PC Alpha 19 Dev Diary

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We've talked about it but don't have a design for it. Don't really want players making beds at pois as some kind of gaming the system trick. Maybe illnesses could go away quicker near a bed. Depends how its set up. Forcing the player to lay in it would allow us to give a better buff than simply an AOE effect.
The only thing that really makes sense is to use bed variants in the one thing that beds do interact with... and that is respawning after death.

So if we want a "bed feature" it would be a lessened death penalty or losing x% of your total penalty on respawning on a better bed variant.

Tying it to any kind of healing/curing feature would mean that we make "stand around doing nothing" gameplay beneficial and that is cancer. Some players may remember that we had that at one point. ;)

 
Tying it to any kind of healing/curing feature would mean that we make "stand around doing nothing" gameplay beneficial and that is cancer. Some players may remember that we had that at one point. ;)
So the perfect mechanic for the 100% of players who go afk at night?

*runs away*

 
Now there's an honorary title if I've ever seen one!

And then someone will go and take it seriously. /sigh

 
We've talked about it but don't have a design for it. Don't really want players making beds at pois as some kind of gaming the system trick. Maybe illnesses could go away quicker near a bed. Depends how its set up. Forcing the player to lay in it would allow us to give a better buff than simply an AOE effect.
Regarding this: I always kinda thought it is too easy to exploit the Bed mechanic: Go to a Tier 5 Prefab, lay a bedrol in Front, die, spawn repeat.

How about make it so, that a Bed/Bedroll only can be laid on Claimed Ground? That might help a bit.

 
We've talked about it but don't have a design for it. Don't really want players making beds at pois as some kind of gaming the system trick. Maybe illnesses could go away quicker near a bed. Depends how its set up. Forcing the player to lay in it would allow us to give a better buff than simply an AOE effect.
I remember that at one point time moved faster during night time. Could that become a bed feature? I kinda miss that one. Sit in bed = time increase speed by X if nighttime.

Also, I don’t see people making beds in poi’s as gaming the system, It is more like they are willing to “sleep” in an unsafe location and also it could be countered with if a bed is not close to their land claim block the buff wont apply.

 
I don't view it as a derogatory thing, but it might be to some. I always thought a forum rat was someone with a lot of posts. I'm not going interacting if I can't give you guys some ♥♥♥♥. I say lighten up, its an internet forum about a zombie game.
Please never give in into such Political Correctness Remarks.

We want the team how we know 'em

Madmole: Blunt as a Club

Gazz: Sarcastic to no end

Roland: Snarky and witty

Faatal is the only one allowed to be in good mood 24/7^^

 
Oh thank god!!!!! Flying enemy drones just.....ewww
I could get into them guarding military bases and perhaps the top third section of skyscrapers for example

Or maybe having a new, endgame military research complex with local-bound advanced stuff. You might get schematics for player endgame gear in those.

Like a high level dungeon that pretty much kills low level players instantly when entering them too soon?

 
Wait...you don't just have the majority? You have the VAAAAAAST majority on your side?!?!!?!
It was discussed some months ago, that telemetrics would come in the game, to gather informations about player behaviour for Devs.

Is that allready in, or any news on that?

you guys might not be influenced by it, but i always disliked the fact that the Forum is full of negative People that give you harsh critic for Stuff, that im sure 83% of the Playerbase really like and would wish for the sake of all of us for you to have a neutral/wide Feedback area aka Telemtrics.

Or how about Polls with hidden outcome (so players cant nail Devs to it) for certain Topics? Might be announced via Steam-News so a wider field of Players sees it.

 
MM, Gazz, or faatal... I do have a question.

How does onCombatEntered work? Is it when you shoot a zombie or when one "aggros" you? And when is the player considered to be "not in combat"? Obviously "when dead" is going to be one of options there (you or the zombie) but does it also happen if you run away far enough for the zombie to lose interest?

