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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so is there a hierarchy/system to the roads like in the USA? do all gravel roads lead to highways? are traders always on a certain type of road?
any roundabouts? :)
I do believe all gravel roads lead to asphalt. No roundabouts from what I've seen.

 
The chicken 'forge' idea gave me another idea. I know this is may be 'too much' and therefore not worth it, but here it is:
For the chicken forge you have you place the block and it (maybe) takes up a 4x4 area and has a little chicken coop and a low fence. When you put your chickens into it, they spawn in the fenced area with very basic animations and 0 ai. Then you deposit food for the chickens and get back eggs and feathers.

What if you did a similar things with cows? Only instead of producing feathers and eggs it would produce hide and meat?

Just some thoughts. Rough drafting out loud really. Have a great day everyone.
The farming mod already does all of this and more. IMHO these ideas are best left to modders because they already have them done. If the basic game is balanced then these add ons become beneficial, but the pimps need to get all that balance and groundwork done for those modders.

 
I agree with Guppycur that traders need to be killable and the settlement needs to de destroyable. They can respawn or not, depending on how many wandering traders you plan to add.
Possible Problems:Solutions:

Can they be farmed? Not if their AI doesn't allow it. For example, if a player encases them in X range , they write a letter and kill themselves with a shiv end of story. Or they try and fight or break blocks or block their trading screen etc.

Do every player loses their quests? no. Quests are put on hold or relayed to a wandering trader or another quest giver or if everyone is dead then they respawn a guy with an excuse to make their quest completed. Anything that works.

Do they NEED to be destroyable ASAP in the development cycle of this game? Not yet. As you said MM, there are more important things yet, like bandits.

Why do we ever need that destroyable mechanic and killable mechanic in this game? Let me answer you with another question: ؟Do you plan to make a Story campaign so every settlement with story is completely non-destroyable and every important character non-killable or you rather design a system that surpases the crappy FO and Skyrim system of character immortality? Will you make every story building invulnerable?

THIS trader problem is an important one. And, after bandits, it is THE ONE to solve first. Are you making a fully FULLY destroyable world ?

Disclaimer: I am aware this system would take quite a few months to do and that priorities go first. Bandits can be done relatively easy. But storyline with destroyable and killable everything? Well, given your track record you only develop systems that are fun so I believe.

So tell us: Is this magic destroyable feature in you dreams only or you plan to do it eventually if time permits?
Off topic, I've said what I'm going to say, future beating of this dead horse will be an infraction.

 
The farming mod already does all of this and more. IMHO these ideas are best left to modders because they already have them done. If the basic game is balanced then these add ons become beneficial, but the pimps need to get all that balance and groundwork done for those modders.
Lets admit it, Bethesda didn't make the nexus. They made a great base game with a lot of content, but every tom ♥♥♥♥ and harry feature was added by modders. And this is how we plan on operating. Make a great base game, let mods take it to places we don't have the time for, or are not main stream appeal. Its the perfect solution for those odd features that appeal to certain players.

Its a great proving ground too, every mod I made for Oblivion was made reality in vanilla skyrim. If you think your ideas are amazing, prove it and if the mod is awesome there is a good chance we'll include it in the next game. But there won't be a next game if we don't finish this one, so we need to be careful about adding features not on the list, especially ones with 6 months of bug fallout.

 
Its moving papers around on the desk and calling that an accomplishment. If you kill the trader, and another one respawns, why bother? For a simulation? There are 50 supportive tickets from this task you don't see because you aren't a game designer. This could set us back 6 months. Just to humor you I'll post a few:
*Removing land claim allows players to stay at traders on horde night

*Having a destroyable trader fort means players will box him in or land claim him themselves, destroy the stairs, dig a hole under him so he's at bedrock then pour concrete on his head.

*Giving trader defense systems adds more cpu to trader areas, auto turrets, traps, etc all add expense. He might need henchmen, so even more expense and slower FPS.

*If he respawns how does he reach the trader area if its destroyed or new base built there?

*Trader dies and quests are broken, assigning quests to a new ref has to be done.

*Trader kills player, they want to get their stuff back and are in a death loop because auto fire guys is on.

*Someone accidentally fires a gun, they are marked for death

I could go on and make 50-100 foreseeable issues and then we'd get 100's of bugs, all for a pointless simulation here because at the end of the day there is still a trader standing there selling stuff and giving out quests after all that work.

NO thanks, we'll stick to making games not simulations and random ideas that don't really add any value and take 1000's of man hours to pull off and get shippable. BTW, this requires good bandits anyway or "human combat AI", so it would have to wait until then for sure, but I can say we're never going to do it with 99% certainty. We're still a pretty small company so we have to pick our battles very carefully, and we like features that actually add value. This one is a ton of work for very little return other than immersion.
Since this is a discussion (pretty clear about that from the beginning) I'd counter by saying you just named features, not bug reports.

...and trader "respawns" would only happen once the chunk is cleared and otherwise work like quest poi respawns, except they'd call the next poi in the list (the more fortified version).

It's not shuffling papers around because it would be adding new features.

Agree to disagree? Sure. I know this won't even go in on vanilla, but it would be fun, and it would work (what's to stop people from building a wall around trader area now and lcb'ing them) because the cases you mention are edge cases, and you can't (and should not) account for those now.

 
Well, alright. As Rick Grimes once said, this isn't a democracy. ;)
I'll give Guppy a mulligan since his reply was to one before I said it was off topic, and I will not comment on his post.

 
Off topic, I've said what I'm going to say, future beating of this dead horse will be an infraction.
It's just a discussion, geesh. :)

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I'll give Guppy a mulligan since his reply was to one before I said it was off topic, and I will not comment on his post.
Never understood that word... Mulligan... Was it a famous golfer who sucked that started it?

 
What do you guys think about zombies going after live animals? Right now it doesn't make sense that there are zombie dogs. Vultures and zombie bears make sense. They got the infection while consuming infected human meat. Dogs don't generally kill or eat dead humans. Maybe the owner was really neglecting them and turned, then the dog exacted its revenge? Zombie wolves would make more sense. But going back to the original question, if zombies would attack live animals, then the answer to zombie dogs is simple: they got infected by a zombie and turned. It would also help to explain why guts are all over the place.

 
This by far, is my favorite game...I have logged an embarrassing amount of hours on it. I look forward to each alpha with great anticipation. I like most of what the pimps have done and live with those I don't. A18 is looking closer and closer to the game I want...well, until a19 with bandits. I thank all the pimps and testers for all their had work...and also the forum posters for the fun/informative read. PS...I sooo want a Working Stiffs shirt. Thanks again...

 
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