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Surray
Posts: 5409
Location: Europe
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Posted: Wed, 19th Nov 2014 08:41 Post subject: |
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RainyDay wrote: | does it have any sort of.. ending ? Or it is just survive as much as you can but die in the end anyway? |
Yeah eventually the war ends, when exactly is slightly randomized as far as I know.
You get an overview of who you helped, who died when of what, etc, over the course of your playthrough and a line of text for each survivor telling you what they did afterwards.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Wed, 19th Nov 2014 09:41 Post subject: |
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KamamuraCZ wrote: | crossmr wrote: |
That is just stupid. if someone is shoot on sight, you shouldn't be penalized for defending yourself. How the fuck are you supposed to know if they are "good"? |
You know, the fuzzy feeling inside, the tears, the hugs...
Seriously, there are clues for that in the game. For example, you break the lock, get inside, and see a letter of an artist who went to live among the homeless to gain inspiration for his song... see? A good guy, so no slash-slash.
Or you overhear a huge fella talking about taking care about his good parents. You see? A good guy.
Another time, a duo of robbers is discussing attacking a humanitarian convoy. Now these are bastards, so you can paint the walls with their entrails while whistling a merry tune, and never feel sad about it.
The game is such a pseudo-intellectual black and white bullshit... | It doesn't matter if there a clues. If a good guy is going to shoot you the second they see you, it doesn't matter if they're taking care of someone.
intel ultra 7 265k, 64gb ram, 3070
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Wed, 19th Nov 2014 14:58 Post subject: |
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What is really annoying is when you get raided and the description says:
"No one was wounded"
but then individual character descriptions:
Everyone is fucking seriously wounded.
intel ultra 7 265k, 64gb ram, 3070
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Wed, 19th Nov 2014 15:21 Post subject: |
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The problem isn't that they are wounded, it's that the "story" about the raid says they weren't wounded.
But in actuality they were all heavily wounded.
It's a bug or something.
intel ultra 7 265k, 64gb ram, 3070
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Posted: Wed, 19th Nov 2014 17:50 Post subject: |
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No, you just drink 1 bottle of booze and the guy is ok again.
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Posted: Wed, 19th Nov 2014 17:52 Post subject: |
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Really? I always saved all the booze for trade! That opens whole new horizons!
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Posted: Wed, 19th Nov 2014 18:02 Post subject: |
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Keep one bottle just in case mate.
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noflip
Posts: 765
Location: Sofia, BG
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Posted: Thu, 20th Nov 2014 14:18 Post subject: |
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Does anyone have issues with the resolution in the menu screens? My main menu and map screens seem to be locked in 1920 x 1080, while my monitor is 1680 x 1050. It is not a game breaking issue but its annoying because those screens are a bit cropped and not all information can be seen.
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Posted: Sat, 22nd Nov 2014 15:28 Post subject: |
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A tip for surviving winter - get an axe ASAP, you need twice upgraded tool workshop for that.
The axe is not only a weapon, it can be used to chop down various pieces of furniture not only in your base, but also during scavenging. Each piece of furniture yields a few blocks of wood as well as ready to use fuel, so it is a very welcome boost, especially when winter has already started, because both materials and wood go up in price when it is cold (both can be burned).
Also, I have found out that you don't need the knife for stealth kills, it can be done using any melee weapon, including the shovel, that can double up as a digging tool.
BTW it is possible to have 5 people at once, as in my current game. Without the fully upgraded stove and vegetable supply, it's very hard to feed them though.
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Posted: Sun, 23rd Nov 2014 02:29 Post subject: |
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Well, been playing this since released, and it's hard as nails, but such a gem of a game. Best in its class, if there is one?, and my game of the year, without doubt. Gonna buy it now, as it is well deserved.
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bronson
Posts: 1384
Location: Asteroid B-612
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Posted: Sun, 23rd Nov 2014 13:32 Post subject: |
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The game is addictive and one of the best ones this year. I highly recommend it even to players who don't like the genre. I was never into survival games, but this one is special.
