PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I think the problem is the lower player cap, a randomgen map should be able to hold 60+ players easly as its virtually infinite, At least I never managed to find the end of a randomgen map myself yet. Pvp would be better if there was more people, even in navezgane, 8 players is a small number for how big even that map is.
It's incredibly far from infinite. It's 10km, I forget if that's radius or diameter, but that limit was put in place due to unity's difficulties with objects too far from 0,0,0. The reason for unity's difficulties is largely due to their insistence on using "float" instead of "double" for damn near everything. The idea was floated (pun intended) at a conference for unity to switch to "double" and it got a big cheer from the audience, the poor bugger on stage simply said "we'll see".

 
Question

What always bugged me, that the damage of guns got reduced, the more the quality goes down.

With the new Buff System, how about leaving the Damage Constant at X, but add Chances for Stuck Weapons, Exploding rounds in the Barrel, and such stuff ( English Terms missing, sorry ), Meaning making the gun faulty / non functioning, the more quality goes down.

Zed come at you, you have a 20% Weapon. You have Ammo and pull the Trigger, but only a "click" is to hear... thats where the panic begins.

 
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Hell...I have NEVER seen the point in PVP in Minecraft either...but tons of the little kiddies just love doing that...

Me on the other hand , will log into my niece and nephews Minecraft world on Xbox...while I know they are asleep...and booby trap their

houses with various means...normally loads of TNT blocks under their house with a pressure plate switch at the door...or a pit trap that drops them into lava etc...I change it up , just for them ;)

 
I just feel like if PvP was a huge portion of the playerbase, you would see more mods that attempt to balance the game more for it. Or to me the big tell is the lack of PvP streamers (though I'll admit I haven't really looked into that). From personal experience when I looked up 7dtd videos when I first started it was people showing off their mods, playing co-op, or demonstrating mechanics and offering base designs for (you guessed it) PvE.

Would I play PvP if it was better implemented, probably. Do I have to have it? My 1400 hours says "no".

 
Hell...I have NEVER seen the point in PVP in Minecraft either...but tons of the little kiddies just love doing that...
Me on the other hand , will log into my niece and nephews Minecraft world on Xbox...while I know they are asleep...and booby trap their

houses with various means...normally loads of TNT blocks under their house with a pressure plate switch at the door...or a pit trap that drops them into lava etc...I change it up , just for them ;)
hehehehehehe you evil sod, i can just imagine their faces as they blow up, and you in the background with a large evil smile

 
I have it on good authority that my 10,000 posts of PvP suppression gets the most credit.
I don't know. My 1000 logical paper cuts against PvP will be remembered longer than... whats you name again?

 
After a few balancing steps in A17.1-4 everything will probably be much the same as ever. It is not in TFP's interest to make vanilla unpleasant for new players. If the zombies are able to destroy their unoptimised first bases in minutes and make the tower-defense part impossible, new players WILL not stay long.
This. Sometimes when a new alpha drops, something is out of balance, but TFP are pretty good about getting those issues fixed for a stable build. I remember when a16 experimental first hit, I kept getting killed by animals on day 1. I know I'm not the only one. But by the time we got the current build, wild animals were not this insurmountable threat that constantly hounds you. I knew I was playing an experimental release and it was thrilling to try to learn to evade them. But the current way is more inviting for new players, which is good.

 
This. Sometimes when a new alpha drops, something is out of balance, but TFP are pretty good about getting those issues fixed for a stable build. I remember when a16 experimental first hit, I kept getting killed by animals on day 1. I know I'm not the only one. But by the time we got the current build, wild animals were not this insurmountable threat that constantly hounds you. I knew I was playing an experimental release and it was thrilling to try to learn to evade them. But the current way is more inviting for new players, which is good.
Although wolves are still the most deadly thing in the early- and mid-game... nothing killed me more in this game than wolves... if you don't notice them before they notice you and you don't have a minibike nearby to flee or an automatic weapon with you to fight, you are usually just dead... Zombies don't do that - a single stealthy wolf is more dangerous than a random feral horde at night in my opinion...

---> For balancing sake, i would make Wolves less aggressive on early game stages. So if you run into one in an early game stage, he will howl and make an aggressive stance, giving you time to run away... in later game stages, when Wolves spawn in packs, it's okay that they ambush you...

 
Shout out to the devs for consistently reaffirming that this is not primarily a PVP game.
There are so many reasons why games like this suck for PVP. If u want real PVP there are so many good pvp games out there...just go play them... Battlefield 1, Fortnite, etc.

Once again, Thank you TFP for not being sidetracked with PVP nonsense in this game.
I used to have a lot of fun with Unreal Tournament and other arena games like that. In a game with non-human threats I would prefer not to be hinted by humans as well.

 
Although wolves are still the most deadly thing in the early- and mid-game... nothing killed me more in this game than wolves... if you don't notice them before they notice you and you don't have a minibike nearby to flee or an automatic weapon with you to fight, you are usually just dead... Zombies don't do that - a single stealthy wolf is more dangerous than a random feral horde at night in my opinion...
---> For balancing sake, i would make Wolves less aggressive on early game stages. So if you run into one in an early game stage, he will howl and make an aggressive stance, giving you time to run away... in later game stages, when Wolves spawn in packs, it's okay that they ambush you...
It might be more work than it's worth, but I've seen wolves attack other wild life; they could have some sort of hunger meter of their own, and as it gets lower they get more aggressive. Still probably more trouble than it's worth.

 
Although wolves are still the most deadly thing in the early- and mid-game... nothing killed me more in this game than wolves... if you don't notice them before they notice you and you don't have a minibike nearby to flee or an automatic weapon with you to fight, you are usually just dead... Zombies don't do that - a single stealthy wolf is more dangerous than a random feral horde at night in my opinion...
---> For balancing sake, i would make Wolves less aggressive on early game stages. So if you run into one in an early game stage, he will howl and make an aggressive stance, giving you time to run away... in later game stages, when Wolves spawn in packs, it's okay that they ambush you...
They are deadly, but when we first got them, I would constantly spawn on top of a dire wolf or a snake when I started a new world. And they were relentless compared to how they are now. I rarely see direwolves in early game now, and I never get chased across multiple biomes anymore

 
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