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Try the demo then, has a good number of locations.
If it's anything like that still, I don't see the issue. There's people who are complaining about weapons degrading and breaking in System Shock 2 to this day as well. If you really want to push for a survival / ressource management / risk-reward kinda experience, it will rub some people badly and some less so.
weapon breaking on its own isnt as big problem, but when it happends at fight, its horrible, since you have to manually go to inventory and equip next one
can this be changed so during fight if weapon breaks, the next one is automatically equipped? all my deaths are purely because of this single thing, weapons breaking during combat, and since some combat is scripted and unavoidable....
Also maybe don't be so quick to attack and insult people for giving constructive feedback on the game, calling them incompetent whiners and casuals. It makes you look like a clown.
The game is already easy enough on this stage, weapon breaking force players to keep looking for materials to create more and use resources , which also can be use for other things, and we should find the balance on what is the priority. Either way, the game is good for an EA.
Can you name me a brand of crowbar that breaks after beating 3 people to death?
Ok, but a huge part of a zombie survival game is investing in the setting... can you name me a brand of crowbar, hammer, or baseball bat that breaks after killing 3 zombies?
Funny enough, the description for the "makeshift knife" you craft is that it essentially is a shiv. Stats wise it is the same as a broken bottle in game. Combat knife allows for 3 stealth kills but is kind of rare, however equivalent silent weapons are also available (screwdriver comes to mind.)
Please devs, don't nerf durability the game is honestly borderline too easy as is. I don't want more durable items but more zombies, which is really the only way to "balance" an increase. Plus knowing a pair of scissors, shiv, and a broken bottle aren't effective weapons is immersive. And the high durability weapons make sense (fire axe, sledgehammer, etc. even lead pipe lasts a little while.)
Maybe add a survivor with a trait for either an increase to durability for crafted items, or decreases ability drain on weapon use (or maybe the survivor gets one more use out of a weapon if stealth kill would have broken it, as long as the item isn't red durability.)
Also, maybe changing the item name from "makeshift knife" to "makeshift shiv/shiv"would remove confusion there.
Zombies on another layer can be activated by making some noise. They get agitated when they wake up but after some time will cool down and switch to patrolling, which you can utilize by opening and closing doors to get rid of them. Buit most of the time you can just sneak past the passive zombies.
Can you? Last I checked zombies aren't real, and not a lot of stats on how well a weapon murders before breaking. And the baseball bats in game are wood, which if I bash wood against thing they break. And I have definitely broken a hammer below the head before. Crowbar less so, and I would agree it a stretch durability wise, but tier wise in game crowbar fits. Durability as a stat is not realistic, I personally am fine with crowbar being lower mid tier. Though a stat swap with lead pipe may be a little more understanding (unless crowbar and pipe have same stats, in which case crowbar isn't a 3 kill weap. and is a 4 kill)
I don't know about a crowbar, but baseball bats and hammers certainly break when you swing them at hard objects with maximum force.
That said this is a video game. The number of friction points and pain points they could add to a game if they wanted to make it reflect real life is much larger than what's in this game.
The gameplay loop is go out and collect resources while avoiding being detected by zombies. Increasing durability is just removing a portion of the resource gathering while rewarding not being able to avoid being seen.
Just about every aspect of this game is designed around heavily punishing being detected by zombies and poor planning.