View Poll Results: Alpha 17 HP

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Thread: Developer Diary: Alpha 17

  1. #7321
    Colony Founder The Gronk's Avatar
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    Quote Originally Posted by Royal Deluxe View Post
    In Real a Extender for a Shotgun would be 100% different as a extender for a AK.
    And how you can imagine a extender for a revolver i dont even try to imagine
    That problem was solved in 1854 :-)

    24_shot_revolver.jpg

    Why limit yourself to one barrel? Think outside the box! Duck-foot pistols are real :-)

    http://www.dave-cushman.net/shot/ducksfoot.html
    Last edited by The Gronk; 12-23-2017 at 01:06 AM.

  2. #7322
    Tracker bsan89's Avatar
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    Quote Originally Posted by madmole View Post
    With bosses coming it was needed so you know if you even have a chance. Its also a nice way of feeling your actual progression or gauging if an enemy can be slain or not based on the amount of damage you are dishing out. Its actually pretty cool, but no you can't disable it. When you face your first boss you will be glad we put it in. I'm sure mods can disable it, but its a nice way to tell how strong your enemies are.
    Nooo that's horrible. Not knowing is part of the fun. If I pump a few mag into a boss and a rocket or two and it doesn't die. I'm just going to run away. This is part of the horror. Seeing HP on zombies, is silly. Double tapping zombies is zombie survival 101. Not knowing if its truly dead is part of the fun.

    Less is more. That's just one more UI clutter.

  3. #7323
    Colony Founder Maharin's Avatar
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  4. #7324
    Fun Pimps Staff Gazz's Avatar
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    Humans have built a lot of crazy things.
    If you use a very strong casing you could build a belt-fed revolver. The mechanism to rotate the cylinder can just as well advance the belt. Then you could have a rev...something with a maga...pacity of 30 or 50?


    Or you do a classic revolver with a cy...ring that is so large that it only passes by the barrel at one point.
    All a matter of geometry. And I suppose practicality.
    Last edited by Gazz; 12-23-2017 at 01:44 AM.

  5. #7325
    Guppycurian Forum Whore Guppycur's Avatar
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    Build a prototype out of clay or whatever it is your day job does.

    Then we can YouTube it with real rounds. =)

  6. #7326
    Nomad JCrook1028's Avatar
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    Quote Originally Posted by The Gronk View Post
    You've got to take the projectile out of the bullet before you put it in the magazine, it'll fit then. :-)
    Since you're trying to use a RL example may as well use a correct one. You can't take the projectile out of the bullet. The bullet IS the projectile. It is a part of the cartridge. So, you'd have to take the bullet out of the cartridge.

  7. #7327
    Ranger Odetta's Avatar
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    My dream is to have a gun so big that it uses other guns as ammunition. A man can dream, a man can dream......

  8. #7328
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by JCrook1028 View Post
    Since you're trying to use a RL example may as well use a correct one. You can't take the projectile out of the bullet. The bullet IS the projectile. It is a part of the cartridge. So, you'd have to take the bullet out of the cartridge.
    Well, you can. Then you get a bullet that leaves no forensic evidence.
    OMG. He just invented the perfect murder weapon!

    And if you take the projectile out of it twice you even get an antimatter bullet. Now this escalated quickly.

  9. #7329
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    what's being done for the current block limitation?

  10. #7330
    Reconstructionist ZombieHorde's Avatar
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    Quote Originally Posted by madmole View Post
    New video is up!


    Mod Note: The enemy hp bar is a proof of concept artistís first rendition. The thickness of the bar, itís location, and even itís implementation is still under discussion. Your critical feedback is welcome but there is no need for panic.
    Lol. "No need to panic". You know us well!

  11. #7331
    Reconstructionist ZombieHorde's Avatar
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    Quote Originally Posted by madmole View Post
    That is a decent idea, I'll add it to my list. Most likely broken ones since "real" electricity parts have a cost to them. More stuff to salvage is always good though.
    With a chance of death if you salvage electrical parts but don't check to see if the power is still on.

  12. #7332
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    Quote Originally Posted by madmole View Post
    With bosses coming it was needed so you know if you even have a chance. Its also a nice way of feeling your actual progression or gauging if an enemy can be slain or not based on the amount of damage you are dishing out. Its actually pretty cool, but no you can't disable it. When you face your first boss you will be glad we put it in. I'm sure mods can disable it, but its a nice way to tell how strong your enemies are.
    I think the enemy ID and health bar is a good idea that plays into the RPG elements of the game and adds a bid more depth but, do you think you can make an option in the game creation settings that disable it if we wish to not use it. Having the option to disable it is good because we could make more hardcore/classic games with more difficulty variance instead of just making enemies tougher, not having any idea how much damage they can take exactly can make the game more interesting and exciting.

    A good example of this is when my friends and I went into the higashi pharmaceuticals tower for the first time and when we made it to the floor with the radiated wight, we had no idea how much damage it could take and we had to handle it cautiously, luring it into a wall to trap it while we unloaded everything into it and when it didn't die after 100 rounds and broke through the wall the situation became a frantic panic of trying to kill it while it chased us and not knowing how much more it could take. If we knew how much health it had through out the entire situation, it may have been less exciting as we would have played safely instead of cautiously and a bunch of the stress and excitement that comes from not knowing wouldn't have been there.

  13. #7333
    Reconstructionist ZombieHorde's Avatar
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    Quote Originally Posted by madmole View Post
    We're still deciding that. It might be a perk you buy, so its not even there by default. Maybe it will just be for bosses. Originally it was for them because we have these cool group quests you can do, and having a health bar for the big boss is kind of essential in our opinion. Nobody likes a stupid radiated feral that you can't even kill because he's regenerating or whatever. We're going to communicate what kind of strengths they have as well with little icons so you know their strengths and weaknesses.
    YES! Okay, I'm sold on the idea! Although, perhaps an alternative, although a bit more work, would not be using a health bar, but the quality of the enemies movements and the idea of being able to cripple him enough by blowing arms, legs, teeth and skin away.

  14. #7334
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    Better idea would be for the bar to be on the actual enemy lol. Like in skyrim

  15. #7335
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    Quote Originally Posted by madmole View Post
    With bosses coming it was needed so you know if you even have a chance. Its also a nice way of feeling your actual progression or gauging if an enemy can be slain or not based on the amount of damage you are dishing out. Its actually pretty cool, but no you can't disable it. When you face your first boss you will be glad we put it in. I'm sure mods can disable it, but its a nice way to tell how strong your enemies are.
    I like the idea of enemy ID and health bars and it does play into the RPG elements of the game but it would probably be a good idea to have an option in the game creation settings that can disable it for a more immersive and hardcore experience. The ability to disable the enemy health bar could give the game more difficulty variance like the loot rate option or enabling zombie sprint during the day instead of just making the enemies tougher to make the game harder. Having it on all the time takes away some of the excitement and stress that comes with dealing with the unknown. By knowing how much health an enemy has it makes you play the game much more safely than cautiously.

    You could also make more options than just ID bar on/off and instead add more options like: Allies Only, Enemies Only, Players Zombies, Zombies and Animals.
    Having more options could mean more difficulty variance and depth.

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