PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Could they add this to the to-do list?

* Make it not so cold outside.

EDIT: In the real world where I live, I mean.

 
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Hey Roland,I believe there is a typo in the first post under:

A17 Feature List -> Weapon Overhaul -> Temoving
Roland is testing to see if people are reading the list.... turns out that some are not :) ooooops and Temoving was a cheat so why is it back?

 
If it was Teamoving, that's a variation of reading tea leaves that involves blowing them around with your nostrils until they dry out and then reading the results. It takes a lot more time than the other way so it has fallen out of favor in recent years.

 
The plan is to remove all negative effects from items. So it will give you +x against cold, and maybe even +x against hot, but it will never make you cold in a hot area, or hot in a cold area. It will just be "positive protection". Whether its enough or not, depends on where you are, perks, quality and magnitude of the protection, etc.
As I understood, in order to keep warm in the winter biome, we will sometimes need to be near a fire or a forge to replenish the heat supply?

Question: Will it be possible to heat the room, so that the closed structure keeps the heat for a while without a heat source (campfire)?

 
Could they add this to the to-do list?
* Make it not so cold outside.

EDIT: In the real world where I live, I mean.
Edit RWG.xml and recreate Michigan as a desert biome. While you're at it, add zombies, just for fun.

 
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Joking aside, ever wonder why eleven and twelve don't follow the same pattern as thirteen to nineteen?
Fifteen doesn’t, either. It should be fiveteen. Now we finally know where to direct our rage about that.

What the heck, Gazz? :mad2:

 
Since the whole buff system is being overhauled, I was wondering if running into a cactus will do more than just a few points of damage?

I've tangled with a few out hiking in Arizona, and depending how many thorns you get (and where), a persons movement can be severly hampered until you pull them all out.

 
Since the whole buff system is being overhauled, I was wondering if running into a cactus will do more than just a few points of damage?
I've tangled with a few out hiking in Arizona, and depending how many thorns you get (and where), a persons movement can be severly hampered until you pull them all out.
words cannot describe how awful that would be in 7d2d

despair.jpg

 
Well , that would teach you to run into cacti now , wouldn't it!

I also think animals should not be effected by cacti at all...hearing rabbits die from running into them is...just...yeah...

 
when i was in Colorado i tried to replant one in my yard for deco... well.. i didnt have leather gloves on and it had a few pointers for me.. :(

 
Funny thing ... I almost never used weapons in this game beyond the bow/crossbow and clubs. Then again, i get bored with the content after 7 or 14 days in-game.

The artificial limitations make it feel out if place.

The vanilla content is lacking. Mods that add content, keep running into performance issues because for some god awful reason the game loads the massive XML files for each item, making any mods that add a lot of content lag in the menu's.

There are a lot of good mods out there and where i am sure the developers will be more then happy to contribute code and content to the game for free but it feels like the developers never want to accept this. And take notice how a lot of the mods come down to adding more content, making longer game play, balancing the developers there changes ...

Instead of big changes that force every mod author again to rewrite there mods almost from zero with every alpha update ( what becomes tiring for those people ), how about stabilizing the game and using extended content. Nobody asked to remove the gun parts and yet here we are again. Gun modifiers can have been added on top.

Sorry to sound dramatic but it feels always like one step forwards and two step backwards when it comes down to the game content / possibilities. As the author of the Ravenhearst mod said (paraphrased): If you do not give people a reason to loot buildings, they never leave there base.

Ravenhearst, True survival, etc all those mods add more content with more steps. It means you pick more the skills that matter. A bigger inventory also helps with more content. You feel more logic in the game. Why can a stone arrow only need a stone + wood + feather? It makes no sense... Stone arrow = stick + feather + stone arrow head. Check. The vanilla game so simplifies everything its annoying.

The game loot is simply useless. It never feels like you get anything worthwhile beyond the first 2 or 3 days from looting. Electricity is so limited compared to what the mods did in the past. Farming the same. Loot content, gain. There is simply no mid or end content, the moment you peak past the vale and realize it, it becomes a boring game.

Why not have loot that has use? Put in a LOT of random loot.

Dolls -> scrap plastic.

Clothing -> Cloth or leather strips ( leader jacket ) or plastic strips ( plastic raincoat )...

Cabinets -> Forks, knifes, Spoons -> scrap iron, wood spoons -> wood, Pans and cooking pots -> iron ...

Now everything one loots in a object is at best a mix of 10 items and its just silly.

Reduce the iron from stones! Make underground digging harder! People will loot more as results, go more outside. They will break down houses because of the scraps. Now everybody becomes a frigging surface or underground miner in the end because its the most lazy and easy way.

Scrap items need more then one return type. Leader jacket gives leader strips and 1 iron ( zipper )... Scrap in the field give you less resources then at home with tools. Give people more inventory space to compensate... Make them hunt and feel like the building and POIs are worth something beyond the first few days.

This whole "dungeon hunting POI" and bosses content that is getting added to A17 is just silly. It does not solve the real issue that you end content is simply the same crappy loot as before.

No offence but adding gun modifiers is not going to solve the issue of lacking content, especially when you just removed one mechanism to add a new one. 1 + 0 = 1 ...

The Behemoth got removed ... replace it with a mechanic with a sled hammer ( see Ravenhearst again ) that is great at knocking down buildings and has massive HP.

Cooking skills are useless... there is no content again. Armor making skills, who cares ... clothing skills again ... When the game is about the finding, looting, scrapping content and then creating better armor, clothing, weapons it can become a slower and move active game. But currently everybody ends up with using maybe 5 skills in total that they focus upon because those are the money makers, the rest is ...

The entire games content system is so cut down ...

Well, this is my monthly rant. The game has so much possibilities thanks to the game engine but it feels so wasted in the actual content.
I absolutely disagree with everything you have posted.

The fact that you typed out "Nobody asked to remove the gun parts and yet here we are again." Means you are absolutely out of touch with the vast majority of players.

Finding 100's or random gun parts was universally despised. It has been so much longer than you have been around.

 
I absolutely disagree with everything you have posted.
The fact that you typed out "Nobody asked to remove the gun parts and yet here we are again." Means you are absolutely out of touch with the vast majority of players.

Finding 100's or random gun parts was universally despised. It has been so much longer than you have been around.
I got to be the odd man out here, but I enjoyed finding gun parts. With traders being so OP, I put a limit on myself to only sell full guns to the trader. That little mini game will be gone in the next update, not that I'm complaining. Just showing that nothing is universally despised.

Some people enjoy finding poo in the toilets...

 
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