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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Sometimes when I walk up to a bicycle, my character trips over it like a drunken Curly Howard. Takes a solid 3-5 seconds to recover and I take damage-both to my character and to myself from falling over in laughter. I don't know if this is a bug or not (so I haven't reported it) but if it is, I hope to God, Buddha, Shiva, Hachiman, Shamash--pick a god, I don't care--that it's one of those bugs that gets branded as a feature. If this has been brought up before, my apologies.
its actually pretty annoying and happening every time if u stay close 2 ur bike for 2-3 seconds after dismounting.

 
No. She is very reserved but I will hear her chanting "No! NO! NO! NO!" when she knows she's in a dire circumstance and probably going to die. But then I get to do an Escort Quest as she returns to get her stuff.
Sounds like I missed those.

But with your mom though? Ew.

 
At first the whisperers seemed awesome, I thought they were an evolved zombie showing some kind of intelligence but when they were dudes in zombie masks I was like pffft, dumb. It would have been more interesting if after feeding enough times they regain some intelligence and have sympathy for their fellow zombie brethren and hatred towards humans for not "understanding" etc. Having the zombies be a true antagonist again would be more interesting IMO.
Sorta like the evolved/infected are in I am legend the movie.

 
The assault rifle will be the T3 rifle.
Do you mean the previous sniper rifle? With all the gun mods out there it can probably be modded into an assault rifle (e.g. semi auto / tri burst mod, iron/laser sights, mag extender, etc.)

 
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Go play Call of Duty, Battlefield, or Doom with random gun jamming. Go play Forza Motorsports or Grid with random engine stalling. Go play Super Mario Bros (1985) or Mega Man (1987) where the jump button is randomly disabled for 5 seconds. Then come back and tell me how "fun" and "exciting" it is to have the entire outcome of your playing determined by chance rather than skill. That's poor game design. That's a slot machine where there's a chance for it to punch you in the face.
I've never played any of those games, though quite a few of them are very popular. Hear me now, hear me loud! I am not saying and have never said gun jamming will be fun or exciting. Just another interesting element that Madmole brought up that I thought was at least worth considering.

I just don't see gun jamming, in the way that I described, being any more tedious than bleeds. You get hit, you bleed, bandage and you're done.

Do you want to eliminate bleeds as well?

In closing all I want to say is I'd rather have a gun jam factor any day over permanent durability degradation.

 
I've never played any of those games, though quite a few of them are very popular. Hear me now, hear me loud! I am not saying and have never said gun jamming will be fun or exciting. Just another interesting element that Madmole brought up that I thought was at least worth considering.
I just don't see gun jamming, in the way that I described, being any more tedious than bleeds. You get hit, you bleed, bandage and you're done.

Do you want to eliminate bleeds as well?

In closing all I want to say is I'd rather have a gun jam factor any day over permanent durability degradation.
With the current balance the game has going right now I dont think degredation would add much to the default experience (60 min days). Would be a great mod though for vets or those who play longer day games.

I think gun jamming could be interesting if the current repair system is too dull. It would just have to be done in a way that is not overly punishing.

 
I don't know how they're portrayed in the TV show, but in the comics they have a very large army of walkers that they have managed to find a way to control and direct. Definitely a real threat.
Same thing in the show. They had a whole valley filled with zombies. Last scene of last episode I watched was Alpha, the leader of the whispers, looking happily over a newly emptied valley. ♥♥♥♥'s going down!

I love Fear and TWD but I loved the A-team back in the day so... gives you perspective. :p

 
What I would really like to see, is a type of "Threat Map", that influences how dangerous a certain part of the gameworld is (and how high the loot quality is then also).
With such a map, it would be possible to separate the world into more and less dangerous regions.

For example having city centers and military location to be really dangerous, while the suburbs and rural houses are less threatening.

This gives the player an incentive to gear up for more dangerous locations, while allowing to retreat to less dangerous locations at low levels.

It would give the world more structure in terms of thinking where to head next, and what areas to avoid.
+1

A few things to add:

The threat biomes/POIs should leave Gaussian-esque imprints on the map so you can't just cross over into the safety of absolute wilderness by walking ten meters. Maybe the area around the trader should be really dangerous to add a little risk/reward for living right next to them.

 
At first the whisperers seemed awesome, I thought they were an evolved zombie showing some kind of intelligence but when they were dudes in zombie masks I was like pffft, dumb. It would have been more interesting if after feeding enough times they regain some intelligence and have sympathy for their fellow zombie brethren and hatred towards humans for not "understanding" etc. Having the zombies be a true antagonist again would be more interesting IMO.
I can see your point. To me however the draw of TWD is showing humans are the true monsters in the world.

 
With the current balance the game has going right now I dont think degredation would add much to the default experience (60 min days). Would be a great mod though for vets or those who play longer day games.
I think gun jamming could be interesting if the current repair system is too dull. It would just have to be done in a way that is not overly punishing.
i think they could do it like Far cry 2

 
I can see your point. To me however the draw of TWD is showing humans are the true monsters in the world.
This. The best horror movies/shows tend to be about the horror within us rather than whatever monster is out there.

 
I've never played any of those games, though quite a few of them are very popular. Hear me now, hear me loud! I am not saying and have never said gun jamming will be fun or exciting. Just another interesting element that Madmole brought up that I thought was at least worth considering.
I just don't see gun jamming, in the way that I described, being any more tedious than bleeds. You get hit, you bleed, bandage and you're done.

Do you want to eliminate bleeds as well?

In closing all I want to say is I'd rather have a gun jam factor any day over permanent durability degradation.
Straw man argument. Bleeding doesn't prevent you from playing the game. It does not stop gameplay. It forces you to address the issue, at some point, the same way sprained/broken legs, stuns, etc. do. It does not prevent you from moving, attacking, etc. Further, bleeding is avoidable, very easily. Gun jamming is a completely random element you have no control over. It is a gameplay breaking function that is unavoidable through skill. Temporary though it may be, it presents no challenge to overcome - merely tedium. The fact that you, and others, would enjoy such tedium is fine, but that doesn't make it good gameplay.

Edit:

Item degradation was removed for a reason, and it was a good decision. It introduces further tedium that is not needed. The purpose may be to control item economy, but the main effect would be to slow down gameplay, which appears to be the exact opposite of what they are trying to achieve - more fluid, engaging gameplay. Item economy is better balanced through other systems already in place - loot tables, traders, and tiers.

 
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