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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So if the player has to have skills to line up multiple zeds for a shot, why do you need the perk.
Someone who shoots a .50 cal round without the perk can only hit one target, but someone who shoots a 9mm with the perk can hit multiple targets.

That's just goofy.

-A
Just because you can do it, doesn't mean your character in game can. Consider it training. ;)

Seriously though, reading some of these replies, it's amazing MM keeps coming back. Don't agree with it? Go play something else. Or make your own game...

 
Just because you can do it, doesn't mean your character in game can. Consider it training. ;)
Seriously though, reading some of these replies, it's amazing MM keeps coming back. Don't agree with it? Go play something else. Or make your own game...
Don't agree with someone's posts? Stop reading them.

-A

 
Seriously though, reading some of these replies, it's amazing MM keeps coming back. Don't agree with it? Go play something else. Or make your own game...

I ran that through forumspeaktranslator.com and it came back as "I'm taking my ball and going home" :D

Before anyone looks for forumspeaktranslator.com.....it's a joke lol

 
Bullets go right through a lot of things IRL, not sure why you don't like this. It actually takes skill to line up several zombies and pull it off, and the extra time spent trying can result in someone tagging you from behind or you back pedal into something, etc. Its an RPG so why this feels unexpected to you is beyond me.
You're missing the conversation.

I'm fine with bullets penetrating multiple targets. I'm not fine with perks having to be bought to do so.

 
I have to agree with Madmole. The player will need to employ the additional skill of lining up multiple targets under the crosshairs, or this perk will be worth nothing. I'm not sure what you'd prefer, but outside of hunting games, I can only think of one game series (Sniper Elite) with a bullet penetration system that's more in depth than what's been described.
Being able to line up the shot should be enough... THAT takes skill. Buying a perk does not.

 
So if the player has to have skills to line up multiple zeds for a shot, why do you need the perk.
Someone who shoots a .50 cal round without the perk can only hit one target, but someone who shoots a 9mm with the perk can hit multiple targets.

That's just goofy.

-A
Maybe "Its an RPG" isn't sinking in for some people yet?

Sorry, it's just... I'm surprised if we're going to criticize the skill required for this one, when we've got over a hundred perk books coming. Many of them are already detailed in the top post. Out of the thirty books revealed so far, arguably only three of them will require player skill to take advantage of the bonus. For those that think it's goofy, I'd be more concerned about the others... like 'less fall damage when carrying 5,000 Dukes,' for instance.

 
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Perks have always been dumb. As a concept.
I always think back to early World of Warcraft talents, mostly all minor number changes no real use/effect until the mist of pandaria expansion, that while not getting a rewarding talent point every level you hit milestones and could pick a new ability basically (15/30/45/60). I would for sure prefer a usable perk/ability over number increases.

so original talents vs Mist of Pandaria version

 
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Perks have always been dumb. As a concept.
Perks for the most part govern character advancement (or so it seems to me). I think most of us can agree that character advancement is a critical part of the game. So I'm curious as to what you think is a better way. Are you a member of the LBD community?

While I do see places in the game where this approach can work and makes sense, I can say that I've played a few games (Ultima Online and Runescape) that were almost entirely LBD and quite frankly the only way to not lose your mind was to set up macros that ran while you slept. (Bannable offenses btw)

Overall I enjoy the perk system and I think the new books coming will compliment it very well but I'm interested in what you think would be a better system of developing/advancing your Character.

 
Gups just nitpicking, im sure plenty of players will love the bullet penetration whether its a perk or not.
Yup, each weapon should have a "Max Pen" stat that the game uses with the players perk.

This would stop me from maxing the perk and using a smg to kill 10 zombies a second, standing at the end of a long narrow hallway on hoard night. :)

 
You don't get xp, you just get the nearest trader.
...if the nearest is the same one, that's on the player for not exploring.

