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esquilax
Jan 3, 2003

moot the hopple posted:

Is there any other survival game that captures the cool wilderness vibes of Unreal World where you can traipse through the woods and build up a homestead and hunt? Without zombies in it preferably?

Medieval Dynasty has a bit of that feel but isn't a replacement for URW. Hunting is lot less involved, traps only catch little stuff, and skinning/tanning is a one-click process. But there is a lot more building and questing involved, and there's a fairly well-developed management layer where you create a village populated by NPCs and assign them to tasks.

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explosivo
May 23, 2004

Fueled by Satan

loving hell I should just turn on keep inventory on death already in 7DTD. I just unlocked tier 5 trader quests and spent like 45 minutes clearing out one of those huge labyrinthine factories and on my way to the very last explore waypoint there must've been a wall somewhere that broke because I got swarmed by like 25 zombies at once and cornered and killed. Pretty sure I can get back to it it's just... gently caress!!

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
Some game have mods or option to turn off zombie/hostile. Like The Forest.

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?

Nyaa posted:

Some game have mods or option to turn off zombie/hostile. Like The Forest.

I'm going to grab The Forest this sale probably now I know it's possible to do that. I'm not interested in the horror but I wanna explore the world.

HelloSailorSign
Jan 27, 2011

MarcusSA posted:

I was gonna say maybe vintage story but it kinda sorta has zombies (only at night though).

I think you can turn them off though, same with zombies in Project Zomboid. With the right changes to the growing times/amounts of farm plants, replenishment of fish and foraging sources in the Custom Scenario, you might be able to make a "last person on Earth" scenario with more of a focus on food stores. I'd definitely recommend a mod that adds food drying or a similar long term storage solution.

Warrior Princess
Sep 29, 2014

What?
While it's not traditional crafting/survival, when it comes to hunting/wilderness exploration and survival, I've typically been a pretty big fan of Hunter: Call of the Wild.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

MarcusSA posted:

I was gonna say maybe vintage story but it kinda sorta has zombies (only at night though).

From the gameplay vids I've seen, I think I would enjoy the crunchiness of the crafting system but I'm not a big fan of voxels or the night time spawning enemies. Thanks for the recommendation though, I'll bookmark it as a maybe.

Sonel
Sep 14, 2007
Lipstick Apathy
In zomboid is there a way to move items between containers? Such as move items from the fridge into the freezer, or do I need to put them on my character then transfer them?

Harminoff
Oct 24, 2005

👽

moot the hopple posted:

Is there any other survival game that captures the cool wilderness vibes of Unreal World where you can traipse through the woods and build up a homestead and hunt? Without zombies in it preferably?

Blight maybe?

https://store.steampowered.com/app/1564600/Blight/

Azhais
Feb 5, 2007
Switchblade Switcharoo
Anyone tried Subsistence in recent history? Another EA that looks sort of interesting, and the steam reviews are positive

https://store.steampowered.com/app/418030/Subsistence/

I see it popped up on the winter sale

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

HelloSailorSign posted:

I think you can turn them off though, same with zombies in Project Zomboid. With the right changes to the growing times/amounts of farm plants, replenishment of fish and foraging sources in the Custom Scenario, you might be able to make a "last person on Earth" scenario with more of a focus on food stores. I'd definitely recommend a mod that adds food drying or a similar long term storage solution.
You could do that in Cataclysm: Dark Days Ahead, too, but I feel like neither game has enough content to make it interesting to do so long-term without an enemy threat. Too much of both games is focused on dealing with them that survival is left as an afterthought. Starvation and dehydration are basically nonexistent problems in either, really. I wish it wasn't so, because the combat in both games is not exactly the strong point.
I feel the same way about turning off enemies in The Forest. Tediously chopping 100 trees down in a row is about all you're left with. Green Hell with enemies off is almost surely a better survival sim because at least you have other threats and staying fed and hydrated is more involved.

Sonel posted:

In zomboid is there a way to move items between containers? Such as move items from the fridge into the freezer, or do I need to put them on my character then transfer them?
Select all the items you want to transfer (by shift+click or control+click) and drag them to the desired tab on the side, so in this case the freezer icon. You don't need to open the freezer tab first, just drag it straight to the tab's icon.

A Wizard of Goatse
Dec 14, 2014

HelloSailorSign posted:

I think you can turn them off though, same with zombies in Project Zomboid. With the right changes to the growing times/amounts of farm plants, replenishment of fish and foraging sources in the Custom Scenario, you might be able to make a "last person on Earth" scenario with more of a focus on food stores. I'd definitely recommend a mod that adds food drying or a similar long term storage solution.

