Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

Silvershine 9 ABR a las 10:42 p. m.
5
Weapons breaking
3 strikes and knife gone, shift-delete this game, thank you and bye
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Mostrando 31-45 de 67 comentarios
>Trojaner< 11 ABR a las 1:27 a. m. 
you will find much weapons and construct even more. What is the point to have weapons with high durability? You just dont need it.
jasonwright4838 14 ABR a las 7:16 a. m. 
I agree that the weapon durability mechanic is not good. It is a mechanic that no player likes, but Devs keep using it anyway. Otherwise the game is enjoyable. If you want, there are trainers for this game that can give infinite durability. I am using one myself, and it makes the game mush better imho.
celsius03 14 ABR a las 7:47 a. m. 
cuz this isn't an action game
mindless zombie action games
really ruined survival zombie genre

use stealth,
use hiding spots,
utilize stealth kills,
use bottles to make noise,
only use loud weapon when no other zombies are around
(to stealth kill of course)

ignoring all those mechanics, it'd be hard for sure
why would devs make all that and balance around like it's an action game?

the game is so easy for me, i don't even bother picking up any meds
cuz i never had to alert/fight zombies
(if i had to, kill one and dip out, come back later)
Mïnt 14 ABR a las 7:55 a. m. 
Meh, it stopped bothering me so much when I started taking advantage of the stealth mechanics. Super easy to stockpile weapons that way.
[Heretic]Rivga 14 ABR a las 8:02 a. m. 
Publicado originalmente por jasonwright4838:
I agree that the weapon durability mechanic is not good. It is a mechanic that no player likes, but Devs keep using it anyway. Otherwise the game is enjoyable. If you want, there are trainers for this game that can give infinite durability. I am using one myself, and it makes the game mush better imho.

The game is balanced around weak weapons, you change it and the game play would be poor and uninteresting.

In gaming game play is everything.
Xals 14 ABR a las 10:06 a. m. 
I ended the game with 72 weapons in shelter. For me, weapons breaks too slow.

I think this game will benefit a lot with a hardcore mode for people who are okay with not being superman and a casual mode for people who doesn't.
Ordisoftware 14 ABR a las 10:13 a. m. 
Once you've upgraded the weaponry workbench to make spiked bats, axes, and bullets, progression becomes easier. But the game remains challenging: the fights are relentless, and getting surrounded can be fatal. Sometimes it's difficult to obtain certain resources, and this blocks certain aspects, but in favor of other resources that allow you to advance along a path, a priori. The medical workbench is also vital, in addition to the stove.
Xals 14 ABR a las 10:18 a. m. 
Spiked bats are OP. With this and broken bottles you don't need anything.
fourfourtwo79 14 ABR a las 10:31 a. m. 
Publicado originalmente por celsius03:
cuz this isn't an action game
mindless zombie action games
really ruined survival zombie genre

"Mindless zombie action games" (or everybody else generally following lowest common denominator trends) lead to opportunity. See the rise of From Soft: "Sorry, but some frustration, some effort and a feeling of reward is part of our game experience." Warhorse: "Sorry, but our game isn't chock full of dungeons&dragons." Or Larian: "Sorry, but turn-based is turn-based. If you want to press a button and then something awesome happens, play the thousands of our competitors. They're already there and may be increasingly battling over the same audiences."


It took a risk for each of those to oppose both market trends as well as feedback though. They all still believed that there was a big market for their type of games respectively. And they were eventually being rewarded for it. Kind of like the experience that Into The Dead: Our Darkest Days is aiming for, no? Risk... reward. To clarify: Tuning the game more towards a "mindless action zombie game" would miss out on that opportunity. And breaking weapons / genuine ressource management seems an integral part in avoiding such. Even when you're going out of your shelter, you don't visit like a huge open world you're gonna spend hours in. But oft smaller, self-contained locations, after all.
Última edición por fourfourtwo79; 14 ABR a las 10:44 a. m.
Ordisoftware 14 ABR a las 10:37 a. m. 
Publicado originalmente por fourfourtwo79:
... market trends ...

Unless I misunderstood your point, this game has nothing to do with a "market trend": it's a "free electron". At least that's the impression it gives me. Made for those who like zombie games, turn-based games, survival games, platform games, and all these things that it offers like its aesthetic and atmosphere. Therefore bringing fresh air to the genre and style.
Última edición por Ordisoftware; 14 ABR a las 10:44 a. m.
Rindaman 15 ABR a las 4:44 a. m. 
See what yellow paint did to yall lmfao
SkyShark 15 ABR a las 12:55 p. m. 
I'd like less weapons in the world but they more durable with a repair mechanic.

We have broken gun parts, could do the same for melee. Maybe even keep the weapon if it breaks with the ability to repair from totally broke. Add a system to improve repairs and maybe strengthen weapons.
TheHolyRegent 15 ABR a las 1:05 p. m. 
I really regret that I didn't read this thread before buying the game. It's a pity that the opportunity to understand that weapons with ♥♥♥♥♥♥ durability are part of the developers' "vision" appears only after 2 hours of gameplay, when you encounter "high-quality weapons" in fire stations, etc.

Everyone at "braindead tryhard's" who talks about "zombie survival" would like to remind you that PZ (which, even at the start, was much closer to zombie survival than this game could ever be) somehow managed without making all weapons "glass". And even without, Oh, such a "survival" cheat stealth with oneshot attacks and zombies that can't see you at a distance of 7 meters.

But for some reason, almost every "Mindless zombie action games" (like SoD 1\2) has a "so needed here" cheat stealth with oneshot attacks and zombies that can't see you at a distance of 7 meters.

I wonder why?

I can only wish the developers to listen to braindead tryhard's as much as possible.
This will have an incredibly positive effect on the quality of the game and will bring you a well-deserved "commercial success".
abysss24 15 ABR a las 1:14 p. m. 
I was hoping I could fix weapons on the workbench
Ordisoftware 15 ABR a las 1:31 p. m. 
Ah ah. Aside from firearms, what's the point of repairing a weapon with wood and metal, if repairing it amounts to recreating it... That was just the thought I'm having at this moment and after reading the exchanges for days, legitimate, especially compared to other games and unrealistic customs, but rewarding in a certain manner. If to repair an axe you have to replace the wood broken in two and the split metal blade, while the workbench allows you to create one with wood and metal, it comes to the same thing, right? I mean, in a pseudo-realistic vision for a survival zombie video game without bling bling and fireworks or excessive genetic mutations. I say this without knowing if it is planned to be able to repair, for example, the super masse, which is more powerful than all the other weapons, except the revolver, which is useless when surrounded...
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