Weapons+Combat mechanics Suggestions/Discussions (PART 4) (POLL) (DISCUSSION)


Docterrok

Weapons+Combat mechanics Suggestions/Discussions (Part 4)  

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I think the stealth-mechanic will be very difficult to get right - if it relies too much on "assassinations" or "kill moves", TLD becomes another Far Cry. Besides, real-life stealth is more about avoiding detection in order to get to a better firing position or to just get away from a threat unnoticed. People are also ridiculously hard to kill in one attack, so stealth "assassinations" should be impossible anyway.

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Even a throat slit from behind makes a lot of noise and is noticeable by others - blood can spray up to five meters when severing the jugular. Just throwing this out here in case someone mentions it ;)

Basically, the only surefire way to kill someone in a single melee attack is a complete decapitation, which is just impossible with the tools and weapons in the game.

However, successfully sneaking up on an enemy could possible give one the leverage in a struggle.

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Just now, Docterrok said:

damn son, the most adult thing in this game is when you step into a fire! adding bloodspray seems a bit... extreme. dont you think?

Yes, this is what I was actually going for - it just shouldn't be added, for a variety of reasons. One is what you just mentioned, the rating of the game, then there's the realism and the fact that TLD is not primarily meant to be combat-oriented like Call of Duty or something like that. Stealth should only be for sneaking past the bad guys and maybe get a bonus in a struggle.

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Just now, Docterrok said:

should weather/time of day affect anything?

Definitely. The effects of darkness should be obvious, but it's also easier to go undetected in the fog or, if you're daring, a blizzard. I'd give Hinterland a huge bonus if your apparel influenced the effect daylight has - those brightly colored thermo vests aren't exactly stealthy, but a wolf coat is.

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1 minute ago, Docterrok said:

recent version, the shadows are still harsh, not outdoors, but indoors

Weird, works for me. Maybe some graphic card issue?

On topic: Frozen snow is actually quite loud to walk upon, so maybe fresh snow would be a better choice.

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3 minutes ago, Docterrok said:

that's true, but first, they gotta fix the lighting, no building is super dark in broad daylight, yet, i still have to use a lantern to navigate sometimes! XD

The lighting has been retuned to reflect particular times of day (and we corrected an issue that made interiors overly dark on some monitors following the recent color grading improvements). 

There is also a brightness slider that you can adjust to suit your own personal setup. That being said, some interiors will still be fairly dark, depending on your settings. 

Can you be more specific about what you are seeing?

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The best would be the exposed tarmac in CH and DP, followed by fresh snow, wooden floors, ice, frozen snow in that order. I'd also be in the market for having to avoid sticks and branches, but that might eat up too many programming resources, so I can live without that.

Depending on the alertness of the enemy, visual cover may sometimes be more important than being silent. This, however, is relatively easy to program and doesn't need much explanation I guess.

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Just now, Patrick Carlson said:

The lighting has been retuned to reflect particular times of day (and we corrected an issue that made interiors overly dark on some monitors following the recent color grading improvements). 

There is also a brightness slider that you can adjust to suit your own personal setup. That being said, some interiors will still be fairly dark, depending on your settings. 

Can you be more specific about what you are seeing?

its not much of a problem, but I believe that moonlight should illuminate some at night, that being said, I've notice that the corners of rooms get rather dark, no matter what time of day it is.

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1 minute ago, Wastelander said:

The best would be the exposed tarmac in CH and DP, followed by fresh snow, wooden floors, ice, frozen snow in that order. I'd also be in the market for having to avoid sticks and branches, but that might eat up too many programming resources, so I can live without that.

Depending on the alertness of the enemy, visual cover may sometimes be more important than being silent. This, however, is relatively easy to program and doesn't need much explanation I guess.

remember, they'll be in different positions, such as sitting down, sleeping, etc. but also I think body type should affect it as well, like age of npc, etc.

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Just now, Docterrok said:

its not much of a problem, but I believe that moonlight should illuminate some at night, that being said, I've notice that the corners of rooms get rather dark, no matter what time of day it is.

Gotta have to check that out later, if it does happen to me as well I haven't noticed yet. Quonset Gas Station is pretty dark though.

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Just now, Docterrok said:

remember, they'll be in different positions, such as sitting down, sleeping, etc. but also I think body type should affect it as well, like age of npc, etc.

Yes. A group of bandits or something would be pretty alert during the day, but feel safer in the evening when they return to their fire site and have a couple of drinks, which would mean the enemy force is more condensed, but easier to sneak past. A typical family of four however would either be extremely alert at all times or not at all, depending on the upbringing of the adults and children. Children especially are easily scared by random noises - though adding children would present us with all kinds of moral and ethical problems, so I'd rather not see them in the game.

Basically, alertness is pretty dependant on what the group or individual you encounter have gone through - some old guy in his cabin, living off the grid might not even notice the world has just ended, whereas a bunch of college students celebrating their graduation with a skiing vacation to TWM probably run into all kinds of (violent) trouble, thus increasing their alertness. Basically, the larger a group is and the better it's equipment is, the less their alertness because the feeling of safety in numbers can really lull you in. Experiences also matter - a group that has been attacked once will do everything in their power to prevent such attacks from happening again.

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