Yeah you can switch the zombies off in VS (it might require a mod to make them never appear under any circumstances) but the game is kinda balanced around them giving you a reason to stay in at night/be careful in the underground, and without those you're going to race through all the game content in a few dozen hours

they're an extremely lame mechanic but kinda necessary to the game as is. Maybe I'll throw together a mod to replace them with more wolves :gibs:

A Wizard of Goatse fucked around with this message at 02:32 on Dec 23, 2021

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

moot the hopple posted:

Is there any other survival game that captures the cool wilderness vibes of Unreal World where you can traipse through the woods and build up a homestead and hunt? Without zombies in it preferably?

I haven't played it myself but Medieval Dynasty is a peasant simulator where you can build a village and go hunting and farming etc.

https://store.steampowered.com/app/1129580/Medieval_Dynasty/

If you just like hunting I found FarCry: Primal was pretty fun. You can tame tigers and mammoths and run around killing hominids. It's not really a survival game and there's no building but there is a home village to upgrade.

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?
I'll put in another word for TheHunter though it isn't really survival. It has really stunning environments and you aren't limited in your exploration by killing anything if you don't feel like doing that. If you own the base game you can join games with anyone who owns the expansion reserves and have a look around if you want to.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Azhais posted:

Anyone tried Subsistence in recent history? Another EA that looks sort of interesting, and the steam reviews are positive
https://store.steampowered.com/app/418030/Subsistence/
Subsistence seems to rank among similar games like Mist Survival, Deadside, The Infected, and a few others whose names escape me. Very deeply entrenched in what I can only describe as a "flimsy" feeling common to early access, where a weak user interface, bad audio design, and unsatisfying combat all sort of blend together to make a really hard to enjoy game even more frustrating. I haven't played Subsistence myself but between the reviews and the videos I've seen it appears to slot in well in this archetype. The others were similarly letdowns. Sometimes it feels like they're all being printed off the same template, which is a shame, because I want to like them. I just haven't found one worthwhile yet. That and they keep getting abandoned or sabotaged by the developers.

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
I would add that Medieval Dynasty got its hunting mechanic right: The bow feels great to use, animal leave blood trails and slows down when injured, they escape in weave and wave pattern, and you can outrun small critter with full energy but not a deer.

The AI could use more tuning, and the game could use more contents, but the Dev is chucking them out pretty consistently.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
I only played it briefly but my experience with the "hunting" was just running straight at deer and swinging my melee weapon at them. And it worked pretty well. I wouldn't praise it particularly.

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
Yeah, the AI need more... tuning. The deer should outrun you if it run... or whatever it supposed to do. :sludgepal:

Not as bad as The Forest's critter that practically ignores you at times.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

moot the hopple posted:

From the gameplay vids I've seen, I think I would enjoy the crunchiness of the crafting system but I'm not a big fan of voxels or the night time spawning enemies. Thanks for the recommendation though, I'll bookmark it as a maybe.

I'm finishing up a 60 hour run pretty satisfied with it, avoiding nighttime enemies is easy as nerdpoling up 3 blocks and plopping down your bed on top. You can also edit a certain JSON file to make them (virtually) never spawn under normal circumstances. Especially with some mods to add content, it's the closest thing to URW that isn't URW.

HelloSailorSign
Jan 27, 2011

A Wizard of Goatse posted:

they're an extremely lame mechanic but kinda necessary to the game as is. Maybe I'll throw together a mod to replace them with more wolves :gibs:

I hear they're adding bears, maybe.


A Wizard of Goatse posted:

Yeah you can switch the zombies off in VS (it might require a mod to make them never appear under any circumstances) but the game is kinda balanced around them giving you a reason to stay in at night/be careful in the underground, and without those you're going to race through all the game content in a few dozen hours

Though if your goal is a more chill build a small village around traders and chisel art sculptures while raising sheep who only sometimes murder you while you enjoy the seasons changing around you, that could be rather pleasant. It's like a slowed creative mode.

I've considered doing something like that where once I build a trader house and shop I then spawn in the appropriate trader, who then helps me stay up on certain materials so I don't have to go running around as much. I don't know though what keeps a trader in their location or how they claim something as "theirs."

MarcusSA
Sep 23, 2007

Nyaa posted:

I would add that Medieval Dynasty got its hunting mechanic right: The bow feels great to use, animal leave blood trails and slows down when injured, they escape in weave and wave pattern, and you can outrun small critter with full energy but not a deer.

