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
Status
Not open for further replies.
For a Quest starter marker how about a smoky campfire?
Think one of the 'issues' with the marker is that not all of the POI starting points are in the front, so kinda need something that stands out, and, ideally, would be noticable from any side of the POI.

For the burnt forest biome a slight bit of color could be added if needed.
Wow, excellent suggestion. The smoke stack is already in the game for air drop supply crates. And the campfire is nowhere out of place as whoever needed the quests could have put it before the POI as a simply cheap and visible from afar marker.

 
Thanks meganoth, Gronk, Tins' post about a flare gun got me thinking, so credit to him :)

Thanks Mechanimal, though it's really your idea, I just extended it a wee bit :)

 
Thanks meganoth, Gronk, Tins' post about a flare gun got me thinking, so credit to him :)
Thanks Mechanimal, though it's really your idea, I just extended it a wee bit :)
Simple, plus provides a mechanism to start the quest when ready. like it!

 
Does anyone else want "escort" quests? You find a survivor - or a group of survivors - and have to escort them to the nearest Trader. For a group, the rewards could vary based on the number of survivors who survived the trip.

 
Oh ok. So if the perk let's us craft an item it has a book. Do I have that right?
Also what if I find a book for making steel armor but I only have 3 points in the int attribute?
You still get the schematic and can craft it.

 
Does anyone else want "escort" quests? You find a survivor - or a group of survivors - and have to escort them to the nearest Trader. For a group, the rewards could vary based on the number of survivors who survived the trip.
The pathing for that type of quest in a destroyable world would be horrendous. I don't think TFP will ever decide the work would be worth it.

- - - Updated - - -

Disclaimer: This post is just me "shedding some thoughts", so don't take it seriously, nor will I state my position on this feature suggestion.
I find it somewhat odd that after failing a quest (or two, or three for some players...), that the traders are not in any way, shape, or form doubtful of your capabilities. For realism's sake, maybe their prices would increase after failing some sort of quest (maybe by a debuff of some kind?). But on a gameplay's perspective, this could confuse and frustrate new players. Therefore, although I suggest that this idea be left in the dust, I thought it was semi-relevant enough to bring up.
I actually really like this idea. Anything that adds consequences to your actions(successes and failures) makes a game much more enjoyable to me.

 
Does anyone else want "escort" quests? You find a survivor - or a group of survivors - and have to escort them to the nearest Trader. For a group, the rewards could vary based on the number of survivors who survived the trip.
I'm sure snowdog would like them "escorts" :cocksure: :jaded: [running gag issue #2112]

Seriously though, escort quests are a damn difficult thing to get right. Look at Bethesda, even with &gt;300 people working on a game you still get problems. I have had bad experiences with escort quests from other games too, so I'm really not to keen on experiencing another probably failed attempt to get that working.

 
Last edited by a moderator:
Yeah, I know. But I don't know how to empty it. I could use some help. The delete button seems to be missing.
open your inbox.

Upper right corner check the message(s) you want deleted.

then go towards the bottom where it says [message selected (#)] and click on it.

Check the delete option, then click proceed.

Edit: pretty much the same applies when cleaning out your sent messages as well.

 
Unfortunately that is not how it works. the more they test and fix bugs is less we get irritated. Consider if they didn't find those 62 bugs, and you have to encounter them in your game? Will you love game ? They will find it and fix it. Forever :) .
Anyone that gets irritated when they find a bug in an experimental version of an alpha game needs to have their internet privileges revoked. What the hell do you all expect when downloading a game with those words in title of the download?

 
PS: please no food spoilage, just my opinion, but it is still the biggest reason I hated Ark, and Atlas, and other survival games that just annoyed me far more than challenged me. We have plenty to deal with, though I wouldn't mind the meat count going back to normal numbers again, like 1 meat is 1 meat, not 5 meat is 1 meat, who the F did that and why. Stop it, I can think of no good reason whatsoever for that serving any purpose other than confusion. Deer would be 4 or 5 meat, not 20 or 25 to make 4 or 5. Rabbits like 1 or 2, fine. Some fancy meals could require 2 meat, but most all others should be 1 to 1 ratio, I will never understand why that devolved.
Explain what happens when you get a perk for 20% increase in harvesting and something gives 1 meat? 40%? 60%? So 40% would be zero gain and 51% and above would be double? It's not scalable without the higher numbers.

There, I gave you a good reason.

 
Explain what happens when you get a perk for 20% increase in harvesting and something gives 1 meat? 40%? 60%? So 40% would be zero gain and 51% and above would be double? It's not scalable without the higher numbers.
There, I gave you a good reason.
And what is wrong with that? So you need to invest more to get that extra piece of meat. Not a deal breaker.

 
Last edited by a moderator:
For a Quest starter marker how about a smoky campfire?
Think one of the 'issues' with the marker is that not all of the POI starting points are in the front, so kinda need something that stands out, and, ideally, would be noticable from any side of the POI.

For the burnt forest biome a slight bit of color could be added if needed.
This - something that both stands out and fits with the scenery.

 
Explain what happens when you get a perk for 20% increase in harvesting and something gives 1 meat? 40%? 60%? So 40% would be zero gain and 51% and above would be double? It's not scalable without the higher numbers.
There is a way: 20% would give you a chance of 20% for a double result. Debatable if it would be more or less immersive than the 5 meat though because it would assume you would be getting a variable amount of food out of the same amount of meat.

I think a rename to meat stripes or visual hint is the preferable solution.

 
For a Quest starter marker how about a smoky campfire?
Think one of the 'issues' with the marker is that not all of the POI starting points are in the front, so kinda need something that stands out, and, ideally, would be noticable from any side of the POI.

For the burnt forest biome a slight bit of color could be added if needed.
Wow, forum prize of the day. Roland get this man a cookie just not the one you took a bite out of. The campfire is an awesome idea!

 
And what is wrong with that? So you need to invest more to get that extra piece of meat. Not a deal breaker.
yes that is good.

Scenarios

1) meat: 51%+ to get 2 pieces when you would normally get 1

2) leather: 20% to get 6 pieces when you would normally get 5

It is made to be that way due to the fact that you NORMALLY don't get a rare resources. so it would likely take the higher levels to get more of a rare resource and lower levels to get more or a common resource

 
And what is wrong with that? So you need to invest more to get that extra piece of meat. Not a deal breaker.
You are ok spending a point in a skill that gives you ZERO benefit? None? You harvest exactly the same as before you spent the point?

 
Status
Not open for further replies.
Back
Top