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Springheel

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Everything posted by Springheel

  1. If you're talking about having prefabs auto-update in your map, what happens when someone changes it in a future release in a way you don't approve?
  2. That model doesn't really suit the TDM setting as it looks currently...it has wires and fairly modern looking pipes and logos on it.
  3. I assumed we were talking about AI animations, not player animations. Avoiding player animations that take control away from the player has always been high on our priority list.
  4. Plenty of games don't have the character reach out their hand at all, which is even more magic.
  5. So you don't actually play TDM either?
  6. Combat is usually quite difficult already. Do you expect players to factor in what direction they are moving while in the middle of combat? It's challenging enough just getting the parry right, let alone checking your HUD to see where you are damaged and calculating, "Oh, my torso is damaged so I better strafe to the side just in case my next parry fails so he hits my arm instead". And since you usually can only survive 2 or 3 hits, crouching during combat would probably result in immediate death, regardless of how much you want to protect your legs. While I can see the value in some of the augmentation effects as potions or other consumables, I'm not sure I see the point in tying them to a hit location system.
  7. What is the overall purpose of making players pay attention to something that they have limited-to-no control over? Can players shield individual limbs from damage if they notice one is low? Do players have to choose what limb to heal?
  8. You may want to playtest them in actual maps. Some of those features (slowfall and speed in particular) have already been experimented with, and were found to cause unforseen consequences during play. If you've managed to solve those problems then those potions could finally be added.
  9. What difficulty level did you start at? If you jump into the harder difficulties without knowing how to play the game, then yes, you will absolutely die frequently. Those modes are meant to be challenging for players who already know what they're doing. The game is designed with the intention that you start in story mode until you know how things work, and that you start with the easy-to-moderate difficulty levels afterwards. You only start staggering around when you drop to your last 5 hp. If your health is dropping that quickly it's either because you're bleeding out or wandering around in the snow with hypothermia, or both, in which case dying quickly is exactly what should happen.
  10. The Long Dark is free on Epic until tomorrow night. I can highly recommend the game if you're into survival games at all: https://www.epicgames.com/store/en-US/product/the-long-dark/home?fbclid=IwAR3SJpBT1221mxm6o6VVARSmo941ynWre6urMzphUqb8IXYi8qcFDmIpjS0
  11. I think that's true for the majority of players, Thief and TDM.
  12. Personally, I'd be interested in looking at new frob visuals...I don't think any kind of brightening effect is going to solve the problem of seeing the effect in bright rooms. A subtle outline might be the way to go, and we could colour code it....white for regular objects and yellow for loot, for example.
  13. Are there any mappers making that claim? I can't think why that kind of support would be needed either, other than perhaps the ability to choose between two different pre-provided types of frob (if we decided one day to give loot objects a different type of frob effect).
  14. There are spawnargs to control the frequency of barks. I don't recall what they are but you can look through the AI defs for them if someone else doesn't get to it first. They aren't related to animations at all.
  15. For someone who doesn't want to copy Thief, this seems exactly like a copy of Thief. That said, I think it looks pretty cool. The lock-picking overlay looks great. And I like the way the readables move towards the player and open/unfurl. I'd like to see something like that in TDM. Not a fan of the voice-acting, personally.
  16. You keep avoiding the question about what the practical difference is. Unless you're trying to claim that people who die from Covid deserve it because they have a "weak body defense"? dotage (dōt′ij) [ME. doten, to be silly] A pejorative term for cognitive impairment. Medical Dictionary, © 2009 Farlex and Partners Note that there is nothing in this definition that counters the claim that "dying of old age is not a medical term".
  17. You didn't answer the question. What practical difference do you see between someone who dies of pneumonia, and someone who dies of a combination of pneumonia and old age? In both cases they would be alive if they hadn't caught pneumonia.
  18. Wow, I didn't know that you had it! What kind of complications did you have? I'm far more concerned about those, if I should get it, than the risk of actually dying.
  19. Jesus Christ Kurshok, this isn't your personal therapy page. Six posts in a row is getting ridiculous.
  20. Is there any practical difference between someone who dies "of Corona" and someone who dies due to Covid-induced complications? Unless you're referring to people who would have died regardless of whether they had Covid or not--those people are easy to filter out by subtracting the average death rates from the current ones.
  21. The comment wasn't directed at you, and it certainly shouldn't be seen as endorsing the general tone of Kurshok's posts. I don't personally support either childish name-calling or overly emotional rants, even if the target deserves valid criticism.
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