PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Don't get me wrong, there are plenty of things that I disagree with about the game, some of the "streamlining" and MMO inspired features at the fore, but for the most part, this game has been a home-run in immersion, survival, and my favorite post-apoc scenario, and I have over 2400 hours for a game I paid $25 USD for. Overall they've done a good job and while constructive criticism is massively important for feedback, being an Eeyore all the time does nothing to help, when every "constructive criticism" is just assuming that they ♥♥♥♥ed up unfinished features based on a sneak preview of work in progress.
Thanks for the comments mate. I agree with you, the game is one of the best investment-per-hour-of-enjoyment I own. But when I read through your comments on my comments, I see you are assuming a lot. That I assume the end-product will be ♥♥♥♥. That I assume they will ♥♥♥♥ up. No. That's a wrong assumption from your side (point 1, 4, 5, 6, 8, etc.). I do not make such assumptions. I'm just wondering why those things are the way they are. Yeah, yeah. Alpha. I know. Hopefully they get fixed.

- - - Updated - - -

I get mixed feelings here because in the reputation comments you wrote: "Personal attacks are a no-no."So let me clarify something. Please don't take it personally that i don't want to read what you are saying. I know that i can just skip it all, but a filter would be helpful.

So, i went back and read your feedback because i skipped it the first time.

And i must say, i'm every bit as disappointed as i expected to be. Then i read Roland's "When Madmole Makes Chocolate Chip Cookies For Lunch..." and it's so on point, it makes me sad.

I just don't get it. You know that the game is taken to pieces and lots of it is not working and you make smirky comments about obvious things.

Like AI and ragdoll are obviously not working properly and you ask if it's intended? WTF???

Or like silencers are pointless if the stealth does not work... You really think that TFP can't understand that?

Every comment seems like you presume it's a finished feature: walking speed, jeep damage, health kit - still work in progress.

At least you overall attitude is pretty clear with the "meh"-s and "I'm afraid I can't rate the video more than a 5 or 6 out of 10 man".

- i literally want to ask you, do you think they are stupid? Why comment on something like that?

Sarcasm??

Based on previous performance i trust TFP to make AI better for a17.

And based on your posts i believe there is no reason i would want to read them in the future. Nothing personal, i just feel i don't get my time's worth.
Sure, if you don't want to read what I write, you don't have to.. :)

 
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Sorry. My oversight. I’ll update it when I’m not on mobile. The crouched creeping walk is the same. The regular movement is faster than it used to be and the run is faster but depletes stamina faster as well. It’s a change for sure so I’ll list it in the changes.
Joel said about run is default, walking and sprint work with special key, or not? If it not, may be it possible to do? Slow walking may be need us on some time.

 
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A quick question with regards to the new biomes setup.

Will the mining resources change as far as biome specific types change? Ie will we still need to find the sub biome to get the resource that we find in the plains now or will the whole distribution change from what we have now?

 
Oh wow, i never thought to follow up on that idea. I tried it and it works!! :D
brace-yourselves-ban-is-comming.jpg


:smile-new: :smile-new: :smile-new:

 
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*quickly adds everyone to the ignore list so I only see posts from Fun Pimps staff!*
At one point i thought it would be neat feature to have this the other way around. Instead of ban, you would temporarily select bunch of users (with orange and green names :D ) and see all their post in a certain thread in a chronological order.

It'd make it easy to skim through important stuff.

 
A quick question with regards to the new biomes setup.
Will the mining resources change as far as biome specific types change? Ie will we still need to find the sub biome to get the resource that we find in the plains now or will the whole distribution change from what we have now?
And regarding to that, what is the state of the Perlin-Worm Cave System that was talked about in the early A16 Preview Videos?

Is this completly scrapped or still planned/comming for A17 ?

 
[Madmole's raw cookies with commentary]
This is perfect except, dont'cha know people who post pictures of their lunch on the internet deserve what they get? :watermelon:

+1
It would make sense if burnt forest would be sub biome of forest and wasteland would be sub biome of rural area that got bombed.
The wasteland was originally an urban area, I would say, since the ground is completely saturated with building rubble.

A quick question with regards to the new biomes setup.
Will the mining resources change as far as biome specific types change? Ie will we still need to find the sub biome to get the resource that we find in the plains now or will the whole distribution change from what we have now?
It will have to change, unless A17 also overhauls subbiomes. I would use it as an opportunity to rethink biome distribution altogether. I liked someone (Roland's?) idea to use the plains art as a transitional border between desert and the other grassy/dirty/forested biomes.

 
70 new dungeon POIs seem like a great fun. And i am not so worried about having too much of them as some might be. But i think the "one clear path through a POI" has its disadvantages. Easy access with low quality tools makes them OP for early loot. It would be good to have hard to access rooms - steel door - that i'd have to return to once i have better tools.

Will there be regular POIs with high level of detail in a17? Possibly without a low resistance path and with some sections totally blocked off. And possibly with randomized hidden loot locations.

I think it's great fun to clear out the whole house and maybe weeks later discover that this house actually had a hidden room that you never saw. A hidden cellar door behind the fridge, a hidden hatch/ladder under a sofa, a hidden attic that had no ladders going there, etc.

This would add so much to the exploration. You might discover cool "high level of detail" locations long after being through most of the content.

EDIT:

I just watched the video again and MM actually said "...70 new dungeons and POIs" So the "70" might not all be dungeons.

