PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
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We want to make a meat bomb that is like your go to smart bomb when oh ♥♥♥♥ moments happen. Very hard to craft and expensive to buy, but when your walls are failing and a big horde is going to bust in, toss it on the ground and all the zeds will run to it and try to eat it and it goes boom. That will pretty much fall out of the c4 tech once its done. Another variant idea was a shootable meat bomb (INT guy) who shoots it into a zombie and the zombies tear at the one who was hit with it trying to kill him and then it explodes. These would have a smaller area of influence than the c4 style meat bomb.
Nice. I've gone ahead and came up with a concept design to help you guys out.

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The meat bomb that attracts zombies sounds dope af, especially if its a last ditch effort like mentioned, high tier crafting with big blast.

On the topic of poi traps, how about trip wires that set off alarms and wake all zeds? Or some kind of trip mine that covers you in blood and turns zeds in proximity feral?

 
Well.. what if the meat was still alive?

Or would PETA be a PITA?

Recipe:

1 pig

1 duct tape

10 TNT

 
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Not if you are low carbing it, then lettuce is the new bread.
Yep , doing Keto...IF we stop at a fast food place its Inn N Out and get a 4x4 mustard only protein style...which is in lettuce instead of a bun

So if any of those zombies are doing Keto and you toss that burger bomb out with a bun , you are SCREWED

 
Was it Burger King that had the breadless burger?
No, McDonald's had a breadless burger... Crap I'm old.
I don't remember. Best throwing the whole thing in the trash lol. I do miss their sausage egg and cheese mcmuffins. Food allergies suck. I mean I can eat one, the worst thing that happens is I get my nose and ear plugged up for half a day, but its not really worth it.

 
Yep , doing Keto...IF we stop at a fast food place its Inn N Out and get a 4x4 mustard only protein style...which is in lettuce instead of a bun
So if any of those zombies are doing Keto and you toss that burger bomb out with a bun , you are SCREWED
Yeah I'm half zombie, probably 50-60% of my calories come from protein. I can do moderate carbs but I'm hungry and bloated all the time where the same calories with a protien fat diet and low carb I feel fuller and lose fat easier if I do cardio. So F carbs they aren't worth it. Unless your a really busy guy doing hard labor I don't think you need a ton of carbs. Mine come from fruit and I eat it in the morning.

 
I don't remember. Best throwing the whole thing in the trash lol. I do miss their sausage egg and cheese mcmuffins. Food allergies suck. I mean I can eat one, the worst thing that happens is I get my nose and ear plugged up for half a day, but its not really worth it.
Yeh I'm all about mcds breakfast, but Chic filet and Jack in the box also have my sausage egg cheese biscuit...

 
Incentives. I witnessed the game change completely from people having as their main objectives things like harvesting materials, building a shelter, hunting for meat, scavenging POI's, and starting a garden-- and doing those things in an organic and survival focused manner to the game becoming all about chasing experience points for the purpose of leveling up as quickly as possible.
It's a bit of a conundrum. If you have any kind of in-game reward at all for gaining XP, then you're incentivizing players to level up as quickly as possible (intentionally or not). But if you don't do that, then you've given the player nothing to indicate any sense of progress or achievement.

Or, put another way, players min/max because that's how you "win" by the game's own rules. The only way to "fix" that is to make an "unwinnable" game.

I'm not saying I have a solution, of course. There are ways to mitigate it, certainly, but I haven't seen a single game that can't be min/maxed somehow. In fact, most players seem to think that's precisely what "git good" means. C'est la vie.

You will gain skillpoints simply for surviving for a full day and for completing quests. Whether you kill zombies, avoid them, mine, farm, scavenge, trade...whatever—None of that will gain you xp and no activity will act as a missed opportunity where you could have done something else more valuable to level yourself up.
Wow, I thought you were joking about that. I want to play that mod when it's finished.

But I am curious whether the majority will enjoy it. It takes away the notion that you have any agency in leveling up, and that can be perceived as taking away player choice (even though it's technically more freeing).

Even so it's a good experiment, and I'm pretty sure I'll like it.

