Azuvector

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Viewing 15 posts - 1 through 15 (of 21 total)
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  • in reply to: Demo version alpha 0.40: Content preview #336
    Azuvector
    Participant

    Looking forward to trying it out! πŸ™‚

    in reply to: Feature Suggestions #328
    Azuvector
    Participant

    That’s fair, if you’re observing that only 2/4 survivors end up in use typically…

    in reply to: Feature Suggestions #323
    Azuvector
    Participant

    @Stamina

    What goal does introducing stamina serve? I don’t feel that the player characters need to be slowed down, and managing who’s tired or not I could see quickly getting frustrating.

    @Sprinklers

    I do like the idea of being able to take over a building’s sprinklers for irrigation (and if fire ever matters, fire suppression) systems. Automation on watering plants would do a lot.

    in reply to: Demo version alpha 0.40: Content preview #318
    Azuvector
    Participant

    Steam alpha/beta versions are a little irrelevant, though they do offer some minor convenience for updating.

    That said, if they help you get everything Steam-related figured out before release, it makes sense to start doing it that way as well.

    in reply to: Demo version alpha 0.40: Content preview #313
    Azuvector
    Participant

    Looking forward to trying the new build out! πŸ™‚

    in reply to: Demo version alpha 0.3.9: Released! #303
    Azuvector
    Participant

    Just to clarify, “greying out” isn’t the same as “hiding”. It’s just fading the normal menu icon, so it’s visually different and less pronounced. It still remains visible. You can even have it remain clickable. It’s just a hint to the player that they can’t do anything with the menu item at this time.

    I think people not noticing tabs, when they’re obvious icons on the left side, is more their problem than the game’s. No one I’ve shown Highrisers to has had difficulty with that particular design aspect, FWIW. Usually an early comment is “we can make guns?”

    in reply to: Demo version alpha 0.3.9: Released! #298
    Azuvector
    Participant

    @Crafting Availability
    Agree, this is a good idea. Highlight or grey out the icons for crafting, for the categories and the specific items, if you have the gear for it.

    in reply to: Convenience functionality #293
    Azuvector
    Participant

    Had an idea:
    Off-screen progress bars
    It would be nice to have progress bars showing crafting/disassembly/etc progress(exactly the same as the existing progress bars that show up around where a character is making an action.) on the profile panel at the top of the screen, so you can watch the progress of characters when they’re off screen. This would be in addition to the already-existing progress bars, just so you can see progress while the character you’re wanting to check on isn’t onscreen, without having to scroll to them. Or maybe just a “busy/not busy” icon, if that’s easier to fit into the existing UI.

    in reply to: Too Much Going On! #291
    Azuvector
    Participant

    @shared inventory
    I agree that moving things around between floors and requiring character proximity is a good thing, gameplay wise. However, I would like some sort of loot storage/cache box, to dump a large number/infinite number of things without losing track of them on the floor somewhere or having to shuffle inventory around between characters to make room. (Cargo in the Helicopter maybe? Occasional storage vaults in buildings? Being able to store inventory in a crafting bench until needed?) Not any sort of spacial distance shortcut, just a box to stick things in large quantity in easily. Similar to your storage floor concept, I suppose.

    @automation
    On the one hand, I wouldn’t mind some sort of “disassemble all” command: just smashing up the contents of a room seems fine to me and it’d eliminate some tedium. On the other, I don’t think I want characters basically on autopilot picking up items and storing them on their own. Also autopiloting disassembly/gathering may make it take longer to learn what object has what bits in it, rather than specifically going for item X because you know it contains part Y.

    @disassembly time
    I think making disassembly take longer would be a very bad thing unless the day/night cycle was also increased significantly. Even without considering the idea of longer disassembly times, I’m already wanting longer days/nights, personally.

    in reply to: Convenience functionality #286
    Azuvector
    Participant

    Having separate move/select-interact buttons might make sense, yeah… Or some other scheme.

    in reply to: Convenience functionality #281
    Azuvector
    Participant

    Aborting Crafting
    Misclicked while crafting a barricade upgrade just as I’d started it. It cancelled. And the inventory items I was using to craft the upgrade disappeared. Would be nice if they went back into inventory if there was room, or just dumped onto the ground around the barricade at least. Probably affects more crafting than just barricades.

    in reply to: How to play? #246
    Azuvector
    Participant

    To dos during the night: There is no way I can use the night to disassemble furniture or craft, because the floors are full of dreamers which will eat me immediately. Your suggestions of disassembling or focusing on a single char (because watering raid etc.) only work if there is a safe zone where I can park the other chars in the meantime. And there is no such thing other than the helicopter platform (somewhat safe if no aggro). The initial barricade does little good, as I cannot defend it without spear/ranged weapons, so it simply slows the dreamers down a little bit during the first night. And then it’s gone anyway.

    This is also my feeling and experience so far.
    I’ve yet to successfully craft a weapon(or anything really), I’ve also got no real defense against dreamers as they’re through the initial barricade almost immediately, and then I’m just stuck on the helipad until morning when they wander off.

    I’ve also yet to figure out where to actually obtain water to use with the plants, so I’ve yet to obtain a source of food that isn’t the two cans of soda in the fridge a couple floors down, which is basically irrelevant. Water bottles all seem empty when I find them, and seem unsustainable anyway. I have yet to find a water pipe I can drain, or a fountain or something.

    I also feel that my activities at night are pretty limited by not being able to see items. I have noticed lights inside the building come on sometimes, but not always, so a flashlight item would be good to find/craft too. (and batteries I assume)

    in reply to: Alpha Demo v.0.3.7 – Bug reports #245
    Azuvector
    Participant

    I kinda feel a downed state would be good as well, rather than starving to death, though starving to death also lends an immediacy to needing to secure food and water, which is a good thing I think. Wouldn’t be good if you could just ignore it without any real consequences.

    I do think people starve pretty fast though.

    in reply to: Alpha Demo v.0.3.7 – Bug reports #239
    Azuvector
    Participant

    The constant re-dying thing seems to happen if people starve, in general. Just had Mo do it on his own.

    in reply to: Alpha Demo v.0.3.7 – Bug reports #238
    Azuvector
    Participant

    When you go to the level up menu to pause the game, or change windows to do the same, the “searching/looting/disassembling” rustling sound loop continues to play on repeat, if you do it while doing one of those activities.

Viewing 15 posts - 1 through 15 (of 21 total)