PC Alpha 21 Discussion Overflow

It can be explain in "lore stuff" for example : wastelands was big city like NY but military decided to use new "bulding collapse" bomb. They use it and then used a fire bombs (that's how burnt forest was set on fire). But this solution was not enough so they drop nuke bombs to cuts this zone and create radiactivity border
not sure you read that properly. how does a nuke relocate broken stone debris and scatter it evenly through the wilderness but leave the trees up and such? lore said cities were nuked, and the wilderness was firebombed. at least what little snippets of lore Madmole came up with over the last 10 years or so. so cities should have the broken stone, but wilderness should have burned ground blocks as the surface since... you know, fire bombed. it's why we had a burned biome to begin with

 
not sure you read that properly. how does a nuke relocate broken stone debris and scatter it evenly through the wilderness but leave the trees up and such? lore said cities were nuked, and the wilderness was firebombed. at least what little snippets of lore Madmole came up with over the last 10 years or so. so cities should have the broken stone, but wilderness should have burned ground blocks as the surface since... you know, fire bombed. it's why we had a burned biome to begin with
Okay : main reason why there is stone not soil is... because it looks more unique and it is better "border" bettwen similiar biomes. So this will be probably explain in future but now it is just to make biomes more "easy" to recognise

 
All the images posted are broken.... Anyone else have that?  @Roland


These pictures coming directly from Twitter.

If they are broken for you - check your browser and/or Ad-blocker settings (it's maybe under tracking or social media...). Maybe try a nother browser to see if it's different for you.

 
The trigger areas are box-shaped volumes, hand-placed by the level designers.  It seems unlikely a programmatic solution would work in all POIs, without taking away the designer's control (e.g. making the zombies wake up too early in some cases).


It would be much work for the level designers to adjust the trigger areas. But that is not the question, because that is already possible to do with 7D2D as it is.

The question to Faatal is whether the trigger area that is up to now only triggered by the PC himself entering it can also be made to trigger from blocks that he destroys. And that in an efficient manner.

 
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It would be much work for the level designers to adjust the trigger areas. But that is not the question, because that is already possible to do with 7D2D as it is.

The question to Faatal is whether the trigger area that is up to now only triggered by the PC himself entering it can also be made to trigger from blocks that he destroys. And that in an efficient manner.


Okay, I understand now. "Extended to the wall blocks" sounded like you were asking to extend coverage to blocks outside of the sleeper volume (trigger area).

I see the potential benefit of what you're asking. But I would also note that sleeper volumes are not matched with walls in a consistent way.  Sometimes the sleeper volume is large enough to include the walls, and sometimes it isn't.  So relying on blocks being in the sleeper volume or not to trigger the zombies within would yield inconsistent results, unless a design pass was done on the sleeper volumes to establish consistency.

 
Wonder how the bandits/npc will work in A21.

will the melee ones just charge at you like a zombies and do nothing to protect themselves, are they going too do moves that we can't like Blocking and dodging


A21 will be the very first iteration of bandits in the game, so let's just hope they don't behave like completely brainless morons, despite not being intended to behave like that.

I expect an AI that acts totally different from Zeds, otherwise it would be just some random other skin put on already existent entities.

and i really hope the ranged bandits aren't going to be some 360 No scope level of aim 
That I guess is the actual tricky part of it...to code it so they aren't invincible aim-bots, spotting you from out-of-sight-distance, and then one-shotting you from incredible angles just when in range...and at the same time not too numb nut.

 
Since we have restore power, how about a power plant?  Coal and Gas would provide great resources.  Maybe even a T5 Nuclear power plant?  Or maybe even T6?  Most if not all zombies irradiated, and requires radiation suit in some areas.  Drop the control rods into the reactor to dramatically reduce irradiated spawns in the area which would make the White River clan very happy (and very generous)
Well this would be rly hard to do. You know quests are 'restarting" POI'S

 
can we have a zombie spawn multiplier option, like we already have for loot and ai block dmg?

like 2x,3x,4x zombies or 25%-200% zombie spawns.
"Adding content is honestly the easy part. The hard part is balancing it." so I guess all we'll see is new car/guns/npc's models that took another 1.5 years to complete

 
"Adding content is honestly the easy part. The hard part is balancing it." so I guess all we'll see is new car/guns/npc's models that took another 1.5 years to complete
Well not always - some things are so pain to add. that's why many features are cut because it is hard to add this things

 
Why do players still leaving during PVP? Will developers do anything with that problem? Or its ok?


You can set your server settings to "drop all on leave" forcing people to find a safe place before logging out or risk losing all their stuff. 

"Adding content is honestly the easy part. The hard part is balancing it." so I guess all we'll see is new car/guns/npc's models that took another 1.5 years to complete


Hopefully not. They keep striving for shorter and smaller updates and even though they keep failing at that, maybe they will succeed this time. :)

 
Long time lurker off and on. but first post, what are the chances they will add Zinc And copper mining, It would be nice to make our own brass. Sorry if this has been asked before.


