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you should be able to decapitate a pupet once you have some melee skill and found a sword or so
and it's not a joke...it's just how swords are supsosed to work...
they are more than capable of cutting off parts of the body irl...here don;t even leave a scratch...visually
or atleast being able to incapacitate them..
Thanks for the info but before 0.9 (add of new NPCs) I think you need to redo 2 things for sure :
- puppet desync from us (that connect to many bugs like teleport bug, hitbox problems, puppets speed up to multiple hits, etc.)
- being able to open/close door, jump over windows, sidestep and walk around you or other evasive moves when you shoot / fight them
Melee fight requires a rebalance but those to elements make it clumsy and boring.
So adding more NPCs won't change it, if those 2 limitations stay there....
They should be strong and hard to kill. What I don't get is why they fall to arrow shots to the body at all. When you are first learning the game, it tells you the puppets die when their BCU is disconnected. How is a little piece of wood to center mass going to affect the brain implant?
That leads to melee. These things should stay animated until we either get a headshot or have hacked their pieces off, culminating in a decap.
Pics, or it didn't happen... lol!
Honestly brawling is not used proparly in game, maybe just put skill as melee and include boxing/brawling in melee skils, instead it bean 2 separate skils
And some weapons in first person is really hard to know if you are battle instanced.
Once the tutorial gets implemented i guess a few low level zone might be implemented as well to get new players thru the learning curve. then there is YouTube.......
Hopefully it becomes something that comes into play late game like after you hit so much fame or we can toggle on or off. Because as you mention early on the game is hard enough. It's late game it can become easy and it's another way to to keep the game challenging other then just turning up the amount of puppets and damage.
these 2 posts just contradict eachother...
if they are just reanimated corpses, brainless and so on...then obviously they should never be able to use complex actions like opening doors or using windows!
if they are not just this...well, then they should take normal damage just like in present...
BUT..in any situation i think the player should be able to incapacitate them in order to escape
meaning to damage or disable their movement / atack (limbs)
otherwise no, would not be fun at all even for an experienced player to have 0 safe places especially at the start...
1. all prefab doors can have a "lock/unlock" option or interactive door brace, but still require player lock for pvp protection. Puppets take 1 min to "open" door as it receives the instructions via BCU or they keep knocking at door till it opens
2. Puppets are very slow at vaulting allowing melee/punches to keep em on the other side or knock em out for escape (stamina have to be watched here)
3. Ensure tutorial advise players to ALWAYS keep melee weapon if possible as puppets can vault be can be easily dealt with using imp spear to stick em in the head
4. Less resources for barricade/traps options and/or smaller inventory space for materials.
i personally prefer smarter threats that forces me to think and adapt. Tutorial imo will help new players once its fleshed out
The worst bow with the worst skill possible is the same as the best sword with the best melee skill
and without the risk of being hit.