The AI could use more tuning, and the game could use more contents, but the Dev is chucking them out pretty consistently.

I think I am going to buy this tonight. It’s been on my list for a bit and it does look really good.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

MarcusSA posted:

I think I am going to buy this tonight. It’s been on my list for a bit and it does look really good.
In the event you've got the XBOX Windows Game Pass, it's on there last I checked, so it might save your wallet.

MarcusSA
Sep 23, 2007

Vib Rib posted:

In the event you've got the XBOX Windows Game Pass, it's on there last I checked, so it might save your wallet.

Oh drat thanks! Saves me some $$$

I appreciate it!

Radiation Cow
Oct 23, 2010

I just bought a two-pack for 7 Days to Die. If anyone wants the other copy, let me know. Only hiccup is that I'm in South Africa, so regional restrictions on gifting may apply. Yeah, only South Africans. :eng99:

Radiation Cow fucked around with this message at 09:26 on Dec 23, 2021

VegasGoat
Nov 9, 2011

Azhais posted:

Anyone tried Subsistence in recent history? Another EA that looks sort of interesting, and the steam reviews are positive

https://store.steampowered.com/app/418030/Subsistence/

I see it popped up on the winter sale

I'm playing it right now, actually. It's difficult and a bit grindy but strangely enjoyable so far if you just accept you're going to get killed by wolves every so often as you slowly try to become self sufficient. I feel like I'm making progress and not beating my head against a wall though. I haven't gotten very far, just starting my base really but I have a better stove and a farm plot with some plants growing already. It's got some weird mechanics, but it all kind of works well together. Like the early game is a lot of wandering around to collect supplies which are in the form of random crates lying around. While looking for those you'd also be keeping an eye out for chickens/rabbits to hunt for food, and collecting wood from trees, and looking out for fabric/med plants, and avoiding wolves/bears. So it's all tied together nicely in the one exploration activity. Then you bring everything back to your base for the night and cook / build while you stay by the fire so you don't freeze to death. The crates & plants seem to randomly spawn all over, and you can chop the same trees again the next day, so you can take the same route every day if you want or explore new areas of the map. So it's pretty chill, actually, just collecting supplies in the day and planning for what I need/want next at my base and working on that at night. You can also move all parts of your base with no loss of materials, just make sure you hold the move key and not the dismantle one. Even farm plots with plants partially grown will retain their progress. I'm close to building the smelter so I should be able to start making my own supplies soon and not needing to hunt crates any more, though I'd be needing to hunt metals next.

There's some kind of AI hunters that build bases too, and can attack you but I haven't interacted with that part of the game yet. I did see one out collecting supplies, and his base looked as crappy as mine so I guess they have to explore & build similarly to you. Game options let you turn them off or make them only revenge attack if you want but I left the default settings to see what happens.

The biggest downside to the game is there's no real instructions. There's some popup hints but if you miss them there seems to be no way to view them again. So you either have to figure stuff out yourself, which is probably doable since all the recipes are available, or watch someone else play to pick up some tips, or read all the prior release notes.

Seems unlikely it'll be abandoned, but the development is pretty slow. It's just one guy, and he does quartely-ish updates. One just dropped a few days ago. Each one seems to add a lot though, so I think it seems promising.

Umbreon
May 21, 2011
In alpha 20 for 7DTD, was the skill system or any of the skills changed? I didn't see anything about those in the patch notes and I thought it'd be weird if they really didn't change anything at all about those considering how much content they changed in alpha 20

Warrior Princess
Sep 29, 2014

What?
I haven't played Substenince for a couple years, I should pop on to check it out. It was super rough when I picked it up originally and I remember shelving it for later.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
a20 didnt really look at skills at all. The only skills that were changed were ones that literally couldn't work anymore like Lucky Looter. Stuff like pipe weapons make more skills more useful early on, though.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

VegasGoat posted:

Like the early game is a lot of wandering around to collect supplies which are in the form of random crates lying around. While looking for those you'd also be keeping an eye out for chickens/rabbits to hunt for food, and collecting wood from trees, and looking out for fabric/med plants, and avoiding wolves/bears. So it's all tied together nicely in the one exploration activity.
A running theme in Steam reviews I read was that this basically never changes, and there's no way to make it more productive or easier, so it's what you'll be doing for the whole game. But it was some versions ago, so if the later game segments change it up significantly, let us know, because it's one title that's stood out a little more than the others.

