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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I would have said you hit the nail on the head, but your misspelling of my name totally ruined it :cocksure:
Though the hashtag is well received.

(And a small correction: Probably you wanted to say "there is no actual reason for the player to not get back out there going solo in a POI")
Autocorrect on my phone paired with my wife calling me over NOW to wash dishes (camping at Pismo Beach). Usually I check back over my phone posts but my thinking about Scarlett put just enough guilt into me that I jumped when my wife called.

 
I get that, they're just up there in age so the game is hard for them in general even though they love playing it. They'll likely keep dying and rarely level up lol. Not asking to change it btw I think it's a good change for most of the player base. There's an exp slider now right? I can probably just have them pump that up to help counter it.
It could also be seen as a benefit in this case though. Unless it has changed, the gamestage calculation involves your player level. By dying with this xp penalty, it should keep your gamestage lower for longer. This means the zombies difficulty goes up slower.

Meanwhile you focus on finding books to enhance your character instead of the perk points from leveling.

 
Bought a "Black Widow" costume for my wife.She. Just. Didn't. Fit. In.

Sinse then I have much more time to play 7d2d :excitement:
Isn't it the objective that she doesn't quite fit in?

 
Meanwhile you focus on finding books to enhance your character instead of the perk points from leveling.
I'm definitely looking forward to the books. Finally you have again a reason to visit the Crack a Book tower if you have it on your map.

 
Keep the exp. I'm at a great level and I dont want anymore radiated zeds.
Keep all that junk. I can get it all faster elsewhere without spending 500 rounds.
I've been watching this debate for pages, whilst comparing it to my own experience with all of the huge T5 POIs. What I think it boils down to, the way it is in A17 anyway, is that they are supposed to be high level challenges but lack an appropriate high level reward. I have only done the Shotgun Messiah factory on my own, I stealth killed the vast majority, but still had plenty of loud ammo draining moments, especially at the end. The other ones, like the Hospital in Diersville, I did with a group of people in MP. It felt more appropriate, like those POIs were built with that more in mind than someone taking it on alone. And it was way more fun too, albeit with a mere fraction of the loot. I always came out with far less than I entered with, but I don't care, to me it was worth it. That is however not how it should be, I agree. I think there is just something missing, and it's not ammo.

How to make up for this, to give those high tier POIs a real purpose other than the experience alone? It needs something rare or uniquely powerful at the end. Not more ammo, sure some of that would be nice, but I see that as a valid cost to get there, it feels off because you get neither the ammo replaced nor anything particularly special as a reward. They do have a decent tool they could use now, the books, have a box full of them at the end. I would take on any damn T5 POI by my lonesome for that reward alone. But there is another they could implement: legendary weapons. Mods now are ok, but also inconsistant, sometimes you get jack ♥♥♥♥, and nothing feels worse when opening boxes at the end of a run like that and getting junk loot. Even adding a stack of dukes, or a vehicle, or a solar bank(since I never, ever, not once, found one in A17, at any trader, ever, even late game, this is ♥♥♥♥ed imho, fix or make another source for these, please), there are things now that would make it better. What those lack is something special in the end, I do think they need that, and maybe up the ammo a bit for Kage regardless.

 
Tea, I get the following isn't at all what you meant, and I don't play MP, so it really is 'just a thought'...
What if along with Group shared XP they also shared the death penalty?

Could be "minor" like the dy-eee (heh) gets hit by entire numeric loss, but then, if her friends don't abondon her, the group gives up an additional percentage of their xp to the deader. So it would slow the I-didn't-die-Group down a bit, allowing the poor thing to catch up.

Or maybe, "ouch! dangit Kenny!!!" where -all- the Group takes the full xp hit even if just one member dies.

.... not saying this is a good idea, but ya know... some folks have advocated for harsh death penalties :bounce:

---Edit: forgot to say, "Thanks MM for the reply about the bridges! :) "

--- & err, sry in advance Roland if the above results in any mayhem :hug:
Yeah I don't know if I would team with anyone if their death costs me my own XP. On the flip side XP gain is so good from teaming that yeah it will negate the death penalty anyway.

 
Dude stop. There is a big difference when I haven't touched the software for a year and a half and I'm talking recording vs playing a legit game, and I've been in the trenches 5-8 hours a day for a few months. I am the 2nd fastest leveler on the team and it takes me nearly an hour to level.
Who is the fastest?

 
Keep the exp. I'm at a great level and I dont want anymore radiated zeds.
Keep all that junk. I can get it all faster elsewhere without spending 500 rounds.
The rewards don't match the trouble. I'd have it so the trader has high tier rewards for completing a t5. Like a cache of ammo, high end mods, mutated seeds, top tier weapons and armor, high end schematics and blueprints, and t5 quest only rewards.

This would not only make doing t5's worthwhile it would also make them a sought after endgame activity.

That's just how I see it anyway.

 
I don't like death penalties in general. For me it's like kicking someone who's already on the ground. But some obviously want to be kicked and this punishment is something I can live with. I'll probably just go to the mine after a death. So I not only get the XP but also get resources at the same time.
I think it is the best system so far. Before people would suicide just to teleport or get rid of infection or broken leg or low hunger. Now, they might think twice at least, or pay for it in a tangible meaningful way, and it doesn't weaken them further, so this is the best design. The A17 system encouraged doing unsafe activities or going AFK, the A16 wellness system weakened you and took too long to restore and promoted death loop.

 
16k sounds nice. Holding out for that. We are currently hand craft maps so the usable areas are attractive enough. It's just always such a hassle to reset a server on a regular basis, so we like to stretch it out as much as possible.
The main reason is that many players,specially new ones, won't join any server that has 100+ days on the clock, so they become deserted and not fun to play anymore, since most or our regulars love to help new players. And since hosting is super expensive, if you want performance, most servers require donations to be kept up, which in turn needs long term players willing to invest in them. It's mostly economical really.
Isn't hosting only 15 bucks a month? How is that super expensive?

 
I sure hope it does!
My bases tend to always be an odd number of blocks wide, due to the door only being 1 block and I get annoyed when it's not symmetrical (habit from the minecraft days) - and the bridge always forced me to favor a side, since it could never line up with the door; because it's only 4 wide instead of 5, haha.
I think most do.

 
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