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Posted: Mon, 24th Nov 2014 19:14 Post subject: |
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This game needs some modding. Zombie mod or creating custom locations/items would be awesome, I'd definitely buy it. Or a co-op / multiplayer mod would also be welcome.
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Posted: Mon, 24th Nov 2014 19:17 Post subject: |
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I don't know how co-op/multiplayer would work in this game. Also I don't really think this game needs MP.
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noflip
Posts: 765
Location: Sofia, BG
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Posted: Mon, 24th Nov 2014 20:15 Post subject: |
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I know that a lot of people are fed up with the whole zombie apocalypse theme, but I also think that such mod will work great with this game.
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Posted: Mon, 24th Nov 2014 20:25 Post subject: |
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I agree, this is the absolute perfect game for a zombie apocalypse. We have so few actual survival sims like this, especially with this level of quality and attention to detail.
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Posted: Mon, 24th Nov 2014 20:35 Post subject: |
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Prefetian wrote: | I don't know how co-op/multiplayer would work in this game. Also I don't really think this game needs MP. |
Well, here's what's in my head:
- Max. 8 player lobby.
- Random generated city.
- Ability to group up at start (max. 4 member groups).
- Random start house for every player (or group).
- NPCs just like in Singleplayer.
- Player names wouldn't be displayed, so you wouldn't know if you are about to rob/raid survivors' place. (little bit of PvP).
- Ability to trade.
- Skillbuild for your character (like there are several attributes like Good cook, etc) so you could specialize in something.
- Random "global" events (supply drops, deserting soldiers showing up at your house, etc).
- Everyone would have his own stash / inventory, so he could be able to steal from his buddies / leave the group and find new shelter/group without losing items.
- On death: random respawn location with random inventory
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Posted: Mon, 24th Nov 2014 20:38 Post subject: |
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You all could try Zafehouse diaries for a Zombie survival simulator. Doesn't have the 3D interface but is pretty good with what it does 
1 and 2 are still amazing.
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Posted: Mon, 24th Nov 2014 20:40 Post subject: |
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I don't see how adding zombies will alter the gameplay. You will do LITERALLY the same stuff you do now but you will face one more enemy type.
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Posted: Mon, 24th Nov 2014 20:43 Post subject: |
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realee wrote: | Prefetian wrote: | I don't know how co-op/multiplayer would work in this game. Also I don't really think this game needs MP. |
Well, here's what's in my head:
- Max. 8 player lobby.
- Random generated city.
- Ability to group up at start (max. 4 member groups).
- Random start house for every player (or group).
- NPCs just like in Singleplayer.
- Player names wouldn't be displayed, so you wouldn't know if you are about to rob/raid survivors' place. (little bit of PvP).
- Ability to trade.
- Skillbuild for your character (like there are several attributes like Good cook, etc) so you could specialize in something.
- Random "global" events (supply drops, deserting soldiers showing up at your house, etc).
- Everyone would have his own stash / inventory, so he could be able to steal from his buddies / leave the group and find new shelter/group without losing items.
- On death: random respawn location with random inventory
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Well, the death part should be permanent IMO as that would just make the whole game seem infinite otherwise if the players just keep respawning.
Anywho, I can already see some issues popping up such as having to wait for everyone to finish their day (so to speak) before being able to rob/loot/scavange at night.
Not only that but that would mean that everyone is still 'fighting' NPC's (unless someone randomly picks the same area to scavenge at) and once you fins another players house you'd probably just start griefing them.
On the whole zombie subject, I'm really fed up with all that (I know it would work here) and I honestly think I'd enjoy the game much less if the devs would have gone with that angle (although an infinite mode would make more sense there).
Really, it's just me being fed up with zombies. 