EDIT: To add to the paragraph above, will we be getting an onCombatLeft trigger in A19? :D

Mod Note: The remainder of this post is intact and moved to GD with the rest of the debate. I kept this part here as a direct question to the developers. --Roland

 
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The "difficulty" people are talking about isn't 1000hp zombies; it's the complexity of the game. Meta-difficulty.

Removing things like sticks, or bear meat; requiring you to convert hides to leather before you can use the leather; city biomes packed with cops and dogs.

These aren't difficulties you can change in the options menu. They are difficulties that come from game design mechanics, which force the player to make decisions about how to spend their resources and energy.

That's what's been taken away. Contrary to what MM believes, simplicity in a game is NOT always a good thing.

-A

 
Loving the new update so far! Can we get more painting textures (also more clean)? And maybe more furniture for decorating stuff? (working kitchen stove replacing campfire?? And etc.) I like how the building works in this game. One more question, what's up with the water? Movement on the water is very slow and strange, would love to be able to go fishing aswell! I hope it's not too much to ask for! :tickled_pink:

 
The "difficulty" people are talking about isn't 1000hp zombies; it's the complexity of the game. Meta-difficulty.
Removing things like sticks, or bear meat; requiring you to convert hides to leather before you can use the leather; city biomes packed with cops and dogs.

These aren't difficulties you can change in the options menu. They are difficulties that come from game design mechanics, which force the player to make decisions about how to spend their resources and energy.

That's what's been taken away. Contrary to what MM believes, simplicity in a game is NOT always a good thing.

-A
Also the old crafting grid (I know why it was removed, but there's a reason I bring it up) meant you couldn't just run away a little bit from a zombie and quickly craft what you need.

Like if you were bleeding and didn't have bandages, chances are you were going to die because you couldn't just run and quickly craft some.

Which is why i'm asking about the onCombatEntered/left thing. ;) I may or may not have a cunning plan.

 
Also the old crafting grid (I know why it was removed, but there's a reason I bring it up) meant you couldn't just run away a little bit from a zombie and quickly craft what you need.
Like if you were bleeding and didn't have bandages, chances are you were going to die because you couldn't just run and quickly craft some.

Which is why i'm asking about the onCombatEntered/left thing. ;) I may or may not have a cunning plan.
Exactly that crafting grid was amazing and gave the game a scare factor. Quick quick make thi... crap zombie attacking etc... hair raising. Now its just sit have a cup of coffee sleep shower oh zombie getting closer...

Edit: i replied to a comment in a19 before you moved it.....

 
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Since the post got moved, i'm re-adding this because it's relevant to A19.

How does onCombatEntered work? Is it when you shoot a zombie or when one "aggros" you? And when is the player considered to be "not in combat"? Obviously "when dead" is going to be one of options there (you or the zombie) but does it also happen if you run away far enough for the zombie to lose interest? Will we be getting an onCombatLeft trigger in A19?

 
The "difficulty" people are talking about isn't 1000hp zombies; it's the complexity of the game. Meta-difficulty.
Removing things like sticks, or bear meat; requiring you to convert hides to leather before you can use the leather; city biomes packed with cops and dogs.

These aren't difficulties you can change in the options menu. They are difficulties that come from game design mechanics, which force the player to make decisions about how to spend their resources and energy.

That's what's been taken away. Contrary to what MM believes, simplicity in a game is NOT always a good thing.

-A
Well said exactly some of what i been saying to.

 
It was discussed some months ago, that telemetrics would come in the game, to gather informations about player behaviour for Devs.Is that allready in, or any news on that?

you guys might not be influenced by it, but i always disliked the fact that the Forum is full of negative People that give you harsh critic for Stuff, that im sure 83% of the Playerbase really like and would wish for the sake of all of us for you to have a neutral/wide Feedback area aka Telemtrics.

Or how about Polls with hidden outcome (so players cant nail Devs to it) for certain Topics? Might be announced via Steam-News so a wider field of Players sees it.
A beefy upgrade in telemetrics is definitely planned. A developer would have to give details on that. Telemetrics are NOT "Hendley Garner" btw.

 
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