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Not a fan of how the bunker is hidden and think your idea would be much better. I also got stuck like you did, behind the door. When that happens, go to the Delta map and then back to G.C.
As far as bunker 11 goes, it's a good challenge to build up to. It's about the only place I use full auto, also.
Once loot tables are fully set up, it'll be fine.
There is still going to be the bunkers that are out and about in the world like there was in Legacy as well, they're just not added in quite yet.
Thats all you have to comment on? Lol
Kind of sick of seeing people stick up for you in the comments. I get it, as a dev you speak, you lose, you don't speak you lose. Youre a solo dev starting a family. You created this game back when you had the time and resources but it just seems like those days are long gone. The only content we have seen since the new release of the game is some new items, the concept of the game is the EXACT same just in a worse state then the original game.
Sure graphics are different and movement is more "realistic"
We didnt need that in a literal POLY game lol... All we wanted was a good solid game to play. But you had a vision and wanted something bigger and better.
You added tons of weapon attachments that dont even do anything and WHY lol, Different trigger types, different grips, all that just wasnt needed in a game that has 1 zombie type that I can easily just kill it with literally ANY melee weapon...
You wasted all your time on all that nonsense instead of actually making a foundation for your game.
You had a solid game, a game with different zombie types, different keys you could find spread out across the map, workbench with a decent crafting system and mechanics. You were able to actually set up a base, set up a workshop, craft ammo and defendables. All you had to do was expand on that, add a better farming system, rework some of the content with the keys and bunkers, and then just pump out content like AI raiders and expanding the map. (Which you eventually did, but terribly imo)
I played the game for several hours over the last few weeks and it is in the exact same state as when you stopped developing the last version. what over a year ago if not longer.
So youve added cars and some other nonesense, its still so poorly added that it just doesnt make up for the fact that you scrapped a perfectly good game.
Youre vehicle mechanics are terrible, the movements are terrible, why does a semi only require 2 batterys but a small car requires a battery and a thousand sparkplugs. Just more nonsense you added instead of working on proper content.
You threw away so much and you have given us so little.
I have so much more but I think youre a lost cause. Ive seen what the community has to say over the past year or so and ive seen your responses. Seems you only care about the ones throwing their praises to you.
My general vision for the game is always realism unless it heavily impedes on the fun of the game, which I personally don't feel this does.
To me, you're heavily oversimplifying / understating what goes in to restarting an entire game from scratch, and also either innocently or intentionally downplaying what the game has now compared to Legacy. Rewriting an entire game from scratch takes a VERY long time, so being able to play the game and have it be essentially caught back up with Legacy in a year is something I'm actually pretty proud of.
I can definitely understand why someone who legit just hates the new version compared to the old version would be bummed or upset with how DeadPoly's development has gone, though. The game IS different in many ways, but my goal with the rebuild was to keep the good and add better, more engaging systems around them.
The reason for the rebuild wasn't just "eh restart," it was actually to address some VERY large flaws in how the game's inventory system functioned, all the way down to the base level of it. These issues caused the game to become progressively more and more unplayable as a player's save continued to increase in size, and eventually it would no longer function at all.
I spent a long time chatting with the community about what they thought I should do to address the issues - should I spend about the same amount of time as the rebuild took addressing ONLY fixing the broken inventory system, or should I restart with all the new knowledge I've gained up to that point, and create a better game, while maintaining what I viewed as the fun and good aspects of DeadPoly. The community was heavily in favor of the full rebuild and all that it would bring to the game at the time. Maybe they all feel differently now after realizing I couldn't rewrite an entire game in a few weeks, I'm unsure.
Everyone's feedback is actually extremely important to me, good and bad, I'm sorry if I've done something to make you feel otherwise. Actionable feedback is something I always take to heart, but it's hard to take away much from "new version bad old version good," when it doesn't articulate why the player feels that way. A lot of the time, it comes down to the game not having some specific items they enjoyed in Legacy, which will be resolved in time, or that they just really dislike the locomotion based movement system.
All of the gun attachments "do something," in terms of recoil reduction, and that entire system will continue to evolve and expand. This system is actually something I'm really proud of, so to see you downplay an entire new system to "new attachments that don't do anything" when they do indeed all function, and allow more in depth customization to player preference bums me out. Player freedom and expression has always been a huge part of DeadPoly's primary goals.
Which leads to more of what the rebuild brought - customizable characters and clothing. Again, not a small / inconsequential change by any stretch. I feel basically any developer that took a game from "this is your character" to a system where the player gets to create their own character, and then find things in game to customize the character, would agree that this is a huge undertaking.
At the end of the day, my goal will always be to create the best game I'm capable of making for the players of DeadPoly, period. Having a simple game that many players found fun shouldn't stop progress on making the game better. Unfortunately, it's pretty obvious that there are players out there that don't feel I made the correct decision with rebuilding the game and making the adjustments that have been made, and that's something I get to live with.
I'm also the one that gets to live with the consequences of those decisions, too, ya' know? By every metric, the game was far more successful before I rebuilt it, and it's entirely possible (probable, haha) that it will never recover from that decision, but I still feel it was the correct decision in respecting those who have played DeadPoly to provide them with the finished vision of my game rather than settling for a half-baked, overly simplified version of DeadPoly.
The GAMEPLAY of the new version is immeasurably better in my eyes. The movement system is far more engaging and fun, the gunplay is hilariously more fun and enjoyable, and the entire backend / base of the game is primed and ready for more and more content without exploding down the road.
It bums me out to hear you feel I'm a lost cause, but I'll continue plugging away on DeadPoly and working towards its future anyway, because my motivation has always been to create a game I'm excited to play with the world, not settling for something I'm unhappy with.
Unless you're just referring to "zombie types" as the model / mesh of the zombie, in which case, there was definitely more zombie "looks" in Legacy, because there was more models readily available when using the Synty models. This is also something that will be resolved with time.
hi just to let you know that while i still enjoy playing my long time save in Legacy, i also enjoy playing my newer long-ish time save in the Rebuild too.
for me, at least in my savegame, the Legacy takes me about 11 minutes to Save (every 30 mins), + another 11 mins when i finish the session (but thats just me making an extra backup save)
whereas in the rebuild, the saving takes maybe 15seconds, (and i really have been picking up Everything i can find, and slapping it onto an existing item placed, or container :o)
(im a bit of a hoarder in real life too, so theres no change there)
so, will i continue to play legacy, sure, because the dev has kindly kept that version available and just in case you didnt know, you are able to switch back to it and play, (but you need to make a backup of your appdata deadpoly fodler first and keep making backups if you swap back and fourth etc).
if you like legacy a lot, thats still cool, and most of the ideas i had, were even designed for the legacy version, (apart from last months 2 comments), and you are always still able to play it
https://steamcommunity.com/app/1621070/discussions/0/3273564671174569318/
but to be honest, the new version is also very cool, and while i have been working on something (that legacy or rebuild players can see and experience in the future, meaning that i still play both from time to time), most of the time now i enjoy Rebuild, especially with all the spooky pupkins to collect :o)
for example here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3353241675