I can see why. I've decided to wait on making my own critique of RWG until it is ready, as POI-type spawns seem to be the least of its issues whilst it is an obvious WIP.