PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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Generally speaking guys with beards have higher DHT levels than beardless guys, and DHT causes male pattern baldness. Its rare to see a bald guy who can't grow a decent beard. On the flip side if you can't grow a beard you probably won't go bald. Some people are not susceptible to DHT , it depends if your hair follicles are receptive to it.
Yeah doesn't effect me! I have long hair down past the middle of my back , not going bald whatsoever and have a full beard...at 45 I do not think my hair is going anywhere! I still look like The Undertaker , Rob Zombie and Hagrid had a love child...

 
Generally speaking guys with beards have higher DHT levels than beardless guys, and DHT causes male pattern baldness. Its rare to see a bald guy who can't grow a decent beard. On the flip side if you can't grow a beard you probably won't go bald. Some people are not susceptible to DHT , it depends if your hair follicles are receptive to it.
I am that rarity. Bald head, crap beard.

Since we're on the subject... can we have some bald options for character creation? :-)

 
Of course you are disadvantaged. Should the stupid guy be as good as the INT character at INT's prospective things?
It now feels less required. A high quality modded auger can you you decent resources with no perks, as well as a sharp tongue in barter skill, so IMO mining perks aren't needed unless you are really into mining and want the harvest bonuses. My agility character has 3 strength and 3 ranks of miner and lode, and I'm pretty happy with that, so its trivial to get a few ranks.
No, the stupid guy should not. HOWEVER, mining should not be connected with strength either but be in another category. For those of us that are builders, it is asininely annoying to feel like building requires strength which then means my character is going to be stuck with strength combat styles.

IMHO, that was the single worst problem with the a17 tree - right ahead of intellect craft everything. Sad to see that you are still keeping building tied to other perks.

 
No, the stupid guy should not. HOWEVER, mining should not be connected with strength either but be in another category. For those of us that are builders, it is asininely annoying to feel like building requires strength which then means my character is going to be stuck with strength combat styles.
IMHO, that was the single worst problem with the a17 tree - right ahead of intellect craft everything. Sad to see that you are still keeping building tied to other perks.
So be a strength guy. The fire axe is now under mining so you can do it, clubs, sledges and shotguns. If not strength where would it go? Strength is the most fitting attribute, mining is hard labor and swinging a pickaxe requires strength.

 
I thought we did?
Not as such. The character has a full head of short-cropped hair as a base, the hairstyles are on top of that. Even if the hairstyle has a bald patch the base hair still shows.

There's also no hair that's bald on top. You can't make a Gurney Halleck.

latest
 
Not as such. The character has a full head of short-cropped hair as a base, the hairstyles are on top of that. Even if the hairstyle has a bald patch the base hair still shows.
There's also no hair that's bald on top. You can't make a Gurney Halleck.

latest
Ah yes, I did it for the telltale character packs but our default character comes with a stubble hair overlay that is built in, it looks good under hair so all the players don't look balding. There is no way to turn that on or off easily in the default character editing menu.

What you could do is edit archtypes.xml to bypass that and just edit one of the presets to look how you want.

 
So be a strength guy. The fire axe is now under mining so you can do it, clubs, sledges and shotguns. If not strength where would it go? Strength is the most fitting attribute, mining is hard labor and swinging a pickaxe requires strength.
I think that it is important to remember also what you've stated in other posts. Strength perks will help with mining but they aren't the only way. Having a T3 or T4 tool at highest quality and with mining mods installed is going to get a non-strength character into the zone of easy mining. The whole point of the new design is that you have an option of buying perks for bonuses, finding or crafting mods for bonuses, finding books for bonuses, and finding or crafting higher tier and higher quality tools for bonuses. That way I can focus on being an intelligence guy with my perks but hit the trader up for a Purple quality steel pickaxe and then install some mods that further increase damage or harvest amounts.

If someone wants to be a fast miner/builder from the beginning of the game every time they play then they WILL want to perk into strength every time. But that is them wanting to play the same way and doesn't mean that the game is forcing anyone to play the same way. Specialization is ALWAYS going to cause heartache amongst those who want to be gods in everything as soon as possible. Those people should just give themselves 50 skillpoints at the beginning of the game and have done. That lets the rest of us have strengths and weaknesses and then look for the loot that will help us mitigate our weaknesses. That make for fun gameplay. I'm boss with a bow but I suck at mining. I better get off my ass and find/buy the gear that will make mining better for me if I want to keep focusing my points on archery.

 
I am that rarity. Bald head, crap beard.
Since we're on the subject... can we have some bald options for character creation? :-)
Hah! I'm the other way around. No beard, and crap hair...

One of the most powerful men in the world has crap hair... So theres that :)

 
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Ah yes, I did it for the telltale character packs but our default character comes with a stubble hair overlay that is built in, it looks good under hair so all the players don't look balding. There is no way to turn that on or off easily in the default character editing menu.
What you could do is edit archtypes.xml to bypass that and just edit one of the presets to look how you want.
I know it's not a priority but it would be appreciated if you kept the follicly challenged in mind when upgrading the avatar.

