PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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When weather survival was introduced, it was whacky and too extreme. Prior to a17 they've played with values but hadn't made any major changes.

A17 they seemed to have just given up and made all clothes cool AND warm you, so essentially you're going to be wearing the same thing in the desert and the snow.

I predict the entire thing gets removed, instead of fixed, because it'll be "not fun".

 
What perk affects reducing stamina usage while aiming with the crossbow? It doesn't seem to be the archery perk since it doesn't have a stamina reduced in it's description. Just the usual increase aim time/ reduced reload time while using a bow or crossbow.

 
yes x 1000. As a WoW player (former actually) i can't tell you how confusing that setup is. I swear somewhere lives in backwards world on this team.
Red should mean I do NOT want to switch it out. Since red is universally known as stop! no! discard!

I thought i was the only one glad thats not the case!!! :)

HAPPY NEW YEAR EVERYONE!!!!!!!

 
When weather survival was introduced, it was whacky and too extreme. Prior to a17 they've played with values but hadn't made any major changes.
A17 they seemed to have just given up and made all clothes cool AND warm you, so essentially you're going to be wearing the same thing in the desert and the snow.

I predict the entire thing gets removed, instead of fixed, because it'll be "not fun".
I like the new system better than the old system. It's kind of tiered clothing. It needs some balancing but it's definitely workable.

 
For what reason?
If a wandering horde of 10 spawns then that can really toss a wrench in the works if they surprise you.

If you do go after them for the XP... well, you would also have attacked a group of 20 or 30 so that does not make them any scarier.
its only a wandering pack of 10 tho

horde starts with 50 - comon.. everyone and their grandma know that :ranger:

 
Hi!

Have a question about quests. I dont seem to be able to get tier 5 quests. I have done several tier4 and got to pick a quest reward, that you usually get after completing several quests in a tier, but i still dont get any tier 5 quests. Is it a bug or am i doing something wrong?

 
I have to imagine it was brought up in testing and SOMEone thought it was fine.
It would be like having the default key for reloading a gun be "M" it just doesn't fit.

#ReverseStatColorGate
It shows you if the item you are mousing over is better or worse.

This issue is the same as inverting the mouse Y axis. You can argue all day that it's right or wrong but for some people it will feel right and for others wrong.

There is no such thing as a reason.

You can mod it, though.

There is a prefer somethingsomething parameter in ui_display.xml

 
how do you find Shale in A17?
in A16 you would dig deep in the desert.
Yeah what Joe said. When you find it, I always find lead packed with it. And it's somewhat "scattered" in the general area ya find it in. So if you find some oil and none more, dont quit dig around and youll find more pockets. I walked away with 2k in my one and only digging expedition (I hate mining lol).

 
Hey Gazz I made a bug report about this in the proper thread, please make sure it is checked on as it is maybe not formatted properly. I made a nail gun and installed a blue dye module as well as a full auto trigger group in it and basicly broke the game. It took a server restart or 2 just to get it out of my inventory. It is in a box now and I can not even scrap it.

So PSA do not try to mod a nail gun!

 
It shows you if the item you are mousing over is better or worse.
This issue is the same as inverting the mouse Y axis. You can argue all day that it's right or wrong but for some people it will feel right and for others wrong.

There is no such thing as a reason.

You can mod it, though.

There is a prefer somethingsomething parameter in ui_display.xml
Some people also thought that it was too hard to not hit 'Q' and well... here we are. Green = better is pretty standard fare.

 
yes x 1000. As a WoW player (former actually) i can't tell you how confusing that setup is. I swear somewhere lives in backwards world on this team.
Red should mean I do NOT want to switch it out. Since red is universally known as stop! no! discard!
Yes, hehe. ;b

Gazz!!! ;U!!

 
Happy New Year all.

I think it worth that if Game Time is change from 60 minute day to 120 minute day, or reduce to 30 minute day then Horde night size should change accordingly. They make horde size for 60 minute day, but if a player change it to 120 minute day, it should become horde size x 2 and for 30 minute it should change to size/2 ... I love long day, as it give more build time, but that means I collect more resources and are more secure so I can handle longer horde.

Also, the horde size should also consider the total horde z spawn. if they have default 8, or if they have 16 at a time. means player is ready to handle more and size can increase so it last longer.

 
Stealth will never work in this game if all is left as is.

#1 POI's most of the new dungeon poi's have multiple areas that do not even allow for you to get by sleepers. going to have to widen and open them up more.

#2 Sleeper Zombies have sight.....Umm let me repeat this one sleeper zombies have sight... It is a bad mechanic the sight alertness wakeup meter thingy especially the point blank sight. Instead you should have a player light cast chance to wake a zombie. That or remove the sight all together and rely on only the sound and smell.