(IMO) Immersive elements of the game are taking a back seat to streamlining gameplay at this phase of the alpha. Various crafting processes and recipes have been simplified, and there is talk of further simplification.

*(No critique, just impassionate observations)

Copper ingots were in the game long ago, but I don't believe brass making was ever implemented. The chance of it making a come-back would likely be very, very low.

-Arch Necromancer Morloc

 
(IMO) Immersive elements of the game are taking a back seat to streamlining gameplay at this phase of the alpha. Various crafting processes and recipes have been simplified, and there is talk of further simplification.

*(No critique, just impassionate observations)

Copper ingots were in the game long ago, but I don't believe brass making was ever implemented. The chance of it making a come-back would likely be very, very low.

-Arch Necromancer Morloc
Well i would be glad is copper ingots came back

Hi! @faatal, any bandit sneak peaks? Or info to share? (besides the photo seen on twitter)
Yep - bandits will be wandering outside and sit inside some POI's

 
Long time lurker off and on. but first post, what are the chances they will add Zinc And copper mining, It would be nice to make our own brass. Sorry if this has been asked before.
Welcome to the forums. Madmole has replied to this question in the past and he doesn’t see the necessity of adding another ore. Brass has been made plentiful enough from various sources that brass supply shouldn’t be a problem.

 
Welcome to the forums. Madmole has replied to this question in the past and he doesn’t see the necessity of adding another ore. Brass has been made plentiful enough from various sources that brass supply shouldn’t be a problem.
according to this logic, it would be worth deleting the recipe for creating all ammo and weapons, and almost all items in the game

 
Welcome to the forums. Madmole has replied to this question in the past and he doesn’t see the necessity of adding another ore. Brass has been made plentiful enough from various sources that brass supply shouldn’t be a problem.
Bullets is made using lead, coath , potasium and brass. And only brass you can't "mine" ( i know copper is necceasry to make brass)

according to this logic, it would be worth deleting the recipe for creating all ammo and weapons, and almost all items in the game
No Bachgamaman, well for example - i don't see point to add mod to vehicles but someone see. Madmole wrote/ said this a some time ago so it could logical for him that cooper is not neccasary anymore . But maybe it is not actual 

It is a model an artist is working on, so finalish.
Could  you say this person that he/she made nice job?

 
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Bullets is made using lead, coath , potasium and brass. And only brass you can't "mine" ( i know copper is necceasry to make brass)


Oh yes, you can: Mine scrap iron -> craft forged iron -> sell to trader -> smelt coin to brass. Voila.

No, this is not meant as one of my usual joke answers. Coin to brass is a valid and unlimited source besides simply looting it.

No Bachgamaman, well for example - i don't see point to add mod to vehicles but someone see. Madmole wrote/ said this a some time ago so it could logical for him that cooper is not neccasary anymore . But maybe it is not actual 

Could  you see this person that he/she made nice job?

 
Oh yes, you can: Mine scrap iron -> craft forged iron -> sell to trader -> smelt coin to brass. Voila.

No, this is not meant as one of my usual joke answers. Coin to brass is a valid and unlimited source besides simply looting it.
One mistake. You can't sell endlessly because trader will be anymore interested in buying it. So this is not effective. Sure it can be done but .... is so ineffective . And honestly looting is inefective too - it is more efective just doing quest and get bullets + buying bullets + brass + bullet casing. smelt coin need wood = more time spended on mining. Why wood not coal? because you need coal to make gunpowder. there is a lot random things here -  how far are traders, how POI you mostly get, which POI is nearby and are restardted by quests, Air drops etc. so your suggestion is very ineffective way.  About looting - this depends on your like , how POI are far from you and which type of them etc. so = copper ore would make mining more effective and doing quests less - how looting is efective is hard to say because one person can found 2000 brass in this same time and another person only 20. And there is more things to do in this same time etc.

So let say copper is added and steel parts cutted:

You have team of 2 persons - 1 is mining, cutting tree , building crafting, 2 is farming, looting doing quests ,scavenging  making food ,

1. person is cutting trees for wood to makes weapons, tools, buidling, smiting itd, mining ores  and doing building and take care about base while making vehicles etc

2. looting making quests in this same time

1. person making ammo , here came 2 person and give 1 a found weapons and 1 give 2 a ammo and better pickaxe etc so both of them doing things effective.

And now it how is looking now -

both of them have to mining ineffective ( perks ) , looting ineffective etc. because 1 person would be afk without brass because he can't making ammo without brining brass by 2 person. And his job is after time pointeless because 2 person will find steel pickaxe and axe faster that 1 person will get steel tools parts to make steel tools

 
Long time lurker off and on. but first post, what are the chances they will add Zinc And copper mining, It would be nice to make our own brass. Sorry if this has been asked before.


Welcome to the forum.  I'm not a dev, but having followed them long enough, I know that this has been asked before.  Brass being a non-mineable forge resource is no accident.  It's part of the vanilla game's design, that you can't make bullets through mining alone.

 
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