 
I made mine throwable, so that you can throw it down a dark hole and let physics take over, watching it tumble and illuminate what's down there. You should consider it (I did it for torches and lanterns too), it's quite fun and gives it a nice purpose. Sure, the drop mesh doesn't stick around forever, but I just pretend it "died out".

Thanks for the kudos guppy. Makes me feel bad I havent released/updated in ages lol...

 
It bothers me that flashlights are rather useless. Perhaps you can use flashlights to repair your mining hat instead of forged iron.
Cool, I like this, also agree with using it as an ingredient for bicycle. Need more usage for minor items that are over abundant.

 
So F carbs they aren't worth it.
Yeah, unless you suffer from extreme depression. Then low carbing just makes it worse. But for everyone else, no problem. My sister's been doing Keto for a while now and she's lost a ton of weight.

 
I am almost always doing the keto diet as I am a major carnivore as it is...I really only eat carbs and cheat if we go somewhere like Knotts Berry Farm , Disneyland or Northwoods Inn in California...normal fast food , sodas and fries? pffft , do not waste my time and not worth the carbs...has to be something special! otherwise , I do 24g or less of carbs a day

 
I don't think it would have widespread appeal. For example there was a lot of negativity when loot was hugely nerfed from killing zombies. With no loot and no xp I think a lot of people wouldn't be very happy. It appeals to some obviously but not for a vanilla experience.
I firmly believe that modding is for creating an alternate experience and not for fixing supposed problems. I'm doing this for my own preferences having fully played and enjoyed the vanilla experience. Even though I personally don't like an xp incentive tempting me to not play organically others really love and enjoy the process of accruing experience.
Meh, I think it would have much more appeal than the system we have now. Not that I think the devs will or even should make the change - personally I think that this should have been a cornerstone with how the game play developed as it puts emphasis on the one thing that should matter in this game - survival. It is pretty late to change something like that though.

We all know that modding is for improving or customizing the experience though - you only think modding is for fixing fundamental and core systems if you work for Bethesda (couldn't help the dig here :D )

 
It's a bit of a conundrum. If you have any kind of in-game reward at all for gaining XP, then you're incentivizing players to level up as quickly as possible (intentionally or not). But if you don't do that, then you've given the player nothing to indicate any sense of progress or achievement.
Or, put another way, players min/max because that's how you "win" by the game's own rules. The only way to "fix" that is to make an "unwinnable" game.

I'm not saying I have a solution, of course. There are ways to mitigate it, certainly, but I haven't seen a single game that can't be min/maxed somehow. In fact, most players seem to think that's precisely what "git good" means. C'est la vie.

...
Said much better than I did. There are some great thoughts on all angles of the skills/progression method. I also agree with what Madmole said about Skyrim and the max level issues. No matter how they skin this thing, most players want to see, taste and feel progression.

A good number of players play solo even when they are on a multi-player server, so they have the need to get good in many areas of play. That I think is the crux of why this balance is much harder to strike.

In many ways, I'd like to see our skills degrade over-time if we didn't use them. That way you would have to spend points or time on those secondary skills if you wanted to keep them at high levels.

No matter what, I'm still having fun playing the game, testing out new ideas as TFPs experiment, and very glad I don't have to make the final call on what happens.

 
See, I understand what he was saying about Skyrim's skills. But when I played it, it just gave me more motivation to adopt a new play style. Maxed out One Handed? Start rolling Two Handed. Same with Light or Heavy Armor. So there's definitely more than one way to look at it.

I really think a hybrid of old and new systems could be the best way. Doesn't seem to be the way TFP will go, but I think some LDB could good.

Edit- And also, I still think that even after maxing INT and crafting, there should just be certain things you can't craft. Tier 6 anything, for example. I'd even be happy with vehicles having at least one part you can't craft, but have to loot. Exploration and looting need more of an emphasis than they currently have. It used to be weapon parts and such, but they took those out. Random stats on gear could help with that. Make it so crafted items aren't as good as what you might find looting. Like say, crafting determines the damage a pistol you craft can do, but it's not a set number but instead a range it can fall in. And even at max stats, you can only craft it so high, but can find higher stat items out in the world.

I think that might be the idea for the legendary stuff maybe, but I think it would be well applied to everything, really.

 
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