PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Yes, and it is true. To a point. But if the wipe/restart cycle is too quick then the Alpha will basically be "unplayable" for most. I put unplayable in quotes because I don't mean literally unplayable just in most players minds.
Of course you know this, this is just your daily troll through the forums.

Edit: Stroll through.... I really need to get my S key looked at.
Yeah, everything needs to have a balance to it. It all comes down to the subjective 'too often/quick'. Wiping every month or 2 is not too quick for my taste.

Good to see such an childish response from you!

Edit: Childish = adult.. I think my keyboard needs some checking as well.

 
Well.. To use a commonly used argument around here: It's Alpha. Wipes are to be expected imho. If one does not want their game to be wiped often, one should not buy into Alpha-stage games.
Let's just all agree that there is a balance to strike in the dev cycle. Some feel that TFP have not struck the proper balance. In the end, our opinions don't matter. TFP will do it how they see fit.

Edit: Ninja'd by DaVegaNL.

 
My early game survival strategy is: shoot/hit zombies in the head.

My mid game survival strategy is: shoot/hit zombies in the head.

My late game survival strategy is: shoot/hit zombies in the head.

Dat head shot life doh.

 
Let's just all agree that there is a balance to strike in the dev cycle. Some feel that TFP have not struck the proper balance. In the end, our opinions don't matter. TFP will do it how they see fit.
Edit: Ninja'd by DaVegaNL.
Yeah you are right.. Gamers are as varied as rocks. Rocks are nicer to interact with, though.

 
Yeah you are right.. Gamers are as varied as rocks. Rocks are nicer to interact with, though.
Well sure! After all, you don't have to wait on rocks to achieve your desires. The rocks are waiting on you to do with them as you please. Then there is the free will aspect in that you don't have to get consent from rocks or make sure that you aren't hurting their feelings. Rocks are great because interacting with them is one-sided.

 
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Well that is a bit orange... I mean... the others look awesome... but I dont feel that it should be THIS orange o_O

 
Well sure! After all, you don't have to wait on rocks to achieve your desires. The rocks are waiting on you to do with them as you please. Then there is the free will aspect in that you don't have to get consent from rocks or make sure that you aren't hurting their feelings. Rocks are great because interacting with them is one-sided.
Are you saying rocks don't have feelings?? That geo-ism!!

One has to ask for permission before licking a rock to determine its grainsize.

 
My early game survival strategy is: shoot/hit zombies in the head.
My mid game survival strategy is: shoot/hit zombies in the head.

My late game survival strategy is: shoot/hit zombies in the head.

Dat head shot life doh.
The dificult part is to know when to switch from early game strategy to mid game strategy ! :smile-new:

 
I absolutely agree with your first statemen and definitely I can see where you are coming from. Sure, some people's "play style" is to remove as much challenge from the game as possible (i.e. underground and minibike horde nights). Those are the only two play style options you mentioned and I'm fine with people using them because they are logical choices in reality... I would never team up with someone with that play style though because I don't go that route. I chose not to play that way because I like the challenge and risk.
There are more options than just tower defense, underground, and minibike cruising though. I like to mix it up a bit. I do enjoy building a base and setting defences and trying new things I did not try in my previous builds to still get that trial and error feeling back from my early hours of playing. But I also like to get out and explore... Not just to scavange, but survive in different biomes and get caught in random situations. My most played map no doubt has more than 15 different mini bases/storage areas accross the map. To me, that is a different play style outside of tower defence. Sure, a lot of horde nights I find myself back at one of my bases I've ramped up specifically for horde nights, but sometimes I'm out in the open fighting off the horde with what I have on me. Mixing up play styles is what I do to keep the game exciting.

So, the point I was making in my original post is tower defence is a main staple in the game, but not a requirement. There are other styles that can be used to mix it up without losing the danger... in fact, increasing it.

You are also correct, a stealthy play style doesn't really work well in this game as of today but maybe that will change here soon...? It would be awesome if the skill system gave this category a little love. I would love to be able to throw a rock or bullet casing to attract zombies away so I can get into an area undetected... Or drop some fresh meat next to a barrel of gas and wait for the zombies to gather around before I shoot the barrel. Wouldn't be my main play style, but I would add things like this to my bag of tricks for sure.
++

I mentioned only those two styles because I regard them as incomplete/unbalanced and therefore not really a working play style. Not because others could use it (I don't play on open servers so I don't really care what other players do) but because they are broken for me. Similar to an overpowered weapon where I would feel my actions have lost any meaning because winning is automatic.