#3 set as target if hurt. This is the reason if you shoot a zombie from 50 + blocks away and their back is turned they immediately know where you are and come right at you. This needs to be expanded upon to have melee 100% they know where you are and different ranges for different guns. and almost no detection for all bows and silenced guns. unless with in their visible range.

I have messed with these things as best I can and it is still Not Good.

#1 poi's I left alone there are way to many of them with narrow areas and too many random spawn spots to go through them all.

Good luck remaking all that. I'm not the one.

#2 sleeper sight I changed it so if crouched they can not see you but if you stand up they immediately do see you.

Like I said I think it would be better for player light to give a chance for them to wake up.

This brings up another issue lighting in the game is boinked it is all over the place 2 hours every day it is pitch black, light shines underground and through blocks etc. for stealth to work your going to need to make it a standard across the entire game. So that like most stealth games it has a slider before you start and says to adjust until the whatever is barely visible.

That would make my idea work perfectly. so torches would cast out in all directions and hit multiple zeds and a flash light or mining helmet would only cast light in a single direction, and once you get the night vision to work again people stealthing with that shouldn't wake a zombie unless they make noise or smell or bump into one.

#3 set as target if hurt I removed this all together and instead set them to start in a 180 turn than make a ever widening spiral search pattern Also If the pattern ran into a wall it would jump to the next part not blocked and continue until it was killed reached the end of the search area or spotted an enemy entity. regardless if it was the player that hurt it or an animal it just so happened to come across first.

Hope these things help you to make stealth better.

 
Next topic horde AI. and spawning mechanic.

Lets talk the spawning mechanic first. I think I read it now calculates multiple directions and chooses 1 to spawn from.

Umm ok but it is not really much different than before instead it should calculate and choose 4 and randomly spawn from them.not just the 1.

Okay onto the horde AI

Right Now you have all the Zombies the same. meaning they all follow one set of rules. regardless if they are sleepers wandering hordes or just any other zombie in the game.

Horde night Zombies need to follow different rules.

Lets leave the Spider Zombie and the Zombie Cops out of this for second because they should have separate rules. I'll explain later.

All other Horde Zombies need I would say 4 different sets of rules.

Do not mistake me for saying give all Steves this and all Arlenes that etc. No NO do not do that.

Instead have a 25% chance of any zombie(apart from spider/cop)to follow 1 of 4 rules.

so we can label them as follows

rule #1 25% that zombie (unknown) spawns in and follows what we have now in the game shortest path to the target keep changing to match target location.

rule #2 25% that zombie (unknown) spawns in and follows attack the first blocks that stand between it and the target.

rule #3 25% that zombie (unknown) attacks the weakest block to get to target this may change according to how much damage rule # 2 zombie is doing .

rule # 4 25% that zombie (unknown) runs into block and digs a path down and under then upward to get to target.

Now zombies may spawn in and all follow only 1 or maybe only 2 of these rules since it is random but it will allow their behavior to always be unpredictable.

Okay lets go onto the Spider Zombie this thing should climb (asap) and anywhere on the base also have the ability to attack and destroy a skirt/ledge get to top and if the player is not there and instead inside it should track to target 1 time and then stop tracking and dig down through. than of course track again.

Zombie cops should hold a position relative from player to their max puke range and only go further when set to run and explode which the run needs to trigger a bit faster than it does now.

 
The fact Aiming costs Stamina is really dumb.

You're shooting Zombies, all of a sudden you fall or something, you're dead because of no Stamina. :f

 
The fact Aiming costs Stamina is really dumb.
You're shooting Zombies, all of a sudden you fall or something, you're dead because of no Stamina. :f
yeah I changed this too.. removed it from guns and crossbow changed the perks/skills to 0 for stamina gain per as not to give me stamina.... and increased the drain slightly for bow and compound but kept the perks as is to always have a some drain.

 
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Last but not least. Zombies being predictable again in Going down and getting back up.

I discussed this in a previous thread.

What I did was remove the 50% health go down and instead gave it a 40% chance on a headshot to go down than added a random 15% chance to insta kill. Sorry changed your perks again for headshots ranged and melee to increase these numbers to a 60% down and 30% insta kill.

I also gave random health amounts to all regular Zombies being anywhere between 100-300 health and ferals 350-500 or more depending on their max health from xml. also radiated I gave a bit more of a range from 400 to their max listed.

And Finally I gave them a random time to get back up from .05-3sec.

I originally had different ideas for these numbers but I found this to work best so far.

What this does is allows unpredictability for all zombies. as to not truly know if they are really down or not (unless they are decapitated of course) but since they can go down and get back up multiple times and get up at different intervals it makes it much more enjoyable and again random.

 
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