We have made 3 builds since the streamer release and there is no final build yet, so we don't know. The team will be meeting around noon to discuss.
We have made 3 builds since the streamer release and there is no final build yet, so we don't know. The team will be meeting around noon to discuss.
If you feel lonely you can turn on Feral Sense.
That you have to replant is not a problem at all.
That the whole system became harder to understand could be improved. Not everyone is good at math and people are known to draw conclusions from small sample sizes. =P
No. What I said is that you will make a profit from farming as long as you have 1 level of LOTL.
The system COULD have been simplified to leaving the seeds planted as in A19 and adjusting harvest to the same amount that we get now but no one asked me. =P
Originally posted by Midnight:Yes, that is the ultimate plan. Once the PC client is finished, there will be a new port to the consoles. TFP is already seeking a publisher to handle it. TFP has also stated clea... Read moreOriginally posted by SylenThunder: Cross-platform support has been announced for a couple of years, and more recently has been said to eventually include the upcoming console port as well. EOS is just the first step.wait so we might get crossplay between console and pc ?
We do as needed or if people choose to. There were 11 changes to SVN today by 6 different people and many are watching streamers, testing and making bug tickets.
I do at normal times, but releasing is not a normal time.
I understand your point. There is value in planning and many people work better with a strong structure. I'm self motivated and just tend to like to jump around and work on multiple things. Brainstorm stuff and just do it. I actually get bored working on the same thing for more that a few days. Documentation also bores me, so I prefer to do the minimum to get a task moving along.
I do not believe in working 70+ hour weeks or even 60 hours, except in rare occasions. Several studies over the years and my own experience tell me you get diminishing returns until you reach a point you are so burned out, you make extra bugs and bad decisions, subtracting from what you actually fix or improve. Meaning you could of just stopped at 50 hours and got the same net amount of work done.
Well, my post was specifically about the game industry. I don't care how long it takes to do other types of programming. We do tons of experimentation and deal with lots of unknown problems. You know how many times I have to fix a bug that can take 5 minutes or 5 days? A lot. How do you schedule how long it will take to fix an unknown amount of bugs that take unknown amounts of time to fix? You guess and guesses are often wrong.
If you clear the entire map of super corn then you need to accept a quest to reset one of the Bob's Boars POIs.
If you are already farming it you only need 1 level in the farming perk to make a profit.
Originally posted by pApA^LeGBa:Base raiding exists... Read moreOriginally posted by SylenThunder: And would allow you to easily break into anyone's land claimed base. The decision to disallow use on doors was an obvious one.
Isn´t the plan to make PvP it´s own mode? Then it wouldn´t matter as you could easily disable them for doors there or make the doors unpickable.
It would suck hard to not have this in a PvE focused game due to PvP. Wich is what? 10% of the playerbase?
LOL!
That only works when your feature takes 5 minutes to do or you are just copying someone else's idea. I exaggerate, but it is usually the case.
I never trust how long someone says it will take to do something in game dev. Usually it is x2 and I've worked with people where it was x3. At a past company we would ask if it was "done, done, done", because at "done, done", it was still not.
I saw a case with horizontal bars (yes, saw it on a stream!). Possibly path gen top down ray casts are missing their collider (thin or off center?), so it looks open.
Many choices devs make are not great. Game development is a lot of experimentation. Dev teams internally often add or change features and later find them not fun or impractical or resource hogs. Early access just exposes this to the public, who then if they choose, get to experience all the back and forth of the design process. We try to minimize that with public releases, but there is only so much time to test things or else people complain you are too slow and don't release updates.
1 & 2 would be a good guess.
Farming:
My experience with it was the best one ever. Prior to the change I would use zero perks and have a chest super stacked full of food by day 30-35. I could make pretty much unlimited stews and forget about food.
With the change I found myself looking at a frugal little farm that sometimes felt like I had something going on, then all my seeds would die and I only had a couple of plants growing. I often found myself rummaging the cupboards for something I could make. It felt like I was a starving trade school student with limited resources/food and you make whatever you can scrounge up. And to me, that felt right in an apocalypse.
Late game I could make maybe 3-4 tacos, or 5 stews once. I made some sham chowder here and there. You make whatever you can cook up. I like to save a dish until I have at least 3-4 of them then that is my food I take with me for the day or a few days until it is gone. That way I only use one slot for food when I'm adventuring. ...