Yes because eye wear will probably be a part of the helmet/hat.
Yes because eye wear will probably be a part of the helmet/hat.
Clothing is armor and armor is clothing. There will be a wide range of stats balanced to how good the perks are, and if it is light or heavy armor. There is a wasteland assassin outfit designed for killing and stealth. Plant fiber and cloth armor are now merged to "primitive outfit". Then there is leather and commando. For heavy it's scrap, iron and steel, cool words pending. Even the scrap iron set makes iron man's first suit look weak, these are really cool outfits.
Typo FFS. I suppose a sale is good, but for games that smash it (this one does) f it, buy it today. I didn't finish GTA 5
I don't like 2d games. I'm playing Read Dead Redemption 2, excellent game.
The art dept is still doing R&D on hair.
My own hair is progressing well, I'm successfully reversing my hair loss and am on the journey of growing it long again. It's still pretty short but longer than it's been in ages. I'm sure you can stay updated on my instagram and twitter
MM replied: No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already.
SphereII and I coded and released a lockpicking minigame mod which your welcome to use as a startin
Yes, but the pipe weapons reload clunky and slow like the blunderbuss did.
They are being redone, like everything else, and do not look the same. Some have changed more than others.
No plans to bring back Trader Jimmy.
Why not use what you have instead of asking for things you don't need. We have lanterns and torches you can place. Generators you can hook up and place spot lights. The drone has a headlight mod. Flares can be modded in IMO, it is a waste of vanilla resources and dev time when there are 50 things that do the same thing. It seems about as valuable as adding pinto beans, black beans, northern beans, red beans etc... who cares we have corn.
Not yet.
That would require some kind of concept of what is inside and what is out. Hard to do in a fully destroyable game.
Goggles occupy the entire head slot.
You are always wrong bro.
Not happening for A20. Vehicle mods are but the whole vehicle crit system has to wait because Faatal is swamped with other features.
We have flashlights and gun lights and helmet lights. Do we really need more lights?
No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already.
That is already done.
I do believe we will support tinting and it will be better then ever, i.e. using a tint mask. I doubt we will support cosmetic swapping, but we might. It hasn't been discussed and there is so much to do it feels like a can we will kick down the road at the moment.
No the armor will provide standalone perks and not interact with other objects, other than itself for a full set bonus.
I don't think so, but we might add alternate versions of specific sets at a store you can buy. Like if you found a miner outfit and purchased miner outfit variant, you could set the skin to the variant. I believe Rust does this too. I'm not saying we won't but it kind of doesn't make sense and in PVP might be misleading as to what you are up against seeing a soft ball cap on a guy actually wearing a steel helmet.
We're looking at spring which always leads to more like summer. We'll see though, we're making good progress.
Right now he gets a bonus with all ranged weapons and knives, but that could change for balance reasons.
Hopefully.
Pipe shotgun will replace the blunderbuss. Ammo will be in POIs and scale in quantity, so no need for super primitive ammo.
They are incredible, but we needed to save some content for future streams.
What do you mean?
I imagine we'll make a new ghillie suit for the sniper since its pretty easy to model. Unless that became a mod override thing. We intend to make an outfit for about every major play style, or at least 1 per attribute but maybe two.
He's a badass in a duster, cowboy hat, boots, etc.
Did you miss the stream? I mentioned we hired Unity to help optimize and coach us on best practices. We have full source code too so if anything they did is holding us back we can change it.
The generator for these won't be the same kind that you can hook power up to, so no you can't hijack free power. You can enjoy the existing lighting the POI has just like now though, but you can't tap into the power.
Nope otherwise the outside will be too dark and the inside will be too bright. This is the only way to have semi decent lighting indoors and outdoors with a dynamic world you can fully destroy.
You won't find a legendary full set until 500 hours into a game so I don't think it's going to be that big of a deal that compel people to change outfits all the time. The non l
Now that you clarified, I can answer. The lights you turn on by fixing the generator will stay on, but if you are expecting some kind of sim where settlers move in that is not this game. Everyone knows the game is starved for resources and farm animals, simulation stuff like settlers moving in would eat our lunch and we'd be back to 8 zombie hordes or even less to accommodate fluff that doesn't actually do anything once you walk down the road, but continues to bog down CPU.
I'm all for immersion but most of the time these requests are not wise roadmap additions.
Remember the POI needs to be reused by the next player.
Yes of course.
I'm pretty sure we will support dyes. There are way less slots but no clipping, and no ugly. It will be less customizable, but look AA at a minimum instead of 95 indy quality. The perks and full set bonuses will make up for any lost fluff. Characters and animations are the biggest thing holding us back fro...
Read moreNot sure bud.
The game is exactly as we described it on the kickstarter 7 years ago, but your interpretation of what those features might look like and play like is different than ours. Magical food? Dude food is magic IRL. You can cure diseases with the proper food, coffee gives you buffs in real life, etc. Ours is gamey so it makes sense to players. What is candy is really drugs, or drugs packaged in candy bags. Future drugs, set in a future game. It isn't that hard to believe.
UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.
Turrets are ranged weapons. Hold and shoot.
That is just role playing. The actual mechanics of the quest are what matters. Our game isn't going to be a heavy RPG, it is how it is with expanded variety of quests we can get a lot of miles out of. As much as I'd like to do one off quests with flavor, special items, etc I don't think we have the manpower or the code ready to fly on something that ambitious, but completing 7 days would be a good step to get more ambitious on the next game when we have time and budget to tackle more immersive stuff. But since it is a MP game, and resources are tight, we can't just spawn NPC survivors at a POI doing chores just for immersion sake. Once you leave the area it might get reset for another player to do the same quest, so I don't think we can do what you are asking without compromising the experience for everyone in MP.