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noflip
Posts: 765
Location: Sofia, BG
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Posted: Mon, 24th Nov 2014 21:39 Post subject: |
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noflip wrote: | Does anyone have issues with the resolution in the menu screens? My main menu and map screens seem to be locked in 1920 x 1080, while my monitor is 1680 x 1050. It is not a game breaking issue but its annoying because those screens are a bit cropped and not all information can be seen. |
btw anyone got any ideas on this?
EDIT: its not just the menu, it seems that the game is locked in 1920x1080 in fullscreen. windowed mode does not work for me, because i am with two monitors and the mouse easily goes out of the window boundaries.
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Posted: Mon, 24th Nov 2014 22:01 Post subject: |
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Prefetian wrote: | realee wrote: | Prefetian wrote: | I don't know how co-op/multiplayer would work in this game. Also I don't really think this game needs MP. |
Well, here's what's in my head:
- Max. 8 player lobby.
- Random generated city.
- Ability to group up at start (max. 4 member groups).
- Random start house for every player (or group).
- NPCs just like in Singleplayer.
- Player names wouldn't be displayed, so you wouldn't know if you are about to rob/raid survivors' place. (little bit of PvP).
- Ability to trade.
- Skillbuild for your character (like there are several attributes like Good cook, etc) so you could specialize in something.
- Random "global" events (supply drops, deserting soldiers showing up at your house, etc).
- Everyone would have his own stash / inventory, so he could be able to steal from his buddies / leave the group and find new shelter/group without losing items.
- On death: random respawn location with random inventory
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Well, the death part should be permanent IMO as that would just make the whole game seem infinite otherwise if the players just keep respawning.
Anywho, I can already see some issues popping up such as having to wait for everyone to finish their day (so to speak) before being able to rob/loot/scavange at night.
Not only that but that would mean that everyone is still 'fighting' NPC's (unless someone randomly picks the same area to scavenge at) and once you fins another players house you'd probably just start griefing them.
On the whole zombie subject, I'm really fed up with all that (I know it would work here) and I honestly think I'd enjoy the game much less if the devs would have gone with that angle (although an infinite mode would make more sense there).
Really, it's just me being fed up with zombies.  |
Clearly, activites that can be done at day should be more, so just like the night, the daytime goes really fast, so there is no need to fast-forward to night. It's not an impossible case though, or just a 1-4 player coop is easier to manage though.
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Posted: Mon, 24th Nov 2014 22:41 Post subject: |
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It is said that BOX version in Poland should hit stores 5th of december... perfect for Xmas present I guess... Such joyful and peaceful game.
harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
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Posted: Tue, 25th Nov 2014 03:21 Post subject: |
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sabin1981 wrote: | noflip wrote: | noflip wrote: | Does anyone have issues with the resolution in the menu screens? My main menu and map screens seem to be locked in 1920 x 1080, while my monitor is 1680 x 1050. It is not a game breaking issue but its annoying because those screens are a bit cropped and not all information can be seen. |
btw anyone got any ideas on this?
EDIT: its not just the menu, it seems that the game is locked in 1920x1080 in fullscreen. windowed mode does not work for me, because i am with two monitors and the mouse easily goes out of the window boundaries. |
I've got something weird with mine too, like it's running at a resolution 4x larger than 1080p. My Afterburner overlay is *minuscule*, practically illegible. It affects the mouse too, it feels sluggish and takes a *lot* of movement to cross the screen.
~edit~
http://pcgamingwiki.com/wiki/This_War_of_Mine#Widescreen_resolution
nVidia DSR is the culprit. The game always runs at the maximum available resolution which, with DSR enabled, goes higher than 4K and then downsamples to 1080  |
That would explain it. I was wondering why not only did the mouse feel off but also my other monitor started flicking as if it was adapting to the main monitor. 
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Posted: Tue, 25th Nov 2014 03:31 Post subject: |
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Thanks, I'll probably do that on my next playthrough since this game is quite addictive (already 2 full playthroughs). 
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