#baldboncesmatter

 
So be a strength guy. The fire axe is now under mining so you can do it, clubs, sledges and shotguns. If not strength where would it go? Strength is the most fitting attribute, mining is hard labor and swinging a pickaxe requires strength.
Hence the problem.

If I want to build then be a strength guy. That is a bad answer. What is 'fitting' is not really that important and clearly you dont care what is fitting either from the comments that you have posted here many times. Is is bad from a game play perspective.

Here is the thing, across ANY character I make building is a core element of that character. It is a massive element of the game and one of the things that most players are going to be actively engaged in with almost any build. However, I cannot specialize in raged combat AND be an effective builder. I am going to need to spec into close range combat styles or spread myself out. Building - almost the entire non combat portion of the game - being directly tied to one specific combat style is not very conducive to being able to specialize or make your toon unique.

Guiding my toon that direction because I want to participate in the building aspect in a meaningful way is the exact opposite of allowing us to spec how we want. With this attitude, all builders are going to be melee/shotgun builds or spread out.

Tell me - how does marrying a specific combat style to a massive non combat part of the game improve game play? How does that improve character progression? IMHO, it harms both substantially.

Also, this is one of the reasons why I think that using a fallout like perk category system is a really bad idea for this game - they are not very similar. Rather than categories like strength, perception and the like there should be categories like melee, ranged, survival etc. Ones that can be more customized to deal with the fact that 7 Days is more than killing the bad guy but is also about TD, looting and crafting.

 
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I think that it is important to remember also what you've stated in other posts. Strength perks will help with mining but they aren't the only way. Having a T3 or T4 tool at highest quality and with mining mods installed is going to get a non-strength character into the zone of easy mining. The whole point of the new design is that you have an option of buying perks for bonuses, finding or crafting mods for bonuses, finding books for bonuses, and finding or crafting higher tier and higher quality tools for bonuses. That way I can focus on being an intelligence guy with my perks but hit the trader up for a Purple quality steel pickaxe and then install some mods that further increase damage or harvest amounts.
If someone wants to be a fast miner/builder from the beginning of the game every time they play then they WILL want to perk into strength every time. But that is them wanting to play the same way and doesn't mean that the game is forcing anyone to play the same way. Specialization is ALWAYS going to cause heartache amongst those who want to be gods in everything as soon as possible. Those people should just give themselves 50 skillpoints at the beginning of the game and have done. That lets the rest of us have strengths and weaknesses and then look for the loot that will help us mitigate our weaknesses. That make for fun gameplay. I'm boss with a bow but I suck at mining. I better get off my ass and find/buy the gear that will make mining better for me if I want to keep focusing my points on archery.
You will never eradicate Min/Maxing though, despite the best intend of having all different options available. What is currently stopping someone from getting the bonus from all the sources. Or do some stuff actually come with drawbacks so stacking to much on top of another will hurt as well?

But I like the sound of having multiple paths to same goal, though as long as all this variety does not make itself redundant because one choise is always easier/cheaper. Why would one spend perk points at all if a mod exists that is easily found for example.

Another thing I notice in many games and A17 has it as well, that at some stage going up to high does not matter as it just flattens of because you reached some artificial max. Like if you have perked to 10 str and get +2 str from some item, it will top off at 10 making that item useless at that stage of the game. Obviously it should rise above 10 (though maybe with diminishing returns).

 
Hence the problem.
If I want to build then be a strength guy. That is a bad answer. What is 'fitting' is not really that important and clearly you dont care what is fitting either from the comments that you have posted here many times. Is is bad from a game play perspective.

Here is the thing, across ANY character I make building is a core element of that character. It is a massive element of the game and one of the things that most players are going to be actively engaged in with almost any build. However, I cannot specialize in raged combat AND be an effective builder. I am going to need to spec into close range combat styles or spread myself out. Building - almost the entire non combat portion of the game - being directly tied to one specific combat style is not very conducive to being able to specialize or make your toon unique.

Guiding my toon that direction because I want to participate in the building aspect in a meaningful way is the exact opposite of allowing us to spec how we want. With this attitude, all builders are going to be melee builds or spread out.

Tell me - how does marrying a specific combat style to a massive non combat part of the game improve game play? How does that improve character progression? IMHO, it harms both substantially.
Just because u arent the best possible spec to mine does not mean you will never have enough materials to build what you want.

 
Its a perk under perception the sniper can use (works only on hunting rifles). We're deciding if and how to use it on other weapons that might make sense. The shotgun can destroy weaker walls with a book perk, and breaching rounds blow open safes.
That sounds really fun.

 
Are there plans to make crossbow and compound bow more distinct, stats-wise?

Crossbow is slightly higher damage, but takes longer to reload and generates significant noise when fired. In general, there is almost no reason to use it over the compound bow, unless you happen to be swimming in crossbow bolts that you have looted.

 
Are there plans to make crossbow and compound bow more distinct, stats-wise?
Crossbow is slightly higher damage, but takes longer to reload and generates significant noise when fired. In general, there is almost no reason to use it over the compound bow, unless you happen to be swimming in crossbow bolts that you have looted.
Ive found the crossbow to be useless to. I scrap it or sell it and scrap the bolts.

 
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