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
    3
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And about the death penalty, Anarchy Online had an interesting way of doing it back in the day, when you died you lost all the XP you had earned since last you leveled/saved and had to earn it back.
What if you introduced that as a death penalty? Upon death all your XP since the last time you leveled is moved to a pool and you now earn that pool back when earning XP moving forward. So you would make more XP for a while until that pool has been retrieved, so you never really lose it but your progress will be slowed down.
I was thinking XP penalty too but this would mean no penalty if you just leveled.

Something like 50% XP gain for a day, 25% if you die again within the day, 12.5% if you die AGAIN, might be a good XP penalty that wouldn’t be affected by when you last leveled. You’d still have all your skills, you’d just be slowed or plateaud for a while as punishment. That probably isn’t strong enough, but XP nerf + something else could make for a compelling reason to avoid death.

 
No worse than a fresh spawn, are you crying about things when you spawn? No you are all excited to start your game. Change your attitude about debuff, its a minor hiccup in the journey and 99% of the time you are stronger than when you spawned so I don't see the issue other than people want to complain. Dang I'm as strong as I was 2 hours ago that sucks. Really? Its not like we flatline you from 10 to -10.
I do think that there could be an item that could mitigate the death penalty. a rare consumable that might lower its duration or severity without totally removing it.

People like bounce back mechanics like that to be able to get back to what they were trying to do quicker. There shouldnt be no downside or punishment to death, but a way to get back from it faster (like how there are splints for a broken leg) would be greatly appreciated.

Like craft a compound bow but your big brain isnt as big as before and I know the perk overhaul will use agility and the archery skill for this but Im talking now, and then itd be agility instead so issue remains. You're set back for a whole ingame day from being able to do that.

 
Please ppl for the love of god read. FIXED!!!!!!!!!!!!!!!!!!!!!!!!!!!!
You should put huge red text on the OP mentioning that this is fixed. :p

Also, that is a great idea with the traders reputation system. Could please the LBD gang 👍

Torches having be to refilled sounds like a good idea. I would like having an incentive to use electrical lights. (Aside from them doing less heat than fire light)

 
Thanx, I was looking at his other channel he used for A17.
Sorry, we want to have multiple contributors so thought it was best to move the feature videos to the TFP channel and I'd like to talk about things besides 7 days like other games, life, success, business, failure, game design, anti aging, art, music, bodybuilding, etc. I'll probably still do some 7 days videos on my channel but more like personal game play showing off castles and whatnot.

 
Sorry, we want to have multiple contributors so thought it was best to move the feature videos to the TFP channel and I'd like to talk about things besides 7 days like other games, life, success, business, failure, game design, anti aging, art, music, bodybuilding, etc. I'll probably still do some 7 days videos on my channel but more like personal game play showing off castles and whatnot.
Cool, What about beard maintaince and

Beard grooming tips as Well?

 
I disagree on canned food, if I had to survive on just that I'd starve to death.
It would be just for when you're outside of your base. Makes more sense to carry some canned goods than a steak and potatoes plate in your backpack. ;)

 
Will we be able to eat the bandits? Bring back carving up zombies for rotten meat/bones, too, I want to be able to eat EVERYTHING I conquer :fat:

 
I do think that there could be an item that could mitigate the death penalty. a rare consumable that might lower its duration or severity without totally removing it.
People like bounce back mechanics like that to be able to get back to what they were trying to do quicker. There shouldnt be no downside or punishment to death, but a way to get back from it faster (like how there are splints for a broken leg) would be greatly appreciated.

Like craft a compound bow but your big brain isnt as big as before and I know the perk overhaul will use agility and the archery skill for this but Im talking now, and then itd be agility instead so issue remains. You're set back for a whole ingame day from being able to do that.
Right, we create problems and give players tools to manage them.

 
Just do not do a Death Penalty like the original EverQuest had back in the day or people would rage quit and cry!

After level 10 , if you died you lost like 25% of your experience...you could lose a level you just gained...die multiple times

and you would lose levels and the spells/abilities gained...and back in the day ALL of your gear was on your corpse and you had to go retrieve it! (made those planar raids so much more fun if the whole raid died! lol)

Of course they had necro's could track and summon other players corpses and clerics could rez you for a certain amount of exps

back based on their level , up to 90% returned at max level...they used to make a fortune traveling around rezzing people...and people

paid it...because at high levels you were looking at long hours , even days of exps lost otherwise!

