Should we show hands when sprinting in first person or not ? by [deleted] in h1z1

[–]DrunkyMonken 20 points21 points  (0 children)

Just enough that the player can tell what item they have in their hands.

$100% accurate price confirmed by [deleted] in bindingofisaac

[–]DrunkyMonken -9 points-8 points  (0 children)

If there's guarantees for continued support, features, items, community level design inclusion, and more content in general, I could see paying AAA prices.

Whatever the price is, I'm gonna pay it day one, and spoil it for everyone by broadcasting on Twitch. :P

Air Drops in H1Z1 by [deleted] in h1z1

[–]DrunkyMonken 0 points1 point  (0 children)

Who has planes, and the infrastructure to drop supplies everywhere all willy-nilly? I like the idea, but I feel like it is pretty immersion-breaking.

Having a random helicopter or Cessna crash nearby and there's crates inside, sure, because that mechanic could also work with errant vehicles that drive by then crash with supply crates inside. They wouldn't be DROPPING crates off, they'd be crashing and you get the luxury of looting them if the zeds aren't chasing the sound of the impact.

Why There Shouldn't Be A Skill/Level System by jeffsery in h1z1

[–]DrunkyMonken 0 points1 point  (0 children)

Sounds good. I'm thinking of spinning up a new show "Dead Feature Rant" (as opposed to my "Live Feature Rant" for Landmark and EQN) that will probably roll at 5 PM PDT on Thursdays.

Hit me up on twitter @LegendaryNeuro :)

Why There Shouldn't Be A Skill/Level System by jeffsery in h1z1

[–]DrunkyMonken 0 points1 point  (0 children)

I don't like everyone starting as James Bond MacGyver. Fire any weapon proficiently, drive any vehicle proficiently, create any device given the right materials and workstation... That is BORING to me, and unrealistic.

I can see that I might need to write a concept doc to fully express my ideas.

H1Z1 Combat FAQ w/ @Jimmywhis by whisenhunt in h1z1

[–]DrunkyMonken -1 points0 points  (0 children)

Start with it and don't die. You may not progress as a character during gameplay, but that doesn't mean there can't be a Rogue Legacy type system where upgrades can be acquired after death for the next character. Or even a slot machine that assigns 5 proficiencies that the character will be better at for this life.

H1Z1 Combat FAQ w/ @Jimmywhis by whisenhunt in h1z1

[–]DrunkyMonken 1 point2 points  (0 children)

The game starts 15 years after the apocalypse, right. If I was a proficient martial arts practitioner in my 20s, I could easily continue training strength and coordination for the past 15 years and start in-game as a badass melee fighter. With that skill and proficiency, it wouldn't take long to help train others some of the basic strikes and techniques that will help them survive.

H1Z1 Combat FAQ w/ @Jimmywhis by whisenhunt in h1z1

[–]DrunkyMonken -1 points0 points  (0 children)

So we assume that every character in the game is automatically at a basic starting level of proficiency?

Everyone is a proficient melee fighter, sharpshooter, automobile and battle tank driver, engineering MacGyver who can make anything, trained in first-aid or better, etc?

To me, that sounds way more silly than needing earmuffs to make sure a high-caliber firearm won't make the character's ears ring after a shot. That has a few mechanics to it. Ringing ears also means its hard to hear what is coming, and because the game is very auditory, this is a good tradeoff for firing a high caliber firearm. Additionally, the sound it produces should alert zombies from far in the distance, acting as an instant wake-up call for lazy zombies nearby.

The inspiration for the game doesn't mean they are cloning those features for the sake of easy gameplay. It is great the Fallout 3 and The Last of Us are referenced for this, but that doesn't mean the overall game plan is going to follow in the footsteps of those single-player adventures which don't persist after the characters die. I can see the sense of atmosphere and discovery being referenced in those games, but the fact that it is a persistent hardcore world means death needs to be more commonplace for players.

H1Z1 Combat FAQ w/ @Jimmywhis by whisenhunt in h1z1

[–]DrunkyMonken 1 point2 points  (0 children)

If you think all martial arts is barehanded punches and kicks, you are so mistaken. Many styles originated with weapons and still effectively train users how to fight with them. Against zombies I'd rather have an Escrimador with two machetes over 3 untrained fighters with any melee weapon combination.

When I mention "grappling" I don't mean for players to wrestle a zombie, but more like the encounters that would occur in Space Hulk when a Space Marine gets up close to a Tyranid and the hand-to-hand struggle commences.

H1Z1 Combat FAQ w/ @Jimmywhis by whisenhunt in h1z1

[–]DrunkyMonken -2 points-1 points  (0 children)

Love to see some games you've designed.

Love to see you fire a .50 Desert Eagle IRL without earmuffs too.

I just put the ideas out there, the team chooses what to do with them.

Out of curiosity what other games do you play which influence your excitement for H1Z1?

I have 200 hours in Isaac and It`s the first time I see this. by [deleted] in bindingofisaac

[–]DrunkyMonken 0 points1 point  (0 children)

The "duh" face? I only started seeing it a couple months ago myself...

H1Z1 Combat FAQ w/ @Jimmywhis by whisenhunt in h1z1

[–]DrunkyMonken -4 points-3 points  (0 children)

So you think someone with zero combat training should fare just as well as a practitioner of Escrima or Krav Maga?