 
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And regarding to that, what is the state of the Perlin-Worm Cave System that was talked about in the early A16 Preview Videos?
Is this completly scrapped or still planned/comming for A17 ?
I second this. The caves we used to have where it opens into that huge room that sometimes was flooded with water, that was brilliant, nowadays we just have tunnels that have a dead end somewhere and there are not even rotten corpses inside there anymore. Would be nice to have sleeper zombies, a bit of loot, and these gorgeous rooms inside them again.

SPW9osD.png


 
Check out the new Perishton and silencer weapon mod!

I used to get confused between the 2 different forest biomes and the desert and plains when I started playing the game because they're so similar, so I'm glad they're going away.

 
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And regarding to that, what is the state of the Perlin-Worm Cave System that was talked about in the early A16 Preview Videos?
Is this completly scrapped or still planned/comming for A17 ?
They've also been made more dungeon-like complete with Goblins, Cave Trolls and a Balrog at the end.

Sorry, couldn't resist :-)

 
Max Stamina = Fullness levelStamina will only regen up to the modified max (how much fuel you have in the tank AKA Food.)

Keep it topped off longer with good hearty foods that will provide an over time fullness rather than a simple jolt of energy

Water controls the regen rate of both stamina and HP (current value and max). It will also restore some Stamina. If you're dehydrated you regen stamina and hp slower. (Min 25% regen speed) This means that eating while low on water won't do you as much good as eating while hydrated.

HP is how much fight you currently have in you. The modified max hp is how banged up you are. (Min 25% of actual max hp) This means that you can quick fix some bleeding and such in a fight (hp) but for each point of health lost you lose a fraction of your max HP. Using higher end healing items will restore this, as will time. Similar to a recovery time after a bad fight. Patch it up proper and it'll heal faster, let it go and it'll still heal, it will just take longer and give you less overall hp for your next fight.
Thanks for the clarification, but honestly this new system seems confusing and I prefer wellness more.

There is no more hunger bar. Hunger can now be tracked by the shrinking of max stamina. This is great because now hunger means something the entire time it builds within your character.
Not only that, but it also means 2 bars in one so no more need to mod the game to constantly keep track of hunger. But we all know you will want the stamina bar gone next, hehe.

 
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I won't confirm or deny anything but those things are obviously level designer tools.
Ingame you wouldn't need more than a compass marker.

I'd suggest to have a cup of tea and calm down but...
You mean like settling down and not freak out because there is question marks breaking immersion in the video of a current work in progress alpha version of the game? No way!

 
70 new dungeon POIs seem like a great fun. And i am not so worried about having too much of them as some might be. But i think the "one clear path through a POI" has its disadvantages. Easy access with low quality tools makes them OP for early loot. It would be good to have hard to access rooms - steel door - that i'd have to return to once i have better tools.
The room would have to have steel walls too which makes it quite artificial. Better just accept that experienced players have "ways" to loot weapon boxes when their scavenging skill is so low that they find only 4 oil in them. At least that is a clear advantage of leveled loot.

I think it's great fun to clear out the whole house and maybe weeks later discover that this house actually had a hidden room that you never saw. A hidden cellar door behind the fridge, a hidden hatch/ladder under a sofa, a hidden attic that had no ladders going there, etc.

This would add so much to the exploration. You might discover cool "high level of detail" locations long after being through most of the content.
Yes, a nice feature. Lots of player-made POIs have such rooms. The disadvantage is that room-sized hidden spaces are easy to find if you look for them (except if they are underground). And once you know such a hidden room, you have another easy to access OP room for early loot in the following play-throughs.

Case in point, in Ravenhearst I always loot the blue houses with the entrance to the side with the kitchen directly behind the entrance. Lots of them in the game and in the attic...

You mean like settling down and not freak out because there is question marks breaking immersion in the video of a current work in progress alpha version of the game? No way!
I accept the ridicule as deserved, reject the "freak out" as too harsh, and offer my tinnitus as explanation why I didn't hear a probable "developer tool" mention in the video. :crushed:

 
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Yeah, it's somewhat limited.
But if it's the same user picturing everything in a negative light again and again and again and... I just don't care any more because this person will never be pleased with anything and unspecific negativity is simply unproductive. *shrug*

If someone is offended by that I fully support their right to feel offended
Of course. Feeling offended is a right. But being offended is in the eyes of the beholder as well.

Okay. Lets try to be on-topic here.

In A16, in Random Gen, you can often see POI's being placed in such a way that they are either located on top of a circular 'column', or on the side of a mountain, within a cylindrical cut-out. Is this an issue being looked at? It's not game-breaking, but it's rather immersion-breaking. Thanks for the help.

There ya go. I hope this was positive enough? I can always add flowers/unicorns/sparkles/praise if deemed necessary.

 
I second this. The caves we used to have where it opens into that huge room that sometimes was flooded with water, that was brilliant, nowadays we just have tunnels that have a dead end somewhere and there are not even rotten corpses inside there anymore. Would be nice to have sleeper zombies, a bit of loot, and these gorgeous rooms inside them again.
SPW9osD.png
What Alpha had those cave systems?

 
Of course. Feeling offended is a right. But being offended is in the eyes of the beholder as well.
Okay. Lets try to be on-topic here.

In A16, in Random Gen, you can often see POI's being placed in such a way that they are either located on top of a circular 'column', or on the side of a mountain, within a cylindrical cut-out. Is this an issue being looked at? It's not game-breaking, but it's rather immersion-breaking. Thanks for the help.

There ya go. I hope this was positive enough? I can always add flowers/unicorns/sparkles/praise if deemed necessary.
...needs more cow bell.

 
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