PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Its about as smart as a cat and dog. Cats are smarter but dogs socialize better, so you want both for a good AI.
Well you can leave the cat out of it then. Cats aren't even remotely smarter than dogs. They are just cats.

 
Well, what do they drop?
Or do you need DKP?
They'll be guarding the nests. The baby dragons will likely get you long before momma has to do any work.

...let me rephrase. I solved the issue with easy treasure chest quests.

 
What about blocks of the same type (eg concrete ones, or wooden)? Will the cube and ramp have different amounts of health and different weights? That would be logical.

 
I was in the shower! How rude!
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Well you can leave the cat out of it then. Cats aren't even remotely smarter than dogs. They are just cats.
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One aspect 'currently' lacking in the game is any 'real' need or encouragement to travel. Once you set up shop and find that big city loaded with everything you need that's it or start RP'ing for a reason. It doesn't need to be a "Non choice" deal either, just something to encourage it. Quest line? Environmental?.. something to get the player to 'choose' to explore the map more. Gold/Diamond Mines in the wasteland? Secret stockpile of items/gear in a specific spot in the burnt forest too good to resist? Dungeon poi's with the best stuff dotted throughout the map? IDK something.
I've come to a point for end game that I turn off loot respawning to force me to go travel and setup 'Mini Bases'.

 
I've come to a point for end game that I turn off loot respawning to force me to go travel and setup 'Mini Bases'.
Yeah I do that as well at times. I also make my town's and cities have more ordinary prefabs and less high value target prefabs. Along with heavily making those high value prefabs more of a pain to loot. I also don't touch that quality perk that makes it easier to get better loot.

This will be a less than popular opinion but..

I refuse to purchase that perk (that shall not be named) that makes it more likely to getting higher quality loot either. I really think it doesn't add anything to the game for MP or SP and just promotes more sitting around and staying at one location. The play map is pretty darn big as is and there's really no reason for that perk. By the time everyone has even come close to uncovering all the map and looted every poi, even if you stick with the 30day respawn of loot, every poi will be restocked long before you even come close to doing so.

 
Since leveled loot sucks the fun out of looting, that's not an incentive for me. I think a better strategy will be bandits setting up shop nearby and begin raids until you move.

 
It would be great if we could build faction with the bandits and eventually join them on raids to our own camp.

 
Well, what do they drop?
Or do you need DKP?
Just one of the many reasons I ended up hating EQ1 even though I played it for YEARS.

I had a friend that leveled a Berserker up to max level (70/75 at the time I think?) and had maxed out raid gear including the best weapon in the game and still struggled to solo kill the easiest mob that would give him experience. If there was ever a game to make you feel weaker the higher level you got, EQ1 was it.

 
Well you can leave the cat out of it then. Cats aren't even remotely smarter than dogs. They are just cats.
Dont blame me, blame the idiots at M.I.T. Give me a Border Collie and I can train it to get me a bear from the fridge in a week. All I can do with a cat is something with his food and his bed. He trains me if I fail to keep his litter box clean. (something special in the bath tub, at least its not on the carpet) :)

 
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Pffft Shaman all the way bro...never had any issue soloing all the way thru Plains of Power...

either did my brothers mage...

eh Zerkers are just weak! ;)

They are the in the top 3 Raid dps though with Rogue , Wiz then Zerker...

But Mercs now have made it a hell of a lot easier for everyone...I even solo with my Rogue using a Healer merc at 83rd Level lol

It was kind of fun going back and playing again a couple months ago....to bad the company that took over is a piece of crap...

Ok enough of that...Zombies!!!

 
Since leveled loot sucks the fun out of looting, that's not an incentive for me. I think a better strategy will be bandits setting up shop nearby and begin raids until you move.
Yup, "location, location, location", using the realtor agent's mantra, you can make loot better or worse (and the monsters better or worse) all based on location.

Give each POI and Biome a value to indicate the level also the closer to the edge of the map (radiation zone) make radiated zombies more common until at the edge they are ALL radiated. Put the legendary stuff IN the radiation zones as well. Give the rad suits a reason to live. :)

Edit: THIS would be the reason for people to leave their immediate area and explore because as of now, there are no reasons to move from your starting area. THAT is whats missing in the game, the adventure part.

 
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Yeah I do that as well at times. I also make my town's and cities have more ordinary prefabs and less high value target prefabs. Along with heavily making those high value prefabs more of a pain to loot. I also don't touch that quality perk that makes it easier to get better loot.
This will be a less than popular opinion but..

I refuse to purchase that perk (that shall not be named) that makes it more likely to getting higher quality loot either. I really think it doesn't add anything to the game for MP or SP and just promotes more sitting around and staying at one location. The play map is pretty darn big as is and there's really no reason for that perk. By the time everyone has even come close to uncovering all the map and looted every poi, even if you stick with the 30day respawn of loot, every poi will be restocked long before you even come close to doing so.
Tin,

I like this line of thinking. Making players work for higher quality items through combines and crafting seems a really good time sink to me.

Maybe vanilla should consider axing this perk. This seems like a really good way to prolong the rush to end game. Surprised I had not thought of this before, but that perk seems the number 1 over powered perk in game. That perk is always the one I rush to and I see all the video content creators doing the same in their games.

What I noticed in Ravenhearst mod is they made the skill points requirement for this perk really high. I think the last level of the perk is like 35 points. What does your mod do for this setting?

I am thinking for Ravenhearst the skill point requirements are still not high enough. The last level of this perk should have extreme cost, like 90-100 points.

Think my next start over(probably a mod other then Ravenhearst), going to jack up the skill point requirements to x3 or x4.

 
Yup, "location, location, location", using the realtor agent's mantra, you can make loot better or worse (and the monsters better or worse) all based on location.
Give each POI and Biome a value to indicate the level also the closer to the edge of the map (radiation zone) make radiated zombies more common until at the edge they are ALL radiated. Put the legendary stuff IN the radiation zones as well. Give the rad suits a reason to live. :)

Edit: THIS would be the reason for people to leave their immediate area and explore because as of now, there are no reasons to move from your starting area. THAT is whats missing in the game, the adventure part.

Definitely agree with all this. Having higher quality loot based on extreme locations / difficult POI's is rewarding and gives incentives.

 
Yup, "location, location, location", using the realtor agent's mantra, you can make loot better or worse (and the monsters better or worse) all based on location.
Give each POI and Biome a value to indicate the level also the closer to the edge of the map (radiation zone) make radiated zombies more common until at the edge they are ALL radiated. Put the legendary stuff IN the radiation zones as well. Give the rad suits a reason to live. :)

Edit: THIS would be the reason for people to leave their immediate area and explore because as of now, there are no reasons to move from your starting area. THAT is whats missing in the game, the adventure part.
100% agree with this, more difficult buildings need better quality loot, and yes a reason to get to the edge of the map - it's a bit like how starvation mod does it.

 
Dont blame me, blame the idiots at M.I.T. Give me a Border Collie and I can train it to get me a bear from the fridge in a week. All I can do with a cat is something with his food and his bed. He trains me if I fail to keep his litter box clean. (something special in the bath tub, at least its not on the carpet) :)
Don't confuse intelligence with obedience, the cat knows EXACTLY what it's doing.

I can train my mother to get me a beer from the fridge, if I tried I may as well get my own as I'm running for cover past the kitchen.

 
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Will be there new ammo type on A17 or just the gun mods ? I mean new type of ammunition like armor-piercing for AK-47, hollowpoint for pistols, tracers and etc ?

 
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