 
Just do not do a Death Penalty like the original EverQuest had back in the day or people would rage quit and cry!After level 10 , if you died you lost like 25% of your experience...you could lose a level you just gained...die multiple times

and you would lose levels and the spells/abilities gained...and back in the day ALL of your gear was on your corpse and you had to go retrieve it! (made those planar raids so much more fun if the whole raid died! lol)

Of course they had necro's could track and summon other players corpses and clerics could rez you for a certain amount of exps

back based on their level , up to 90% returned at max level...they used to make a fortune traveling around rezzing people...and people

paid it...because at high levels you were looking at long hours , even days of exps lost otherwise!
At most we'd flatline your xp the the beginning of what level you were on.

 
Madmole, your video showed a few hills.

Will RWG feature mountains like the one Nevazgane has? Because those are the things that really add flavor to game maps in general imo. Actual mountains was my favorite thing about Skyrim. Climbing one really gave a sense of remoteness.

 
At most we'd flatline your xp the the beginning of what level you were on.
What if after death you only earned 50% xp for a certain amount of xp. It would stay this way until you "payed" in xp, after that it's back to normal. Say 50% for 3/4 of a bar. Then it goes back to 100%. While we are at it make every item that has degradation "break" (not disappear) so there is a high resource cost to repair all said items.

 
Please ppl for the love of god read. FIXED!!!!!!!!!!!!!!!!!!!!!!!!!!!!
With all due respect, forgive us for the disbelieving, but it is an OOOOOOLD bug and some of us don't really believe that Gazz alone, with all his arguments explaining the pros and cons of the system, redid the framework for dividing damage and resource yield into SEPARATE parts for EVERY SINGLE tool of the game giving each item the very same proportional yield every single time effectibly rendering the yield tied to resource hp obsolete and that a new age of consistent resource yield was born as a result.

On top of that, I do know you really don't care about getting 290 or 326 wood from a tree, but 84 feather from a vulture vs 34 if you do it normally or pace your powerattack or change weapons and get double resources is a little weird. The whole thing is inconsistent and it has been for a long time.

The two possible solutions that had been talked about are:

1- Separate damage from yield and fix it to a number for each and every resource to each and every weapon (long and tedious way to do it and the most consistent yet time consuming one for development.

2- Just tweaks here and there and some testing to make sure every weapon has X yield. NOT FIXED. why? because if you use a a low attack weapon you can squeeze more resources from a boulder/corpse/whatever and you can mix attack/switch weapons and power attacks in order to, in some cases get MORE THAN DOUBLE yield.

So I'm guessing you just increased the yield the more optimal weapon is used, fixing the difference yielding resources from , say, knife vs machete. But in reality NOT FIXED, because we can still exploit the inconsistency of that tipe of yield. Tons of balance there if you go for this path, and it will NEVER be 100% consistent because of the weapon switching and different yield amounts.

As I said, tricky bussiness, and if you really want to put this matter to rest, we would love for you to explain in detail which of those was the exact fix.

Thx for the patience.

 
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Madmole, your video showed a few hills.
Will RWG feature mountains like the one Nevazgane has? Because those are the things that really add flavor to game maps in general imo. Actual mountains was my favorite thing about Skyrim. Climbing one really gave a sense of remoteness.
Download nitrogen in the tools forum. It creates amazing Random Gen... based on your settings.

Lots of mountains if u want.

 
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We haven't been able to reproduce this. How many panels are you using?
Oh snap, I never done this before.

Normally I get around 75-90 FPS.

But when I start the battery/Solarpanel/Light thing, it goes down to about 20-40 FPS

I always try to use all 6 Panels, since they don't generate that much electricity. Same goes for the Batteries.

After I dissassembled the Setup, the FPS was back to normal.

I am going to do a Serverwipe after A18 hits. I will build the setup and see if it lags. If it does, I will make a full proper Bugreport and give you guys access to my Server, where you can see first hand.

 
What if after death you only earned 50% xp for a certain amount of xp. It would stay this way until you "payed" in xp, after that it's back to normal. Say 50% for 3/4 of a bar. Then it goes back to 100%. While we are at it make every item that has degradation "break" (not disappear) so there is a high resource cost to repair all said items.
That is how City of Heroes did it and it worked...you died you had to slowly "pay back" your "medical costs" and would respawn in front of a hospital . Not to many people complained about that system...it did build up if you died multiple times , but would cap off at 5x

 
Torches will not be changed at all in Alpha 18, possibly never, we are just talking about what if.
Having torches degrade only when placed (like crops but backwards) would open the door to somekind of food spoilage.

And the super LED eternal torch made with a battery would be super cool to have more viable options and stuff.

Just saying.... I wish for those someday in some form.

 
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