PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Maybe try with 60 or 50 minute days then. You’re giving yourself 4x as long to prepare. I’m not saying the Day 7 Horde isn’t easy but it is a bit more thrilling when you only have a small flagstone/ cobblestone fort with a few spikes and much weaker weapons.

Everything you said about cities I agree with. Hopefully they will be able to increase outdoor zombie spawns in addition to sleepers.

 
Maybe try with 60 or 50 minute days then. You’re giving yourself 4x as long to prepare. I’m not saying the Day 7 Horde isn’t easy but it is a bit more thrilling when you only have a small flagstone/ cobblestone fort with a few spikes and much weaker weapons.
Everything you said about cities I agree with. Hopefully they will be able to increase outdoor zombie spawns in addition to sleepers.
Honestly, I don't like the days just zooming past. But I have played with shorter days, even then Day 7 is a piece of piss. Just add spikes and cobblestone and you are set.

The cities no longer have their scary atmosphere. Like I said above, I would love to craft custom cities.

 
If you do add bigger "Boss" type monsters into the game health bar for them would be a nice addition. But when it comes to "man size" zombies and other creatures it would be too much of a immersion killer.

So please whatever you do don't add health bars to normal enemies.

 
Honestly, I don't like the days just zooming past. But I have played with shorter days, even then Day 7 is a piece of piss. Just add spikes and cobblestone and you are set.
The cities no longer have their scary atmosphere. Like I said above, I would love to craft custom cities.
Try "always run" to up the excitement and slow down the progress. This way it also does not matter so much how long the days are. (having 90min days and complaining about having blue steel tools at day 8 is a bit misleading)

I agree with stuff about cities. There should be more zombies generally and it would be nice if gunshots would draw them to you and woke up sleepers in nearby houses.

We'll get there: radiation zones, legendary weapons loot and we have nice "end game" locations.

 
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I’m curious about how you get to Blue level steel tools by day eight. I’m usually still at orange or perhaps yellow by day 7 and don’t even have a workbench until after day 8 let alone the ability to craft steel.
Traders.

 
Yes, I’ve seen Royal’s min/max shopping network tutorial....

I was curious what method Moldy was using to speed race the progression beyond the difficulty curve of the game. Looks like time dilation is his flavor.

 
Yes, I’ve seen Royal’s min/max shopping network tutorial....
I was curious what method Moldy was using to speed race the progression beyond the difficulty curve of the game. Looks like time dilation is his flavor.
I know the few times we played together, he'd leave with the junk and come back with nice stuff. =)

Good times, good times.

 
I know the few times we played together, he'd leave with the junk and come back with nice stuff. =)
Good times, good times.
I have heard of people able to do this IRL. They can leave the house with an old pipe or crowbar and come back with cash, jewelry, TV's etc. They must have their bartering skills maxed.

 
I have heard of people able to do this IRL. They can leave the house with an old pipe or crowbar and come back with cash, jewelry, TV's etc. They must have their bartering skills maxed.
It's especially impressive since they come back with the crowbar, too.

 
I have heard of people able to do this IRL. They can leave the house with an old pipe or crowbar and come back with cash, jewelry, TV's etc. They must have their bartering skills maxed.
not to mention Fully Functional Stealth System too. :)

 
Don’t get me wrong. The difficulty of the game and how well it keeps up with player progression does need work. I don’t disagree with Moldy on that...but those that come on and complain that the game is over too soon and becomes too easy too fast are just asking TFP to make the game more restrictive.

Making 60 min days the ONLY option....

Changing traders in some way to prevent economic min/maxing your way to purple gear in the first week, etc.

Level gating and erasure of spam crafting for XP are examples that show they are willing to impose brakes upon players.

 
Level gating and erasure of spam crafting for XP are examples that show they are willing to impose brakes upon players.
Unnatural and unholy breaks. People want more content, not stopgaps to fill the time between alphas. Yeh yeh, I know, it's coming, but it had better be a lot. =)

 
Don’t get me wrong. The difficulty of the game and how well it keeps up with player progression does need work. I don’t disagree with Moldy on that...but those that come on and complain that the game is over too soon and becomes too easy too fast are just asking TFP to make the game more restrictive. Making 60 min days the ONLY option....

Changing traders in some way to prevent economic min/maxing your way to purple gear in the first week, etc.

Level gating and erasure of spam crafting for XP are examples that show they are willing to impose brakes upon players.
I have yet to find a server with 120 min days. I always assumed Day 49 is when things get interesting for vanilla versions. Modders have changed the game so much that progression means everything even when they try to slow it down, and still they focus on blood moons in feeble attempts at increasing difficulty. I try to ignore the posts that whine about difficulty and becoming too easy too fast, it just shows their ignorance for the game as a whole, its like they learned one way to play the game and cannot fathom there is more than one way. I hope TFP doesnt cater to that class of whiners, it would ruin the game for the rest of us.

I am excited for a17, hope it will bring another perspective to gameplay and progression.

 
I have heard of people able to do this IRL. They can leave the house with an old pipe or crowbar and come back with cash, jewelry, TV's etc. They must have their bartering skills maxed.
That crowbar is the key to "good bartering". Gets you through doors, past locks, into crates...

Like Royal I sell lots of junk to traders the first week, and usually end up with a blue/purple spiked club and crossbow by day seven.

 
Dukes:

The wet concrete everything is way too many dukes for trade. Maybe 1/10th the amount would be a little better.

Someone mentioned limiting the amount of dukes a trader has at the start of the day sounds good too.

Difficulty:

Making a primary hub (again) where its total chaos (I'm talking some radiated starting day 1) would be fun and no one could say the whole game was too easy then. Loot should be great in that hub as well.

 
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Dukes:The wet concrete everything is way too many dukes for trade. Maybe 1/10th the amount would be a little better.

Someone mentioned limiting the amount of dukes a trader has at the start of the day sounds good too.

Difficulty:

Making a primary hub (again) where its total chaos (I'm talking some radiated starting day 1) would be fun and no one could then say the whole game was too easy then. Loot should be great in that hub as well.
I remember this conversation the first time around when levelled enemies were first introduced.

Yeah, there _should_ be some areas which are too dangerous for low level characters, with appropriate visual and audio cues to warn the player of course. I used to go around cities terrified that something would spot me. Now? I'll just wander through without a care in the world.

 
Unnatural and unholy breaks. People want more content, not stopgaps to fill the time between alphas. Yeh yeh, I know, it's coming, but it had better be a lot. =)
natural break, i had nothing to do with it! :)

 
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