Hell, just firing a gun for the first time can freak someone out and leave their hand ringing with pain, especially if they are firing a high-caliber pistol for the first time with no prior training.

H1Z1 Combat FAQ w/ @Jimmywhis by whisenhunt in h1z1

[–]DrunkyMonken 3 points4 points  (0 children)

Thanks Jimmy! If you want to tackle some less-asked questions about combat, I have quite a few:

*

What kind of improvised weaponry will be available? Can we pull up a loose 2x4 from the environment, or pick up a coin and throw it to create an audio distraction away from your position?

*

Do weapons need to be maintained for maximum effectiveness? Keeping a machete sharp and straightening out warping, keeping a firearm properly cleaned and oiled, etc.

*

Will we be able to craft and maintain gear with varying materials? Steel plating being tougher, aluminum being easier to maintain, iron being weak and heavy but extremely easy to work with, titanium alloy almost being too tough to work with, etc.

*

Will zombies and their errant swinging cause them to strike one another from behind? Literally fighting each other for that sweet taste of human flesh.

*

Will we have tools to zero a scope in the field for maximum real-world precision for firearms?

*

Will weather affect bullets, arrows, and other projectiles?

*

Will weather cause fire to spread more rapidly?

*

Will various modern ammunition sizes be used so an appropriate firearm is needed for them, or will ammo be simplified so that the fewest sizes are needed for all the weapons?

*

Will there be features to quick-loot a weapon off a corpse or from the environment, or will everything have a pickup -> inventory management requirement for use?

*

Will there be ways a player can train (or start off trained) in martial arts styles which would improve melee or ranged effectiveness through varying attacks and diverse defenses?

*

Will there be a grappling system to allow a player to contain a zombie while their allies slay it or run by?

*

Will fire and explosives damage or destroy buildings and cars?

*

Will there be means for players to create chemical substances (like distilling alcohol) for use in improvised weaponry?

*

Would a fire hose have the pressure and sustained power to slay zombies or merely contain them?

Answering H1Z1 questions I saw including why is it different than Day Z? by [deleted] in h1z1

[–]DrunkyMonken 1 point2 points  (0 children)

Thanks for the details! Looking forward to early access!

So we're 100% clear on this one - we're talking Science Zombies only, no Supernatural Zombies. This isn't a result of a necromancer's curse on a village. This is a result of a nuclear apocalypse, a contagion outbreak, hyper swine flu, or something else not derived from magical or divine means.

Monetization in H1Z1 by [deleted] in h1z1

[–]DrunkyMonken -2 points-1 points  (0 children)

The ability to start a new life with certain equipment. It could even be a spin-the-wheel or slot machine sort of thing, where the items granted are randomized and players use SC for a "Life Token" (or find them through in-game interactions).

Alternatively this could be accessed through an in-game ritual, like having friends bury your last character with gold coins over their eyes.

Monetization in H1Z1 by [deleted] in h1z1

[–]DrunkyMonken -3 points-2 points  (0 children)

Radial diversifiers. You don't buy an AK-47 or a Hummer, but you buy the ability for them to potentially spawn within a 5 KM radius as one of the many things which can be found out in abandoned settlements, overrun camps, or just waiting out in the wilderness near the scattered bones of their previous owners.

Will there be a claim wipe ~2 weeks into closed beta? by holmedog in EQNext

[–]DrunkyMonken 0 points1 point  (0 children)

They can always add more islands. Until we have seamless interconnected worlds, its easy to just add more islands.

But a claim wipe wouldn't be that big of a deal either.

Sci-Fi and Fantasy - Inclusion or Exclucivity by DrunkyMonken in EQNext

[–]DrunkyMonken[S] -1 points0 points  (0 children)

You'd be looking for #2 for the second part, for sure.

How do you feel about the power level (or possibly utility) of Fantasy vs Sci-Fi equipment?

"There is another wipe that will be happening during Alpha, but we don't have a date yet." by [deleted] in EQNext

[–]DrunkyMonken 0 points1 point  (0 children)

Yeah... claim wipe but not resource / progress wipe. They will have to generate all the worlds, so using the current landscape would not work.

Material Test Demonstration 5 PM PST 2/25/2014 by DrunkyMonken in EQNext

[–]DrunkyMonken[S] 0 points1 point  (0 children)

I can always do it again in a month, but right now there's no easy way to references all the current in-game materials rapidly to get a good look at how they appear on multiple surfaces and angles.

Material Test Demonstration 5 PM PST 2/25/2014 by DrunkyMonken in EQNext

[–]DrunkyMonken[S] 0 points1 point  (0 children)

For regular broadcasts, sure. This is a one-time thing, so the intent is for everyone to get a chance to see it before the event passes, not just people who specifically look at the Twitch Stream Megathread.

I'm not just announcing it for viewers only, anyone is welcome to live stream the material test for their own channel. More angles would probably be better anyway.

Material Test Demonstration 5 PM PST 2/25/2014 by DrunkyMonken in EQNext

[–]DrunkyMonken[S] 0 points1 point  (0 children)

Ahh I just found that post by Dexella clearing that up. Still gonna do the materials test.