State of Decay

State of Decay

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Please remove Auto Holster
A huge pet peeve of mine: games that auto-holster my weapon.

I'm quite capable of holstering my own weapon. I don't want the game making that decision for me. I can't stand it when I pull out my weapon, and the game holsters it for me three seconds later.

Don't do that.
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Showing 1-15 of 15 comments
friskyvirus Mar 17, 2014 @ 6:13pm 
I've been checking the game out lately and there needs to be an option for this. It's especially bad when you're in the middle of a reload and your weapon is holstered.

I'd prefer for equipped weapons to always be visible on your person. Disabling auto-holster is the least they could do.
Cougarific Mar 17, 2014 @ 7:30pm 
I blame consoles - there are only so many buttons on a controller - contextual control schemes suck.
WAZZUUUP! Mar 17, 2014 @ 10:03pm 
Greetings

Uhuh console to PC port yay NOT! Still a fun game though! :tgrin:
Fart Vader Mar 18, 2014 @ 10:14am 
I agree. It's incredibly annoying.
FMJ Apr 20, 2014 @ 5:41pm 
Is there a way to disable it though?
Chris Apr 21, 2014 @ 1:30am 
No, it's how the game is setup, weapons magically dissapear when you change between ranged/melee or just wait a bit. You have to remember this is an xbox live arcade game, they just simply didn't have the space to do better.
Striker Apr 21, 2014 @ 6:22am 
Originally posted by Wyndrusher:
No, it's how the game is setup, weapons magically dissapear when you change between ranged/melee or just wait a bit. You have to remember this is an xbox live arcade game, they just simply didn't have the space to do better.

This is not an acceptable excuse when it is not highlighted to people that they are getting a game that has extreme limitations prior to purchase of the PC version. That aside, there is absolutely nothing about Xbox Arcade which requires a developer to auto-holster weapons which they have set a reload timer on that is higher than the auto-holster value.

Add this issue to the ever growing list as to why Undead Labs has not proven they are capable of anything more than the poorly done game they have already released. Mistakes in game development become policy when those mistakes are never rectified. Undead Labs doesn't fix their bugs, they either make excuses or mask the bug with some other ridiculous "solution".

That or they refuse to acknowledge the issue and delete the posts addressing said issue...For shame Undead Labs...For shame...
Last edited by Striker; Apr 21, 2014 @ 6:24am
Chris Apr 21, 2014 @ 6:26am 
No the limit on the xbox arcade is 2gig space, which SoD barely comes under, adding all the animations and graphics to keep them there full time? way over budget, just like multiplayer we'd lose a ton of other stuff just for that, the game is small enough in scope as it is due to being that limited that I'd take what we have over what we don't.

That being said, in the sequel there's no excuse really.
Striker Apr 21, 2014 @ 6:34am 
The animations for holding the weapon out the entire time are the same for holding the weapon out for 10 seconds. The space limit has nothing to do with it and I really wish all of you people that think you have an understanding of what the limitations are would either accept you don't or do some research so you actually know.
Chris Apr 21, 2014 @ 7:07am 
I was talking about if they actually built a holster on the models for the weapons to be visible full time. Either way, it is what it is, want it otherwise? mod it or make your own game.
Striker Apr 21, 2014 @ 9:09am 
I see what you mean now. The "new" would replace the "old" though, so there would be at most a slight increase (~5mb) if done properly. I do understand it is what it is, but I am addressing the inaccuracy in your defense of "why" it is what it is rather than stating I want the feature.
Chris Apr 21, 2014 @ 10:58am 
Nah adding holsters where there are none would just add, not take away, add in the new animations for one handed & two handed and you've a whole lot of pixels. It was most likely left like so many things they wanted to implement, like co-op and other buildings like the interior of the school. Hopefully in their next game they'll do it right.
Striker Apr 21, 2014 @ 11:52am 
You are making statements based on how you "think" things work. I am making statements based on how I "know" things work. Even "if" the changes recommended would require room to grow they don't have, they "could" reduce the size of many files currently in the game that have unused code in them.

While I appreciate your willingness to defend a developer, you really shouldn't base your defense on the excuses given by those developers if you can't verify those excuses as valid yourself. Or at minimum, be willing to do more than disregard facts given by others if you don't know whether or not those facts are true. As a game developer myself, I am very quick to correct people that are bashing a developer based on false information, but I am just as quick to call out a developer that consistently issues excuses that have a basis in false information as well.
Chris Apr 21, 2014 @ 12:30pm 
I'm not defending them, just putting out the simple facts. They've talked about all the things they wanted but just couldn't add. If you think adding all new animations, entities and the background processes that go along with that would be cancelled out by what is already there, aka nothing, then how you "know" things work are by far not what you "think".

Anyway, that's the last from me on the subject, you shouldn't base what you "think" on what other people "know".
Striker Apr 21, 2014 @ 2:56pm 
Your last statement is correct. You should verify what someone else says they know. You seem to not want to do that and continue to argue using something you don't know to refute something else you don't know.

I didn't say it would be an exact 1 for 1 replacement, but the animations that cover the actions now would definitely be replaced by new ones, which reduces the overall growth you infer you believe would happen significantly. There would be multiple things to address, but it would be possible, and regardless of your opinion, we are most likely talking less than 10mb difference if done correctly which could be offset by any number of other methods which would be simplistic overall.

If you disagree, then tell me what would happen with the current animations in relation to holstering, which you are somehow calling "nothing", while using that basis to claim I don't actually know what I am talking about.
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Date Posted: Sep 21, 2013 @ 8:25pm
Posts: 15