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Hab grad mal 2 Stunden gespielt und irgendwie machts richtig süchtig.
Bekommt man eigentlich irgendwann auch mal nen größeren Rucksack bzw. nen größeres Inventar ?
Zitat
Starting now, new co-op threads will be merged into this one.
It's not that I'm trying to shut down the topic! All of you regulars know for a fact that the only people who were more bummed about not launching with coop than y'all were...us. (New here, and would like to get this reference as well as many others? Read the FAQ.)
Co-op is absolutely the thing we want to do first, should we be invited by our publisher to begin work on DLC. We've made no secret of that. But we cannot start working on it without the invitation, and as such, we have written no code. You know how much I hate talking about things that haven't been grounded in written, tested code!
And that means I can't talk about our plans, our intentions, or our hopes beyond the simple statement that we really, really want to add a co-op mode. I can't speculate on any details whatsoever. Like the giant release date thread, and like the Class4 thread, you will rarely see me post...because there's nothing I can say.
I won't lie, I'm delighted that you're excited enough about co-op to talk about it, because consumer demand is the thing that drives indie companies to success, but the number of co-op threads is starting to clutter the front page a bit. Hence this, your new sticky thread to feed.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Andex« (14. Juni 2013, 14:43)
Zitat
And, again, that simulation doesn't stop when you stop playing. “When you stop playing the game for the day, conceptually the world is still running,” Strain said. “When you start up the game, what we effectively do is look at the amount of time that’s elapsed and forward the simulation by that amount of time. We’re careful not to punish you for that. You’re not gonna log back in after two weeks and find your bases destroyed and all your people are sick, but as a conceptual design platform we do say that time goes on, even when you’re not there.”
The kind of world a player returns to in a new State of Decay play session will depend largely on how the player’s behaved in the last play session. If you made sure your people had growing food and ammunition workshops and medical facilities in their safe house, they’ll be in good shape when you log back in. If you didn't plan for the future, though, you might find your survivors have gotten into an untenable situation.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Andex« (14. Juni 2013, 15:21)
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