PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Madmole

Hi Guys, I just wanted open up discussion of Alpha 17. Sorry we have been tight lipped about it, but I wanted to try something different this time where we talk about finished or work in progress features rather than stuff we simply planned.

Can we see some of the finished stuff for A17?

Coughs * Video * Coughs

 
All said and done, no matter what TFP decide and do, I have hope that it will be able to modded in one way or another to reach a gametype that will be enjoyable for each.
I agree i hope targeting a block face is not to difficult to implement and control by xml config.

 
I don't even care if someone parks their toon for 500 days below ground without coming up once. The problem isn't people surfacing; the problem is how inexpensive it is to set up a self sufficient colony underground.
People should be able to do it - just not as easily and cheaply as now.

For reference, Joel tossed out that someone can stay at a Trader for 10k dukes a night. You could get a self sufficient base started, with the same level of safety, for probably less than that.

-A
I have to agree with this. An above ground base, unless its tweaked to the max, is going to cost you ever increasing amounts of resources. That's just to stay alive, repairing last hordes damages and increasing the strength of you fort by 10-20% so you don't get over-run by the ever stronger attacks. When you will find time to restock pile the EVEN MORE ammo you will need is a mystery.

The thing is this: there is a point where you will be doing more base maintenance than playing the game. I can only imagine how even more pointless a surface fort will be when the NPC start equipping rocket launchers with endless ammo.

Oh boy.

 
Last edited by a moderator:
i can imagine someone stand there with a behemoth in the hand saying. Where was that from ?
Nope no confusion that was an offside road repair involving a metal chain for a ancillary belt.

Wrong thing for the job but worked.

 
That must have been that weird sound.
I dont know if there have ever been sprocket and chain driven ancillaries i know camshaft oil pumps and distrubuters but ancillaries i know of are friction pulley or direct drive.

 
Shouldn't you be allowed to "win"? What's wrong with winning?
Only losers win...

To this point, at what day number SHOULD the pimps say "okay, enough is enough, that's all we're going to throw at you"?

...meaning, should they make an indeterminable amount of indefinite zombie types that can penetrate a day 100 base? Day 500? Day 1000? Where does the madness stop?
MADNESS WOOO!

lol. This whole conversation is maddening. I'm glad that Roland... kinda... put a end to the debate (regardless of it still going) in that TFP doesn't seem to deem this underground stuff a "Go For Gold" issue. Didn't see it in his list of things that will turn this game Gold.

- - - Updated - - -

uh oh...Guppys back!! I mean hooray!! Guppys back!!
That just means toilets are all struggling again.

- - - Updated - - -

It's more like "hood open and parts all over the floor".
PFT... Those were extra parts anyway. There's ALWAYS extra parts.

 
I have to agree with this. An above ground base, unless its tweaked to the max, is going to cost you ever increasing amounts of resources. That's just to stay alive, repairing last hordes damages and increasing the strength of you fort by 10-20% so you don't get over-run by the ever stronger attacks. When you will find time to restock pile the EVEN MORE ammo you will need is a mystery.
The thing is this: there is a point where you will be doing more base maintenance than playing the game. I can only imagine how even more pointless a surface fort will be when the NPC start equipping rocket launchers with endless ammo.

Oh boy.
This is where I see the disconnect. You say "you will be doing more base maintenance than playing the game." Where I say that IS the game. Besides maintaining and building bases what is in the game? Scavenging? For parts for your base. Buying at the Trader? For parts and supplies for your base. Take out any maintenance to your base and the game turns into a really boring, and too easy, first person shooter with targets that are way too easy to kill.

 
Well...I probably should have said that they listened more and considered more our ideas earlier in the dev cycle but now that things are closer to the end their plans and time are locked in and even if someone comes up with an awesome idea, if it is not already part of their plan they’re not going to go for it—at least not until after Gold.
My main point is that those who fear that the pimps made bad decisions for their game because they listened to some small but loud faction of the community is bonkers. They do what they want. If the owners enjoyed spam crafting we would still have it regardless of what those who posted against it were saying. They listen but they only trust their own sense of game design.
Yes, earlier in game I could see that. This late end of the game I agree, they need to get what they are working on finished and not be concentrating on any new things that they never intended in the first place. Doing what they want....well...it depends...what do you thing the response would be if Madmole thought a good zombie for the game would be a super cop that if not shot in time would kill every player and destroy every base in a 100km radius. And those of you who are now thinking that should be added...NO........NO.........bad G̶u̶p̶p̶y̶ player.....goto you room

(yeah, I don't know how to do strikethrough in here)

Another question. Anyone know how the breadcrumb system is suppose to work. If they are suppose to follow the trail you make back and forth to your base can't you defeat it by have an entrance you only enter at and a exit far away from it that you only exit from or is it just the players trail itself they will follow where they could end up with a 50/50 chance of going wrong way if they come across it.

 
Last edited by a moderator:
This is where I see the disconnect. You say "you will be doing more base maintenance than playing the game." Where I say that IS the game. Besides maintaining and building bases what is in the game? Scavenging? For parts for your base. Buying at the Trader? For parts and supplies for your base. Take out any maintenance to your base and the game turns into a really boring, and too easy, first person shooter with targets that are way too easy to kill.
So ther is an outline of a endgame penciled in but only to the effect that you mine all buildings and the terrain and have no real source of ore

 
This is where I see the disconnect. You say "you will be doing more base maintenance than playing the game." Where I say that IS the game. Besides maintaining and building bases what is in the game? Scavenging? For parts for your base. Buying at the Trader? For parts and supplies for your base. Take out any maintenance to your base and the game turns into a really boring, and too easy, first person shooter with targets that are way too easy to kill.
But to play a Base repairing simulator should not be the answer for this issue.

In my opinion we need simply more Tasks you need to solve. More items the player Need and he can get only the hard way in Poi´s.

I personally prefer to build a (NPC) Sanctuary the player need to keep.

 
This is where I see the disconnect. You say "you will be doing more base maintenance than playing the game." Where I say that IS the game. Besides maintaining and building bases what is in the game? Scavenging? For parts for your base. Buying at the Trader? For parts and supplies for your base. Take out any maintenance to your base and the game turns into a really boring, and too easy, first person shooter with targets that are way too easy to kill.
But then again, one would hope there will be more to the game then just repairing your base.

Quests, NPC interaction, rare items, quality of life upgrades - to me those sound much more engaging then constantly increasing my resource quantity to withstand yet another 7 day cycle.

I do understand that right now there is not much else to do, but hopefully there will be..

 
But to play a Base repairing simulator should not be the answer for this issue.In my opinion we need simply more Tasks you need to solve. More items the player Need and he can get only the hard way in Poi´s.

I personally prefer to build a (NPC) Sanctuary the player need to keep.
Yep.

Give me a settlement, village, etc to build up and protect along side the NPC's. You'll get a lot more traction with this carrot as opposed to "kill them anywhere they are!" methods.

I dream of this. Me and NPC's blasting away hordes of zombies.

Dreamy Clare NPC to protect.

Annoying Susan and Paul NPC's to tell to shut up.

And the infamous Leroy to yell at, "YOU HAD ONE JOB! GROW POTATOES! ONE JOB LEROY!"...

 
I personally prefer to build a (NPC) Sanctuary the player need to keep.
I like the idea. A bit similar to FO4 settlements.

Recruit settlers and help them build self sustaining settlement. Give them weapons and they are able to defend the place on their own. The size of the settlement they would be able to defend increases with every armed settler.

Find an NPC in the world and escort it to the settlement, give him/her a job. Superfun time!

EDIT: lately i seem to be few minutes late with my posts :D

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top