In other words: This is in the widest sense a balancing issue that TFP inavoidably has to tackle just like any other imbalance or bug. And it isn't about removing a play style because players can't just give any broken feature (like an overpowered weapon) the status of a play style and except it to never change. Not that you said that, but the tendency to put the label "play style" on anything a player doesn't want to change is quite common here.

 
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Wouldn't that mean that the system is poorly thought-out, though? I'm all for food and water being a bigger issue, but this new system doesn't seem to make it so. If you have a food and water surplus in the midgame, it's still gonna be irrelevant, because you can keep your levels as high as needed (assuming this system was revamped to make food and water more relevant). It just seems like it will mess with the times where you're in dire need to finding food and water by making you agonize, as Kin put it. And it's one thing for a game to be hard, but it's another for it to punish you needlessly over long periods of time throughout which you know you'll most likely die anyway.
I'll have to play it and see, obviously, but the premise does not excite me.
Unless alot has changed I usually have a surplus of food/water before day 1 or 2 is over in a16. Depends where I spawn, now that wellness ain't a thing, if Yucca fruit still gives food and stam regen like it does, its going to be a fan favorite for early game.

- - - Updated - - -

I think you are imagining it draining more quickly than it does. It has been taking a few 60 minute days to drain to even half. So while it technically might be a vicious cycle it is one that happens in slow motion and you’ll have plenty of time to react and get out of it unless you are extremely oblivious of what is transpiring on screen. ;)
The only people who are going to be harmed by this system are those who insist upon playing with all status bars above 90% at all times.

But THOSE people have been in pain since the first day they ever played any game with a status bar that could drain below 90%. It’s not really A17’s fault.
This clears up something I was worried about, I remember survival mode in No Mans SKy, and like every 30-60s u needed food, or water, or o2, or your environment protection, and at a dire need where you'll die very shortly if you don't.

 
You are here to fight. If others have a different play style than you it does not make them wrong. Sorry but very tired of folks telling others how they should play this game.

 
Currently you lose 1 food for every 100 stamina regenerated. It's really slow. Same with water. 1 water for every 100 stam and/or health regenerated.
That seems kinda high to me, Especally with how much stam it takes to do things. Then again this is going by A16 values, will have to see how it is in A17 when we get it. or MM gameplay/streamers do.

 
You are here to fight. If others have a different play style than you it does not make them wrong. Sorry but very tired of folks telling others how they should play this game.
I rarely fight the 7th day horde, the loot sucks and I find it just a waste of resources, I'd rather save my ammo for what I enjoy doing: which is exploring and looting. If Zombies had better loot even on blood moon night like, maybe use a diffrent better loot pool for zeds during blood moon? Assuming it can use diffrent pools based on stuff like blood moon or not. I'm not going to go out of my way spending a ton of time and resources to make a zombie tower defense base when the return from doing so is bascally nil due to the drop pools in A16. Not to mention the time/resources you have to waste to repair the base in the morning. Before you argue: well its exp!, I could just run around anytime and kill zombies, its not like they are rare.

This is just my playstyle, I sometimes will snipe at a horde from a elevated position if I have surplus ammo. Though I don't think this will work in A17, If you hide on the 2nd floor of a poi, I can see them knocking out blocks to make themselves stairs to get up to you, or if they don't do this, busting the walls down to bring the whole thing down.

 
Are you saying rocks don't have feelings?? That geo-ism!!One has to ask for permission before licking a rock to determine its grainsize.
Why does this remind me of a song? ..."she has a heart of stone, that rock won't roll"

 
That seems kinda high to me, Especally with how much stam it takes to do things. Then again this is going by A16 values, will have to see how it is in A17 when we get it. or MM gameplay/streamers do.
Meh, it doesn't really seem all that bad to me. In A16 I'm usually eating 2-3 times a day anyway (small meals like 5-10 Yucca Fruits) so, even if I'm trying to keep my stam pool at >90%, that still gives me 20-30 full drains of my stamina bar each day without eating more than I currently do. Also, I like that this method means standing around at night (early game woes) or looting a house (which doesn't drain much stam) will result in eating LESS that in A16 in the same scenario.

I'll admit, this new system doesn't sound particularly exciting at first but, given the details we now have, after looking at specific in game situations and how I play in A16, it looks like it will be a much more subtle change than the initial description led us to believe.

 
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