I'd argue that telling him where a DIFFERENT trader is, will further limit exploration because they would always know exactly where to go.
I totally agree here. It makes sense that the traders advertise in their local area, so if you are close to one you'll be pointed back.

 
So if the player has to have skills to line up multiple zeds for a shot, why do you need the perk.
Someone who shoots a .50 cal round without the perk can only hit one target, but someone who shoots a 9mm with the perk can hit multiple targets.

That's just goofy.

-A
That's not how MM said it would work. Here's a reminder:

Its a perk under perception the sniper can use (works only on hunting rifles).
I can only guess it was limited to the hunting rifle to limit how OP it could become on nearly any other weapon. Not sure why people keep assuming it'll work on SMGs or pistols.

 
Can you make Shale discoverable in more than just the desert? The USA does not mine Shale/Oil from Desert so why is it only in the desert? we use to find it in the Burnt Biome as well.

I can find you Geologist who will tell you under snow/water/any part of the world contains oil.

Bonus: add a "fracking" mod so I can double the output :)
Somebody called?

 
I totally agree here. It makes sense that the traders advertise in their local area, so if you are close to one you'll be pointed back.
It doesn't actually, can't see why someone would go through a bunch of possible ammo resources to advertise his position to Zs. With the introduction of white river settlements and bandits you could learn of new trader locations that way (be it another ally in the white river side, or a raid target should you choose to side with the bandits). If that is the end goal, then whatever placeholder system we get instead shouldn't matter. Supposing I'm way off the mark with what's said before, I do think that there is a need to learn of new trader locations other than simply stumbling across them while exploring - be it advertising or a light beacon along with a flag.

 
Perks cost 1 point but attributes go up in cost as you get to the higher tiers, so it pays to specialize because once you get an attribute to 10 you can get to rank 5 in the perks it governs for just 5 points each.
Its not intended to be master of everything. Start a new game and play a new character. We haven't removed the possibility yet but it just stupid being able to buy every perk IMO.
Why lie, I'll use Glems for Gloobies.

 
Yeah that doesn't work for me, it would have to for sure link you to the next trader not the same one possibly again.
I like the idea that the trader starts to develop a trust or respect with the player as they successfully complete quests. After a few completed quests he offers them a job to take some trade items, that he either has excess stock in or hasn't been able to sell locally, to another trader (The nearest one) in and then they would return with whatever that trader couldn't sell or had a bunch of. If successful then he'll continue to offer trade missions to take cargo to traders further and further away.

If the player aborts the quest, or fails, the trader will offer the same mission again, but until that quest/mission is completed he will not offer a delivery job like that to any other trader. This is to keep a player from taking the mission, seeing where the trader is, then aborting the mission.

The first mission to that trader has to be done for free by the player, the payoff being the location of the trader, but after its completed any following mission/quests would have a payoff like any other quest. After x amount of cargo trade quests the trader would offer a job to the next distant trader - or maybe it becomes available whenever the player has done enough quests to open the next quest tier.

This serves to help players find the traders, expands the quest variation and increase the number of places players can go to trade.

 
Its not intended to be master of everything. Start a new game and play a new character. We haven't removed the possibility yet but it just stupid being able to buy every perk IMO.
I don't think this is necessarily bad to be able to max everything out eventually. I don't know what is planned exactly, but I don't think a sandbox game as this benefits from artificial classes. In my professional career I have learnt two academic professions and I am sure, other people have learnt more. There is no reason that a doctor shouldn't also be a good plumber or gardener, given time and experience.

Maybe master of everything is not needed, but channeling people into an artificial class system is - just in my opinion - not necessary either.

It might well be a matter of balancing, though. It will no doubt be a tough task, best of luck on that.

Very much looking forward to A18

 
My question is this.

Why is penetration not a base mechanic for every weapon?

Regardless of whether this is modified by perk or ammunition bonus the basic idea of being able to penetrate varying thickness of material really does need to be a universal mechanic.

You're adding depth and variation to the core game without any extra overhead on system resources. How is this not win/win?

 
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