Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 23 24 [25] 26 27 ... 63

Author Topic: Rogue survivor: Roguelike Sandbox Zombie Game! Alpha 7, be human, become zombie  (Read 126294 times)

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #360 on: September 11, 2010, 03:50:39 am »

Put some lesbian action in there and I'm sold!
Logged

Creamcorn

  • Bay Watcher
  • [FANCIFUL]
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #361 on: September 11, 2010, 06:28:47 am »

Put some lesbian action in there and I'm sold!

I saw this the second I clicked this topic. -_-

Is there nothing that Bay12 can not do wrong with derailing topics?
Logged
"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #362 on: September 11, 2010, 07:34:07 pm »

You guys get Dwarf Fortress, and somebody asks for a zombie conversion mod. I still remember the thread.

Then you get Rogue Survivor and people ask for a Dwarf Fortress conversion.
 
DUDES! Make up your mind! OR! Lets make a game called "Dwarfzombie Fortress Survival" and just be fuckin done with it  :D
Well we still don't have a good Zombie conversion mod. pretty much we got are insane humanlike creatures who people say are dead. We don't have Undead creatures who can convert others to Undead creatures, the only thing close to that simulation is a loyalty crusade but that is more a pacifist Zombie Apocalypse where you can get infected by just attacking one by arrows.
the only possible way we can get a Z conversion is if one makes a utility that changes the flag of the creature to undead if certain criteria are met.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4 IS OUT, 4.1 SOON*
« Reply #363 on: September 12, 2010, 10:02:31 pm »

Cell phones and followers are some of the most useless little things in the game.
Same with crowbars.
My followers are just hideout guards, so yea cellphones are useless. Followers, not really, i've won lots of battles that I would have lost because of that little lucky shot my pistol-armed follower makes. Now that everything breaks, crowbars are pretty much stackable melee weapons so they aren't useless.

Thexor

  • Bay Watcher
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4 IS OUT, 4.1 SOON*
« Reply #364 on: September 12, 2010, 11:03:03 pm »

Cell phones and followers are some of the most useless little things in the game.
Same with crowbars.
My followers are just hideout guards, so yea cellphones are useless. Followers, not really, i've won lots of battles that I would have lost because of that little lucky shot my pistol-armed follower makes. Now that everything breaks, crowbars are pretty much stackable melee weapons so they aren't useless.

Agreed. Remember, followers can still deal a lot of damage with a gun - even one follower can double your lethality.

Of course, they also double your food requirements... and there's the slight issue of voluntarily signing up for a perpetual escort mission...
Logged

Puck

  • Bay Watcher
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #365 on: September 13, 2010, 02:21:09 pm »

I foudn when I equip followers properly, they ARE not the usual "escort mission" problem.

The only gripe I have: when I enable "pick up items" or even "trade" for them, things get messy. _I_ need (and probably just want) to manage their stuffz. I wish there were criteria I could enable like... "only pick up ammo for the gun you carry" "dont pick up melee weapons" "pick up food" and whatnot. A bit like DF stockpile options maybe?

Other than that the only downside is a higher food requirement, but for just ONE skillpoint they (can/should) double your damage output, inv space AND hitpoints. I dont think any other skillpoint can do that :D
« Last Edit: September 13, 2010, 02:23:13 pm by Puck »
Logged

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #366 on: September 13, 2010, 05:51:42 pm »

Around when gangsters were still in the game, I always took a district (usually shopping) and never left it. Never. Why? Because, one game I went to another district after about day 20, I immediately start getting chased by zombies, bikers and start taking fire from gangsters and black ops, luckily my meat shields were present, and I threw them in front of me to soak up all the bullets I begged them to come, but they wanted to be brave and save the heroic leader.

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #367 on: September 13, 2010, 05:56:35 pm »

Gangsters are in the game, as of 4.11.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

Evilgrim

  • Bay Watcher
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #368 on: September 18, 2010, 12:17:44 pm »

Pushing Cars.
Hells yes.

Logged

Thexor

  • Bay Watcher
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #369 on: September 18, 2010, 01:13:50 pm »

Pushing Cars.
Hells yes.

Hmm... so we can now form an indestructible wall that's immune to non-jumping zombies? Interesting... (at least until the later zeds show up and jump the cars to eat us!)


I'm a little on-the-fence about 'rapid fire'. Consuming two bullets, especially when you're not guaranteed to land even a single shot, seems a bit... unfair. I mean, assuming a base of 100% accuracy, you've got a mere (.5 * .3) = 15% chance of landing two bullets, which means that 85% of the time you gain no benefit over single-shot. And, of course, there's always a good chance you'll miss both shots ((1-.5 * 1-.3) = 35%), meaning you've wasted twice as much ammo for no benefit. Doesn't sound worth it to me (although, I guess a weapon with a ridiculously high accuracy, like a point-blank-range shotgun blast with maxed Firearms, might see some benefit...).
Logged

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #370 on: September 18, 2010, 05:52:22 pm »

Hmm... so we can now form an indestructible wall that's immune to non-jumping zombies?
The amount of cars you'll need to push in a residential area will be huge to 'seal off' the map borders. Shopping and business districts would be easier to seal due to the lack of windows in buildings. Even then, the borders would become filled with skeletons and zombies, which means NOTHING could get into the district except by sewer or subway; sewers of course needing to be secured to prevent against attacks from below.
Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #371 on: September 18, 2010, 05:59:08 pm »

Hmm... so we can now form an indestructible wall that's immune to non-jumping zombies?
The amount of cars you'll need to push in a residential area will be huge to 'seal off' the map borders. Shopping and business districts would be easier to seal due to the lack of windows in buildings. Even then, the borders would become filled with skeletons and zombies, which means NOTHING could get into the district except by sewer or subway; sewers of course needing to be secured to prevent against attacks from below.

So you can finally create a kind of safe zone, where only zombie masters can attack you? (The neophyltes won't appear, as everybody would flee from the borders, and the zombies would have no chance to evolve, unless they come up through the sewers (Which I haven't seen) or the subway.)
Logged

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #372 on: September 18, 2010, 06:03:27 pm »

I'd like to see the inital police force use their cars to blockade areas and try to hold the undead off of areas like the Police Staton and Hospital. They'd fail, but the effort and aftermath are worth it. It'd also be interesting if the stronger enemies could pick up cars and throw them, or at least shove them out of the way. Would put a serious dent in your security late-game.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #373 on: September 18, 2010, 06:04:30 pm »

Yes, but the FUN would be worth it.
Logged

Creamcorn

  • Bay Watcher
  • [FANCIFUL]
    • View Profile
Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #374 on: September 18, 2010, 09:21:06 pm »

Yes, but the FUN would be worth it.

Indeed, it's never truly fun if you don't occasionally get up from the dirt and spit some blood out.
Logged
"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"
Pages: 1 ... 23 24 [25] 26 27 ... 63