PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The more you program AI into an NPC the more patterns will start to emerge.
I liked the simplicity of A16 zombies and those random circle movements, that always flipped the player with there bow aiming -- haha loved that.

Now they all just line up single file and fall into a military march of lemmings to the slaughter....

I have to ask which is better and more fun ?.. A16 or A17 zombie movement patterns ?
You can program AI with randomness too, which faatal stated he would get into eventually. Definitely a17 as far as which AI is better.

 
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You can program AI with randomness too, which faatal stated he would get into eventually. Definitely a17.
Ahhhhh that is brilliant news, thanks for the heads up. Randomness is unpredictability, and that is what this game needs in abundance to provide game play longevity...

 
I don't see how "skill up by doing" doesn't devolve to "spam crafting" again. How do I level up enough to craft "good quality" items besides...making lower-quality items? Or making whatever other doodad will level up Intelligence? Maybe sitting and pondering a zombie from a distance slowly starts adding intelligence XP?
Easily enough balanced by diminishing XP returns from crafting multiple copies of the same item. After that you're hunting down different materials to craft with and working out what will give you the most returns for the least resources which can be a mini-game unto itself.

 
At least the way things feel right now, I always feel like I'm behind on everything. Can't gather enough to both build a base and something to survive BM, always behind on finding something to make life easier whether it's hunting for food, a good find on a tool, a trader in the area, etc...
You might want to try longer days. Even 90-minute days should slow the hectic pace a lot.

 
I don't see how "skill up by doing" doesn't devolve to "spam crafting" again. How do I level up enough to craft "good quality" items besides...making lower-quality items? Or making whatever other doodad will level up Intelligence? Maybe sitting and pondering a zombie from a distance slowly starts adding intelligence XP?
By using the tool you built.

You gain more experience of whats good and what flaws your tool/product/software has by using it. That should be the income of XP

You can build as many axes you want but if you never use them you won't know how durable they are.

That was basically what we had in a16. A solid system that just needed some patches.

 
Where did he say "definitely a17"?
He never said A17 stable but I get the impression that TFP may be doing point releases a little differently for A17. Rather than simply bug fixes or balancing in point releases (17.1, 17.2, etc.), they may be adding new content/features in the form of mods, RWG improvements, or A.I. tweaks.

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By using the tool you built. You gain more experience of whats good and what flaws your tool/product/software has by using it. That should be the income of XP

You can build as many axes you want but if you never use them you won't know how durable they are.

That was basically what we had in a16. A solid system that just needed some patches.
I disagree. Medicine, Armor, and other skills led to the same abuse/pointless activities as spam crafting.

 
I disagree. Medicine, Armor, and other skills led to the same abuse/pointless activities as spam crafting.
Agreed; I got to the point where I would console command level those skills up since they would take hours to do and felt silly. In MP servers, when I did play on one, I would sit crouched against barbed wire on a block (somewhat exploit, took no damage) while holding down the attack button on a stone axe to level up construction skill and armor skill for half an hour... and to this day without adding points into it I never leveled up any archery/gun skills lol.

 
I disagree. Medicine, Armor, and other skills led to the same abuse/pointless activities as spam crafting.
This is what called "patches".

Anyway, I am done with A17 for now. Will wait and see what will appear in stable and further versions, but... But for now A16.4 is more enjoyable for me than this linear grindfest.

 
By using the tool you built. You gain more experience of whats good and what flaws your tool/product/software has by using it. That should be the income of XP

You can build as many axes you want but if you never use them you won't know how durable they are.

That was basically what we had in a16. A solid system that just needed some patches.
I see, I misunderstood. I thought the idea was, "no more generic XP and skill points earned through <non-strength thing> which I can then put into Strength, instead I gain strength levels by doing <strength thing> and fortitude levels by doing <fortitude thing>"

I couldn't see how that mapped to Intelligence levels, which are currently what drives crafting quality. What <intelligence thing> do I do to level my intelligence? And the answer is "Use the thing you just crafted". Alright cool. So how do I get Strength leveled up? Or does almost every activity advance the level of every attribute? Or in combinations, so cooking does Fortitude + Intelligence, and shooting does Strength + Perception, swinging the stone axe does Strength + Intelligence, etc.? Is that the idea?

 
I see, I misunderstood. I thought the idea was, "no more generic XP and skill points earned through <non-strength thing> which I can then put into Strength, instead I gain strength levels by doing <strength thing> and fortitude levels by doing <fortitude thing>"
I couldn't see how that mapped to Intelligence levels, which are currently what drives crafting quality. What <intelligence thing> do I do to level my intelligence? And the answer is "Use the thing you just crafted". Alright cool. So how do I get Strength leveled up? Or does almost every activity advance the level of every attribute? Or in combinations, so cooking does Fortitude + Intelligence, and shooting does Strength + Perception, swinging the stone axe does Strength + Intelligence, etc.? Is that the idea?
Have a look at the perks associated with each stat. Mining does strength, shooting does perception, crafting does intelligence, etc.

Having each skill give primary experience to a stat and a secondary, smaller experience gain to another stat isn't a bad idea but would be a little more work to balance.

 
Thanks for the link, sadly not what i really search.

What i want is something that explains me how i can get rid of this green box and place the Prefab finally

6A4DC3F2295B455774C46A3911614CEF8A9AF259


 
Have a look at the perks associated with each stat. Mining does strength, shooting does perception, crafting does intelligence, etc.
Having each skill give primary experience to a stat and a secondary, smaller experience gain to another stat isn't a bad idea but would be a little more work to balance.
Yeah, I know how it works. I just wanted to understand how the idea is different from "doing crafting raises your crafting ability" aka "spam crafting". I think your idea of using the crafted item (as opposed to crafting more of it) to gain crafting ability avoids that problem.

 
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