Macichne Leainig
Jul 26, 2012

by VG
Finally picked up Zomboid what with the Winter sale and all that. If the new tutorial is any indication of what the actual game is like, I think I'm gonna be hooked.

Press Q to take the antidote! :stonk:

FuzzySlippers
Feb 6, 2009

We've got a big group playing Zomboid on a dedicated server (I gave up on my server woes and just rented one) and it's been a lot of fun. We tweaked some settings because the default zombie infection chance is pretty brutal as its rough enough just avoiding death by the hordes without every close scrap seemingly a death sentence anyway in this early game (I've never seen an antidote). We still die over and over but we're making headway.

Azhais
Feb 5, 2007
Switchblade Switcharoo

GlyphGryph posted:

a20 didnt really look at skills at all. The only skills that were changed were ones that literally couldn't work anymore like Lucky Looter. Stuff like pipe weapons make more skills more useful early on, though.

And they improved bows which as a side effect also helps the early skills too, but I haven't noticed anything significant in the bits I've played so far.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

FuzzySlippers posted:

We've got a big group playing Zomboid on a dedicated server (I gave up on my server woes and just rented one) and it's been a lot of fun. We tweaked some settings because the default zombie infection chance is pretty brutal as its rough enough just avoiding death by the hordes without every close scrap seemingly a death sentence anyway in this early game (I've never seen an antidote). We still die over and over but we're making headway.
A friend said for their server they turned off infection lethality entirely. Getting infected still makes you sick and stressed for a while, and when you die you still zombify, but a bite or scratch won't kill you. I've only played the game for a couple weeks myself, but I'd never considered that as an option. It seems like it goes against the balance of the game pretty strongly, but also I can't say I've ever enjoyed "oh, I missed a single attack on this character I've been building for 6 hours, now I'm doomed" because I tend to just quit at that point anyway. I don't know, maybe restricting death to actually reaching 0 hp would be more fun for me.

HelloSailorSign
Jan 27, 2011

To me, turning only on death or even not at all (because hordes of zombies and standard infections can be bad enough) makes sense from a setting standpoint, nearly everyone (99.9%+) has turned and rather rapidly so the zombie virus is probably air or water borne. Your survivor and any MP buddies logically are one of the resistant/immune.

In MP I'd set it as a very small (or even 0) % but not tell anyone else that I did so. Play along with the, "uh oh are you gonna get it" concerns.

Though to make up for the lack of difficulty by removing zombification in single player I set Helicopter to "sometimes." I don't know if I'll do that for multiplayer, heck maybe not even at all.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
From what I've played, most of my deaths are getting mobbed by zombies in a crowd, or sometimes burning to death, neither of which rely on an infectious bite anyway. I might give the no lethal bite thing a try then.

Spanish Matlock
Sep 6, 2004

If you want to play the I-didn't-know-this-was-a-hippo-bar game with me, that's fine.
So I picked up medieval dynasty on sale and I have to say I'm enjoying the fact that you just build whole rear end buildings that come pre-equipped with stuff. I think it's a good idea that I'd kind of like to see implemented in mp survival, since everyone sort of builds the same kind of optimized bullshit at the end of the day anyway, and I think this could be a really viable alternative to speed up some parts of your standard survival game that kind of lag for little benefit.

There's a lot of interesting potential here so far and I'm looking forward to seeing where these guys go next.

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:

Spanish Matlock posted:

There's a lot of interesting potential here so far and I'm looking forward to seeing where these guys go next.
Their roadmap shows the next would be bunch of home decors, birds and windmill, then armor and weapon.

RandomBlue
Dec 30, 2012

hay guys!


Biscuit Hider
Icarus is going well:

quote:

Earlier this week we restored over 60'000 characters that were left behind on prospects after time ran out. This could be due to players not realizing that Icarus’ mission timer counts down in real time or cases where bugs and server issues preventing them from leaving in time. This restoration was our way of apologizing and making things right with players who lost their characters unfairly.

lmao

e:

You can abort a mission at any time and you just lose character progress on that mission but if you forget to do and it times out they delete your character. It's the dumbest loving design decision and makes no god drat sense. It should behave just like aborting as aborting doesn't cost anything or take much effort beyond running back to the pod.

RandomBlue fucked around with this message at 18:47 on Dec 24, 2021

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
lmao SIXTY THOUSAND

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A Wizard of Goatse
Dec 14, 2014

Keep their characters, the gamers have been coddled for far too long

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