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%

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To be honest the system is far from intuitive. Not only is the percentage indicator misguiding, but I mostly hate the fact that you have to overeat in order not to be penalized as soon as you lose 1% max hunger. It's a good idea to tie food to max stamina but it shouldn't deplete the stamina unless you're below 75% food or something. And by 75% I mean a static 75%, not 75% of your maximum. This would make it so a new character has a 25% buffer before it's impacting his stamina, and the higher level you are the bigger this buffer gets.
This exactly how it works. You just are hung up on the labels. There is a much larger than 25% buffer before your stamina gets impacted and I bet that if it wasn’t right in front of you, you wouldn’t really even notice the difference between 100% max and 90% max.

It’s just that instead of calling it 100% and 75% we call it 150 and 100 and then later 160 and 110 and then later 170 and 120. And since tasks in the game do not get progressively more stamina demanding, once you get to level 20 you can even let your stamina dip down below by 20 points and still be able to do all the things you were able to do at max stamina on day 1. More even if you perked into anything that benefits stamina use or regen.

But new guy definitely gets his buffer before stamina is impacted by hunger.

 
This exactly how it works. You just are hung up on the labels. There is a much larger than 25% buffer before your stamina gets impacted and I bet that if it wasn’t right in front of you, you wouldn’t really even notice the difference between 100% max and 90% max.
It’s just that instead of calling it 100% and 75% we call it 150 and 100 and then later 160 and 110 and then later 170 and 120. And since tasks in the game do not get progressively more stamina demanding, once you get to level 20 you can even let your stamina dip down below by 20 points and still be able to do all the things you were able to do at max stamina on day 1. More even if you perked into anything that benefits stamina use or regen.

But new guy definitely gets his buffer before stamina is impacted by hunger.
No I'm not hung up on labels Roland. I know how it works, that every new character starts with 150 so that the first day is a breeze. I wasn't talking new character in the sense of "150 belly full new character" but more as in "level 1 dude".

It's just weird design to show 100 that makes the brain think of percentage, but then bring that up every level alongside bringing up the max overeat but also the penalty meter. Just read my post above and tell me it wouldn't be easier to just have a static 50% treshold for penalties and no overeating which is just gimmicky.

If anything just make it totally clear and show me my REAL hunger value, i.e. 150/100 or 145/120 or whatever it is at the time. At least I'd be able to keep track of my real hunger instead of figuring out after some time I burned through too many calories and lack max stamina. But I bet TFP decided not to show the real value because... it looks weird, because the whole system is weird in the first place.

 
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I didn’t mean “hung up” as in “can’t understand”. I meant it as in you can’t get past it and you don’t like it. I was also referring to a new player and not a day one character.

All I’ve done for new players is told them to watch the pop up number that appears next to the stamina bar and I tell them they can keep eating until that number is 50 points higher than their max stamina. They’ve always picked it up just fine.

Weird is good in this case, imo.

 
I still have yet to hear a good arguement that converts me over to wanting to see exact numbers on screen for hunger and thirst. I prefer the less clutter on screen approach that TFP have taken but I'm always open to ideas....still waiting for someone to convince me though.... :/

Note: I'm one of those obsessive type players that love having all the info i can in order to optimize my style and try and be the best...but. knowing exact hunger and thirst at all times would have very very little value in affecting the effectiveness of how well I play this game and in fact seeing those number I would say would have a negative impact upon me. Just a distraction...still though... I would like to hear a convincing arguement..

 
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Hello there, I have an idea to share, which is inspired by the posts of some people here who created a mass airdrop by false-assuming the number at "airdrop rate". tried it out myself and it is in fact absolutely hilarious when there is a non-stop massive WW2-bombing-raid-like incoming of planes dropping crates...but on the other hand it made me think about the following:

It could also work as a later-game quest type, or maybe as part of a story-mode:

Trader tells you that there is an outpost/brigdehead about to be established by the army at some location. You are sent there to aid the troops while they're working at the base.

Once you arrive at the marked location, then there is a massive amount of planes, airdropping crates with the resources/materials and paratroopers/military engineers.

During the time they need to construct walls/fortifications etc. you have to keep away the incoming hordes that are attracted by the activities in the area.

Maybe you can even help building by placing the correct blocks (places could be marked green when you pick up the materials from the airdrop-crates).

Or maybe it would even be necessary that you help when too many of the engineers are killed (slows down construction), and the more time passes the more zombies come in, and the whole plan might fail because at night the site is overrun...that would add a nice "hurry up" feeling.

If you succeed, the outpost is established and from then works as an additional trading post, or whatever (e.g. working water station as a source for pure water, or a research center which gives you new quests ("bring us 10 dead zombies we have to examine them", "investigate location XY, we have indication that the whole sh** began there".

 
Hello there, I have an idea to share, which is inspired by the posts of some people here who created a mass airdrop by false-assuming the number at "airdrop rate". tried it out myself and it is in fact absolutely hilarious when there is a non-stop massive WW2-bombing-raid-like incoming of planes dropping crates...but on the other hand it made me think about the following:
It could also work as a later-game quest type, or maybe as part of a story-mode:

Trader tells you that there is an outpost/brigdehead about to be established by the army at some location. You are sent there to aid the troops while they're working at the base.

