GOD DANGIT, Just as I decide to try it Registration was closed 5 hours ago :'(
so i've got the research kit, and i don't know how to make blueprints
where is the workbench
Alright fellas, the proper way to farm woodpiles is to strafe all around it while hatcheting away. Or listen for footsteps. The hills have eyes, listen for the footsteps. You hear someone walking around, you turn around, he's behind you, above you, pretend he's everywhere at once. You have to harden. Listen for the footsteps. Feel like someone's tracking you? Listen for the footsteps. Surefire way to protect yourself.
Decided to take a look at the events log.
Pretty much every 5th entry is a murder
We definitely need an honor/humanity system.
You could start with a predefined value and then lose points based on how many people you murder.
Your humanity/honor could regenerate slowly over time to a good standing, which allows for killing people who try to murder you.
Would let you know who the mass deathmatchers are.
I hate the idea of adding systems to change people's behaviour. It should be a solution that the players find the solution too. Once you start adding systems you start restricting what people can and can't do. In the end if we do that we might as well let you choose which team you want to be on, good guys or bad guys.
People being killed is a problem, so start a gated community, set up a police force, only let people in who you trust.
lawl, racy, Muller, leftadead, all hackers
Killing is perfectly fine and it adds a sense of risk to the game
but the skiddies/hackers on the other hand
I don't even think that bandits should be highlighted in any way - assuming that clothing items eventually show up on playermodels, people should be able to have their own unique appearence so that bandits would have to be learned and recognized by gated communities. They would be able to change their clothing in an attempt to disguise and such
yeah, I like the idea of self-made safezones instead of the forced friendliness. People should be able to be dicks as much as they like without the use of any exploits/hacks, and if people don't like those people they should do something about it.
I think adding blood to clothes for proximity kills would be a pretty good indicator, it's realistic but it also isn't permanent. Shows you who an axe murderer is, so you get a warning, but not a permanent "please kill me I'm bad" sign on your person after a couple of murders that might have been in self defense.
it'd be much more feaseable to set up a safe haven once there's some kind of faction/group system which allows you to recognize group members from much further than you can identify people's names as of now.
Okay, got pretty good stuff, including a research kit, time to stop playing just in case.
That's what I'm saying. We should be adding ways for people to set their own systems up (clothes, friend groups, trip wire alarms etc).. rather than hard coding people as bad people and good people.
Because really, maybe your town wants to go out and pillage and fuck up other towns. You don't want to be marked as bad guys for doing that... because that would be part of the fun.
I fucking love the idea of having traps around your base, either just to alert you of movement or to cause harm as well.
As scratch (nl) said, you'd definitely find a lot more of a social aspect to the game start to emerge with the inclusion of such a system - people would begin to team up and create these factions with independent bases, maybe even sparking war between two factions. It'd foster a player-driven economy, of sorts.
Might suggest adding cloth dyes and territory borders then which are setup by signs, so for example you'd setup 4 signs and it would make a red/coloured line around the area using the signs as the waypoints, when someone enters it'll print a message saying you're entering a persons territory.
Add a group system and you can set it so it wont show for people who are in your group but will for everyone else.
I hate the idea of flashing shit up on the HUD like that. It'd be up to you to put signs all around the base that people could read.
Perhaps you could have customized colours for each faction? That way it doesn't break the ~immersion~ but still be useable for long-range identification. Just like a shoulder or back patch where you could put your faction's symbols on.
And that way you don't really need a faction system either, you'd know who is in your faction by checking their clothes.
I still hope we're going to get easily visible names for friends, regardless of clothing and faction
What garry is suggesting is that the developers give the players the means to be individually identifiable, and therefore create their own means of being part of a gang or group. Let's say they put down territory markers, instead of having a message printed out by some omnipresent script, the faction leader or democracy (if we could be so lucky) decides to post patrols around their territory.
Any person who walks into the territory is then waylaid, and the faction then has rules regarding what they do with trespassers - be it send them on their way, or detain them and steal most (if not all) of their items. Or shoot on sight.
Instead of the player getting a message that they're in some territory, let them learn by playing the game and figure out themselves where to avoid and where to stay.
I haven't played in ages and I am afraid to join (I have a ton of shit) how does the dropping system work now?
Interesting to see this progress, haven't played since about February March time when there where only 3 to 4 people on at any given time
How about to make a some kind of safe area, where everyone, who enters it, becomes immune to attacks from other players and also deal no damage to others by himself.
This way nobody will die from "smart snipers" or be an "invincible rambo".
It will also piss off douchebags like Racy and let others to understand the word "friendly".
I'm ok with dying in a gunfight with other person or being ambushed. But dropping dead and losing all your shit to speedhacking-nocliping asshole is not cool at all.
Garry's probably right about not limiting players.
Though at the moment the game is skewed dramatically towards random death-matching with an axe than building things.
Is this just a mini project or is it going to evolve into a full 'GarrysMod' size game?
I would really love to see some more releases from FacePunch Studios
oh god i forgot my password
and i cant join
god damn it
We don't care about hackers right now. I'm sure they are a huge disturbance, I'm sure they're ruining the game, but we're prototyping a game - not a anti cheat solution. If someone is cheating then deal with it, try to ignore it, we're not interested in hearing about it right now.
Whilst I can understand you are prototyping a game and you want feedback on the development. I feel that the hackers make people feel less inclined to play, and test, the game. Less players - less testers.