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Jost Amman

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Jost Amman last won the day on April 8

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  1. Hmm... not exactly. I'll give you one example: infinite gender and pronouns possibilities!
  2. Yeah, it's a shame. I had hoped for this game to become something good... But now they're going to deliver the game, add more content and optimizations (and crossplay). What a pity.
  3. Sorry, but again... where is your evidence of that? I only see a team that has been working for years on content, that has been active on the forum and that has been doing dev-streams to proudly show their work to us. Can you bring proof of your assertions about greed? ... And even better, isn't this also a business? So what does greed have to do with it? smh Sorry, didn't know you were a developer (it actually makes sense since apparently most players do your same job), but I wasn't referring to your technical knowledge, but to the knowledge of how The Fun Pimps work internally. I don't think anyone of us players really knows what goes on @TFP and how they handle job scheduling, or make decisions on new features or other things. That, was what I was referring to when I said uneducated (and by the way, to clarify, it was not meant in a diminishing manner, since I'm uneducated too on that). Yes I have. Ehrm... A16 anyone? Also, it's common knowledge among those who are following development that since faatal took over that part, they've been putting down the groundwork for bandits even after they removed the bandits' "prototype" in A17.
  4. And here we go again with this false assumptions... I'm not a programmer, but even I, after all these years, know that the guys working on graphics are not the same ones that are working on AI. Look, I too am eager to see everything come to fruition, but the reasons this is taking this long are probably not what you're un-educately guessing. Why are you so inquisitive... were you planning on giving negative comments?
  5. Hi faatal, has anyone been working on multi-tiered or multi-step jobs? I remember someone from TFP said they'll later be used for the main story before gold...
  6. And then a way to make the block clear/clean, so we can play 7D2D + Viscera Cleanup Detail...
  7. I always thought 7D2D had the record for the highest number of Alpha!
  8. Not sure if you're referring to my OP or to the other guys's ideas... in any case I'm not a modder.
  9. Is this recent? ... Because I clearly remember people modding their game to play with up to 128 zombies (not sure if active at one time, probably not). In any case there are other limits that are imposed with no setting available to overcome them, so my point stands. We need more freedom!!
  10. In my opinion the real problem is that some supported features are geared towards low-end, 10 years old computers, and are impacting everyone. Example: why don't they allow a greater number of concurrent zombies in the game, as an option? No, they limit it to 64 whatever system you have. Same goes for view distance and map size. Those limitations should be removed, and left to the individual player to try on their system. As for the "legal reasons", they could just add a short disclaimer about that. Done. Everybody happy.
  11. This is however, how bartering works in real life too, so... I really don't know what to tell you! But that's not necessarily true. If you just go scavenging blindly you will probably get the most common items. But what if the trader wants something for the item you're interested in, that's not found in your area, or if he want a specific high quantity of something? You may find yourself just wasting time since you won't know what you really need. Indeed. That's why in my idea of bartering you'd need a "barter table" for each item in the game. I'm not sure I understand this... but just to be clear: my idea is that you can only use dukes to offset the perceived value of something you want to trade. Example: the trader will sell you that nice rifle in exchange for a car engine, or a battery plus X dukes. My goal is to make it more difficult to acquire the rarer things from traders, while making every barter need more like a "treasure hunt". Basically, every time you really need something in exchange for something else, you'll be creating your own "adventure" to acquire that precious loot!
  12. I never said to remove that currency. I just said to make it just an accessory to bartering. I know this is "reality" so it doesn't have place in a game... but in real life currency only has meaning as long as there's a society (read civilization) to support it. There's no government anymore in 7D2D and the Duke can only have very little control over the value of "his" currency. That's why TFP could make the dukes only have partial value compared to tangible stuff. My idea is more complicated than that actually... I was thinking more like "I'll give you this, for this", not a general "Bring me stuff and then I'll give you whatever you want in return". That wouldn't work. Instead, for each combination of item+trader you'd have a "barter table" with a list of objects they would be willing to trade for that specific item. That's why, if you want something specific, you can't just go around looting "random stuff" and you're set. You'll need to plan your looting and maybe even need to explore areas you usually don't go to. Example: "I'll tell you what... if you bring me 400 lumps of Oil Shale, I'll give you 200 9mm rounds."
  13. Add BARTERING. Traders wouldn't be interested in money in a "real" Apocalypse, they'd be wanting your stuff. They need replacement parts to fix their own compound and vehicles. They need ammo for their weapons They need water and food They need schematics to craft stuff so they can barter it or use it THIS! makes sense. Money can stay. But more like an accessory to bartering, when you need to compensate for some difference between your bid and the trader's bid on something. That also means that you won't receive much money from quests anymore, just pocket change beside whatever they give you as a reward. Why this works? Because bartering means you first need to find the "right" stuff to barter with other stuff you need. Exploration beyond a few blocks from the Trader's compound will be worth again. Spamming jobs won't be worth the trouble anymore, since exploring in a wider area will let you find (maybe) that special item the trader wants. The difficult part would be for TFP to create a barter "loot_table" where each trader has preferences and needs for each item. For each item you would have one (or a list of) item he's willing to trade for the item you need. I think this would add a very interesting new game mechanic and liven up the apocalypse "economy". What do you think?
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