PC Alpha 21 Dev Diary

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@Roland, no more Sex Rex and bonus to decrease stamina use for melee attack, could we expect a similar widespread bonus for tools, knives etc.?

 
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The new Sex Rex change is a great improvement. In all honesty, I was a bit @%$#ed to have to set points into that one with every single build.

There are still a few perks that might entice the player to choose them outside their build, the current worst being Miner69er which ties builders and crafters, miners and even casual hoarders to a forceful strenght build or else they are twice slower at playing, building and surviving (100% less resources is 100% less chance to do things, it should be a choice). For others, like Parkour, Flurry of blows, Lucky Looter, Daring adventurer, etc, the compulsion to choose is lesser than those two, but Cardio can arguably be a problem for light builds that do not want strength but to travel swiftly .   

Personally, to partially remove problematic dependencies I would  create something like an "Others" attribute and fill it with all the perks that can be considered standalone and not compel a player into spending points in them, because that compulsion is already in, in the form of weapon of choice and armour of choice (armour which also compels the player to spend points between their respective attributes).  It would also make space for new rare and crazy perks, and that's a bonus because then the design freedom would be greater. Or just make more books. Though they are less significant overall.

Edit: I love the riddles, specially when Mordoc slaps Roland with a perfect answer in no time.

 
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The new Sex Rex change is a great improvement. In all honesty, I was a bit @%$#ed to have to set points into that one with every single build.

There are still a few perks that might entice the player to choose them outside their build, the current worst being Miner69er which ties builders and crafters, miners and even casual hoarders to a forceful strenght build or else they are twice slower at playing, building and surviving (100% less resources is 100% less chance to do things, it should be a choice). For others, like Parkour, Flurry of blows, Lucky Looter, Daring adventurer, etc, the compulsion to choose is lesser than those two, but Cardio can arguably be a problem for light builds that do not want strength but to travel swiftly .   

Personally, to partially remove problematic dependencies I would  create something like an "Others" attribute and fill it with all the perks that can be considered standalone and not compel a player into spending points in them, because that compulsion is already in, in the form of weapon of choice and armour of choice (armour which also compels the player to spend points between their respective attributes).  It would also make space for new rare and crazy perks, and that's a bonus because then the design freedom would be greater. Or just make more books. Though they are less significant overall.

Edit: I love the riddles, specially when Mordoc slaps Roland with a perfect answer in no time.


Aw...thanks. Here's a quick riddle I threw together for you.

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Aw...thanks. Here's a quick riddle I threw together for you.

View attachment 26818
"Others" from the TV series "LOST" and a tree - like a tree of perks? Will other perk trees be removed? Perks will no longer depend on attributes, but will be available in any combinations? Or will you introduce specializations like "firearms specialist", "melee specialist", "professional miner", "Olympic athlete", "godlike farmer" and so on?
Damn it, it's interesting... INTRIGUE!

 
Anyone remember when months ago I expressed concern about how the perk trees would be repopulated/reorganized because of the gaps left by removing the crafting perks?

Splitting SexRex into individual perks papers over some of those gaps without any increase in functionality for the player, but this also implies incentivizing the use of less popular melee weapons by not forcing spending outside of the attribute to reduce stamina usage.  Is this enough though when melee is primarily used early game to conserve ammo and is better served by points into Rule #1: Cardio and a hit and run strategy? It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game.  This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.

As for the remaining gaps in the perk tree, the lack of utility in both the intellect and perception trees is still the elephant in the room and I'm still concerned about how those will be addressed. 

Hold me?

 

 
Anyone remember when months ago I expressed concern about how the perk trees would be repopulated/reorganized because of the gaps left by removing the crafting perks?

Splitting SexRex into individual perks papers over some of those gaps without any increase in functionality for the player, but this also implies incentivizing the use of less popular melee weapons by not forcing spending outside of the attribute to reduce stamina usage.  Is this enough though when melee is primarily used early game to conserve ammo and is better served by points into Rule #1: Cardio and a hit and run strategy? It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game.  This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.

As for the remaining gaps in the perk tree, the lack of utility in both the intellect and perception trees is still the elephant in the room and I'm still concerned about how those will be addressed. 

Hold me?

 
Don't intend to burst the bubble, but I for one can't remember what I read yesterday, let alone some post from a number of weeks ago. Just say that what we do (and expect) now will no longer be valid in A21. That's a given. How it all pans out we'll just have to wait and see. Oh, I won't forget the sexy saurus memes though. Kinda burned into my psyche for all time to come. 😉

 
Anyone remember when months ago I expressed concern about how the perk trees would be repopulated/reorganized because of the gaps left by removing the crafting perks?


But they are not repopulated with sexrexy perks because the stamina buff is getting built into the weapon perk itself. The removal of Sexrex has probably nothing to do with the crafting change at all, it is just a reaction from TFP as they are seeing in their telemetry data that almost everyone perks into sexrex no matter which melee weapon he uses. And they probably also see that Strength is the attribute players use most often and second place is far behind.

Splitting SexRex into individual perks papers over some of those gaps without any increase in functionality for the player, but this also implies incentivizing the use of less popular melee weapons by not forcing spending outside of the attribute to reduce stamina usage.  Is this enough though when melee is primarily used early game to conserve ammo and is better served by points into Rule #1: Cardio and a hit and run strategy? It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game.  This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.

As for the remaining gaps in the perk tree, the lack of utility in both the intellect and perception trees is still the elephant in the room and I'm still concerned about how those will be addressed. 


The second attribute after strength that is most often mentioned as overpowered is intellect. So I really don't know what you are talking about.

But apart from that: This probably will change in A21 as the utility of intellect is linked with the trader and the trader is getting another long deserved nerf. And naturally Int will see some more changes as all the recipe perks need features to replace the recipes. That means all guesses are off what Int will look like exactly in A21.

Hold me?

 

 
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Its simply an answer to Blake's query about whether an "others" tree would be created to put miscellaneous perks into so you don't have to spend into a specific attribute.

The answer should be apparent. This was just a joke riddle for Blake. A real one is coming.

 
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