Once you arrive at the marked location, then there is a massive amount of planes, airdropping crates with the resources/materials and paratroopers/military engineers.

During the time they need to construct walls/fortifications etc. you have to keep away the incoming hordes that are attracted by the activities in the area.

Maybe you can even help building by placing the correct blocks (places could be marked green when you pick up the materials from the airdrop-crates).

Or maybe it would even be necessary that you help when too many of the engineers are killed (slows down construction), and the more time passes the more zombies come in, and the whole plan might fail because at night the site is overrun...that would add a nice "hurry up" feeling.

If you succeed, the outpost is established and from then works as an additional trading post, or whatever (e.g. working water station as a source for pure water, or a research center which gives you new quests ("bring us 10 dead zombies we have to examine them", "investigate location XY, we have indication that the whole sh** began there".
That could definitely be a interesting game mode to add later on. If not, I hope one of the many talented modders picks up on this idea.

 
I'm kind of partial to the idea of players who think they must see the actual value of 96% in order to survive, having to do all the work of opening the character status screen to see it.
Did you really just say that because someone wants an experience different from yours, that there should be a cost to them associated with it?

 
Idea: please get the "requirements" system used by buffs available elsewhere.

Quests: I suspect you want to replace the quest system entirely, as it's presently very limited. Regardless of whether you do or not, please replace it's requirements with the ones available to buffs?

Loot: I would also be pretty interesting if the same requirement system could use used on the loot table. Nevermind the possibilities it would open up for modding, but there's a lot of fine tuning that could be done that way, like increasing the chance of finding the loot relevant to a person's preferred attribute trees, or balancing ammunition to whatever ammunition is used the most.

 
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Did you really just say that because someone wants an experience different from yours, that there should be a cost to them associated with it?
yep...but just poking fun. Don't get offended, please. (I was also joking about "all the work" as it involves pressing B). If they left everything the same but put a percentage in the bar I would be perfectly okay with that.

When I want to play HUDless there is a cost to that too-- for me. ;)

 
The HUD is fine the way it is for me. I do see points people make about knowing exactly how much you are above the max... but it doesn’t take long to just know without looking. It becomes a sixth sense if you pay attention to when you last ate or drank and how much over the max your last food or drink brought you. Even that becomes unnecessary over time because you eventually learn how much each food/drink item gives you.

 
The HUD is fine the way it is for me. I do see points people make about knowing exactly how much you are above the max... but it doesn’t take long to just know without looking. It becomes a sixth sense if you pay attention to when you last ate or drank and how much over the max your last food or drink brought you. Even that becomes unnecessary over time because you eventually learn how much each food/drink item gives you.
Agreed.

 
The HUD is fine the way it is for me. I do see points people make about knowing exactly how much you are above the max... but it doesn’t take long to just know without looking. It becomes a sixth sense if you pay attention to when you last ate or drank and how much over the max your last food or drink brought you. Even that becomes unnecessary over time because you eventually learn how much each food/drink item gives you.
I'm in same boat. Once I see that black bar growing I know it munchie time soon! Only real men live in the snow biome...roh roh roh..😂😂😂

 
I still have yet to hear a good arguement that converts me over to wanting to see exact numbers on screen for hunger and thirst. I prefer the less clutter on screen approach that TFP have taken but I'm always open to ideas....still waiting for someone to convince me though.... :/
Note: I'm one of those obsessive type players that love having all the info i can in order to optimize my style and try and be the best...but. knowing exact hunger and thirst at all times would have very very little value in affecting the effectiveness of how well I play this game and in fact seeing those number I would say would have a negative impact upon me. Just a distraction...still though... I would like to hear a convincing arguement..
I have to say I agree. It just isn't something that concerns me. I know my character is hungry when my stamina bar is reduced. How hungry equates to just how much of a reduction I am willing to put up with based on my current task or disposition. What I see when I see streamers and VOD guys complain about this, almost always involves hydration and not hunger and then the problem is they are banging down pain pills and they either don't drink water or they drink just one plain water jar and can't understand that they are taking out more than they are putting in. They also seem to refuse to drink water until they are fully hydrated. It is as if the buffer does not exist in their world. Yet they complain about it still.

 
I have to say I agree. It just isn't something that concerns me. I know my character is hungry when my stamina bar is reduced. How hungry equates to just how much of a reduction I am willing to put up with based on my current task or disposition. What I see when I see streamers and VOD guys complain about this, almost always involves hydration and not hunger and then the problem is they are banging down pain pills and they either don't drink water or they drink just one plain water jar and can't understand that they are taking out more than they are putting in. They also seem to refuse to drink water until they are fully hydrated. It is as if the buffer does not exist in their world. Yet they complain about it still.
This, I always use "mineral water" with pain pills because it actually makes a difference, or given the choice I'll use Medical bandages instead. Once you're farming it's not hard to have enough aloe cream to maintain an excessive supply and while they are slower they fix up your max hp too. Like, the problem isn't a lack of displayed information, the problem is that the tutorial doesn't teach you about overfilling hunger and hydration. as well as people not realising that bleeding and being injured in combat drain thirst as well.

 
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In my basement. It had become unbearable.
You and your basements guys...

*digging another room in my dungeon*

Digging zombies are core, had a "situation" where was more than fun. Hell, I want more.

 
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