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So well, guys, this is your house, have a good life in it. [horstsondermann.com]
And remember, this is physical.
"The first time someone calls you a horse you punch him on the nose, the second time someone calls you a horse you call him a jerk but the third time someone calls you a horse, well then perhaps it's time to go shopping for a saddle"
i think some of your "facts" may have in fact been intended aesthetic design.
take doom for example. its a game with a large marketing budget, very nice graphics, and overall had a high production value. yet the ammo and pickups are floating green holograms, can i shoot a hologram? couldn't they have just put the ammo nearby and the hologram lead the player to a stash? i think they could have, but it wouldn't really add to the game.
while it might be confusing to some, as long as they understand the basic principles of cause and effect (house get hit = zombies spawn) i don't see a problem. don't get me wrong i have things i would like the game to change, mainly a more informative start to the campaign to teach players the basics.but this is not really high on my list of things that would help new / old players or even add to the quality of life to the game all that much. personally i think having multiple sprites for each building would be kinda pointless, would it make the game prettier? idk i don't feel it would even do that.
still its an interesting point to make and thanks it gave me something to read.
Green glowing transparen spectral thingy is the visuals used by the devs for that stage. When finished the building looks differently and alongside with the absense of progress bar informs the player that it is finished.
Buildings in the game have different "noise" level (aggro). Houses and production generate more noise - hence attract zombies. Walls and empty towers do not generate nearly as much noise if any at all. Hence - zombie ignores it.
According to game logic - yes. Buildings are physical during construction and yes, you can see through it because of the chosen visuals.
The construction design does have fixed rules. But apparently they aren't to your liking. The only thing here difficult to grasp is the concept of noise generation.
There is a glaring progress bar on top of the building. Also there is sound design that adds to it.
It is obvious though. There is a progress bar on top of the building while it is being constructed. Units don't go through the buildings during construction. You lose actual resources to place a building. You can't get 100% refund after it has began constructing.
If someone doesn't grasp the mechanics of the game at the very beginning he should get it as soon as some zombie attacks an unfinished building. And then guess what players do...
They learn game mechanics and use them to their advantage. Like placing unfinished walls to stop the horde from infecting the colony.
But this game isn't ARK. Why you assume that everything works the same here as in ARK?
Blueprints exist in many games and can be implemented differently.
But does TAB even have blueprints? In the game there is a Pause state, during which you can place your buildings and have 100% refund for them. You can plan your colony only in Pause state. When you unpause everything instantly begins construction.
There is no such thing as buildings constructing one after another.
You choose where to place it. It begins the construction. And you have a glaring progress bar showing that it is being constructed.
Also correct me if I'm wrong, but in ARK you have to PREBUILD the parts and they are constructed INSTANTLY without a PROGRESS bar. In what way is this similar to the TAB except for visuals?
TAB does it too. There are generally four states for every building.
1 state - Planning state - Pause required. You pause the game. You can place structures and cancel them with 100% Refund. The only state you could argue is a blueprint mode because during pause you can make a blueprint of the colony.
2 state - Construction state - Begins as soon as the building is placed if the game isn't Paused.
Buildings have progress bar, that shows that they are being constructed. You can't refund 100%. Units have to go around buildings and it is possible to block the road with structures during construction.
3 state - Completed state - Progress bar for construction dissapears. Building changes its visuals. It gives the player whatever it is supposed to give: Wood, stone, energy, food, colonists e.t.c
4 state - infected state. Has different visuals. Doesn't produce anything. Has to be repaired.
Other people have opinion that differs from yours. Deal with it. It is your choice to get offended at anyone who disagrees with you.
You had assumed that buildings under construction do not exist because they look green and made a big deal of it when you found out that they can be destroyed. What did you expect from others? A big hug and a pacifier to calm you down? At this point it's not about structures being green. I think nobody would actually complain if devs change it to the stage-by-stage visual of construction. It is all about your approach to this topic.
Nothing random. You have an empty wooden tower which has little to none noise generation and a working quarry with a ♥♥♥♥ ton of noise generation. Seems logical that zombies aggro to the Quarry instead of an empty defensive tower.
"Also, dwelling without colonists (waiting the train arrival) no longer spam zombies when they have been infected."
>.>
You do realise you're talking about completely the wrong thing?
A complete tent/cottage/stone house is considered empty until the train arrives to bring colonists so it makes sense it shouldn't spawn zombies. An incomplete tent/cottage/stone house will still cancel the build and spawn zombies because its the workers building it who get infected.
Edit: I'll be even so kind as to spare you the effort - they appear to. Took some effort, but I got a building tent infected with 2 extra walker spawns.
So, I stand corrected, and Numantian, presumably, has a minor tweak to make. Probably would help to make an appropriate post in "Feedback" instead of engaging in a bitchfest about it in General, though.
Considering the change to unoccupied buildings (that I mistakenly thought to apply to blueprints as well), Numantian's stance on this utmost important subject seems somewhat set.
and he's back with a second account.
Do you still not know what a blueprint is? It's a mass produced print on light sensitive paper. How do you think construction works? You take the blueprint, put it on the ground and after a set period of time, a house appears by magic?
Again, the very first response to this thread answers your inane question.
I'd ask for any evidence that drove you to assume I'm somebody's alt, but we both know there ain't none and you're just lashing out for whatever reason.
Are you sure you quoted the right post there?
q.e.d.
Kindly keep me out of this particular drama, I've had enough of it on this forum.