PC A20 Developer Diary Discussions

Survager said:
I have a little complaint about the new nurse 😃
The new zombie nurse has a movable lower jaw and hairy tail, but the stethoscope is firmly glued to the zombie.
A stethoscope, unlike a tail of hair, is constantly in front of the player's eyes, and the fact that it has no physics is very striking.
Will the stethoscope have physics like this zombie's jaw and hair?

I have another question. If you are talking about the stethoscope, why are you pointing the green arrows at her boobs?

 
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MunchoElPunchoTTV said:
May sound far fetched but I think having some sort of water/sea/lake creatures would be really sick. Since I already fear water in games as it is but having something that can scare/kill you then that would add a new aspect to the water within the game. It would be cool to see this at some point within the game. Just curious since I could not watch the stream and I am busy at the moment when would the Alpha20 be out roughly?

I really love what you guys are adding to the game. Thank you so much 😀😄


Making the water more muddy/dark and spawning a bunch of zombies in lakes would be egnough to think twice before I fill my bottles in lakes. 

 
About the set bonus, I think ppl are asking if it will work in the way of Diablo 3.

2 pc bonus: blabla

4 pc bonus: blabla

Alot goes on where you try for bonus from 2 sets that have a good synergy. (and the ring that means you get the bonus with 1 less piece, but min is 2pcs)

So is it that style, or just 1 extra bonus for the full set only?

oh, as for the swapping outfits for short times, yeah, some are, but for mining, I tend to spend the night mining, then other stuff in daytime

swapping out just for hitting the traders, well, even that I tend to just do every 3 days. 

Of course, all this will depend on just what the set bonus actually are. (gotta wait for that)

:)

now I need moar coffee. stayed up too late watching movies again.  I'll never learn.  😛
The answer is obviously that it doesn't work like in diablo. Otherwise you would have to explain how the farmer set bonus can be distributed (no encumbrance for seeds)

 
The answer is obviously that it doesn't work like in diablo. Otherwise you would have to explain how the farmer set bonus can be distributed (no encumbrance for seeds)
Equipping any two clothes of the same set always gives the same bonus. So hat + boots provides the same bonus as chest + gloves. 
the first two clothes add say +20% chance to get extra harvest item.

Wearing three clothes increases that to +30% extra harvest

Wearing four pieces of the same set increases that to +35% and also removes seed encumbrance. 
 

you could wear 2 farmer clothes for the +20% and 2 lumberjack clothes for +20% lumber harvest. 
 

EDIT:

Actually I was looking at the full set bonuses again and I see that they are pretty insignificant. Like +10 armor rating. So mixing and matching wouldn’t be too penalizing if they stick to this route.

 
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I think it would be really neat to incorporate a civ style roaming bandit mechanic, where they set up camps and assault nearby players.

Everything is happy go lucky until you start getting attacked, then you know they must have moved into a nearby building, your team starts aggressively sweeping the area for signs of them.

I think it would add a really cool team dynamic to the game.

 
I think the inclusion of sub-backpack storage options would fix the current problems I have with inventory management without increasing the current grid size or changing encumbrance. You could store X stacks of one kind of item inside, but ONLY that one type of item so it doesn't break the current survival system of "How much ammo/water/food/weapons do I bring?" So besides being non-essential items, they'd also be physically small so it would make role-playing sense to only take up one slot. Things like:

A "Trapper Keeper" (with cartoon artwork of course) to hold schematics. A "Seed Bag" burlap sack for the random seeds players find in loot or from mass farming. A "Coin Purse" for Dukes and old money. 

 

 
Guppys Fur said:
Question:
Will we ever see Roadblock Prefabs?

Like (Overrun) Military Camp that was improvised after apocalypse, or Car Crash. Or Traffic Jam with abondened Cars.
Something like that.

That scene in TWD were Rick at the start finds that crashed Helicopter, for Reference, is stuck in my brain ever since.
Having helicopter blades sticking in your brain may be detrimental to your health

 
Get rid of the Batter up perk book and move its perks to a baseball/athletic outfit. While replacing the perk book with something that combines clubs and sledges. This way to get the insanely over powered Home Run perk you have to wear a outfit as a soft nerf on it.

 
Equipping any two clothes of the same set always gives the same bonus. So hat + boots provides the same bonus as chest + gloves. 
the first two clothes add say +20% chance to get extra harvest item.

Wearing three clothes increases that to +30% extra harvest

Wearing four pieces of the same set increases that to +35% and also removes seed encumbrance. 
 

you could wear 2 farmer clothes for the +20% and 2 lumberjack clothes for +20% lumber harvest. 
 

EDIT:

Actually I was looking at the full set bonuses again and I see that they are pretty insignificant. Like +10 armor rating. So mixing and matching wouldn’t be too penalizing if they stick to this route.
The way armor is calculated in this game +10 armor can be a massive difference. Lets assume you had armor 80 before getting the set bonus. This means you would get 20 damage if a zombie hit you for 100.

Now with +10 you are at armor 90 and only 10 damage would get through. In other words this would half the damage you receive.

 
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