PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Don't drink the cool-aid Roland tries to offer you...and whatever you do , don't fall for the "hey I have something to show you" line...<shudders>

 
maybe it was that hypnotising stare...."you WILL notice my big bushy eyebrows"
His real name is Lou Ferrigno.

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One thing i hope to see in the future is better biome blending and adjacent biomes that make a bit more sense (seeing a snow biome right next to a desert kills my immersion). Same thing with weather, hate it when it starts snowing and it piles on the ground so fast, especially if I see it extend all the way out even to the warmer areas of the map.

 
100% agree with this. The need to move around is nearly non-existent and the reasons for wanting to become negligible once you've seen what there is to see. My short list of things to help make exploration an integral part of the game:


  1. Unique POI's - they're put at most once onto a map and not necessarily guaranteed to be on every map. Unique loot would be key here. Unique enemies could also be a boon.
  2. Unique Loot - Items that only ever appear once and can't be crafted. Make sure there are enough of them so multi-player games create opportunity for trade instead of coveting what you can never have.
  3. Special/unique enemies - Enemies only found under specific circumstances, such as POIs, biomes, after quest triggers, gamestage, whatever. Named bandit leaders, particularly gruesome zombies of local legend, etc.
  4. More biome diversity - more reasons to seek out each biome. Maybe this includes higher tiers of craftables that require components and/or resources only found in specific biomes. Maybe there's an armor set for each biome, for instance. Loot tables should be more biome specific (the likelihood of finding fresh foods in the desert should be minimal, for instance). Biome specific zombies and other enemies.
  5. Maybe there should be a 30 day roaming mega horde cycle that happens when player(s) stay in one area too long and attract the attention of the starving zombies. If your bedroll stays in the same area for 80% of a 30 day period then the mega horde comes to visit and hangs out until completely destroyed.
  6. Gaining experience for exploring new areas
  7. Exploration feedback - Give us counters for how many distinct POI's we've been to (total included). How many of each zombie we've killed. Which biomes have we been to and maybe the cumulative time we've spent in each. So many things to add to this list.
  8. Quests - More quests that force someone to go to new areas, possibly a long way a way. Everything from "deliver this pretzel to a stubborn fish" to "find the rare fetid dingo kidney" to "OMG why haven't you killed Kenny yet?".


Ok, so it isn't a short list but I'll still stop here. :p
Hear, hear, mate!

 
I don't mind having threats underground... It may even enhance the game further!

I just don't want it at any cost...
It is very bad to have Threads underground, they will kill off all the crops and plants and make the soil unusable, that is why we bred dragons.

 
It is very bad to have Threads underground, they will kill off all the crops and plants and make the soil unusable, that is why we bred dragons.
A lot of threads are organic and would decompose so they shouldn't affect crops.

Even many synthetic ones do... it just takes longer.

I'm not sure how breeding dragons helps with that.

 
A lot of threads are organic and would decompose so they shouldn't affect crops.Even many synthetic ones do... it just takes longer.

I'm not sure how breeding dragons helps with that.
You mean we are not on Pern?

 
At this rate we only need were-vampire nazi aliens and we'd have all bases covered.

Is anyone still talking about 7DTD?

 
At this rate we only need were-vampire nazi aliens and we'd have all bases covered.
Is anyone still talking about 7DTD?
Of course! Everything in this thread is related to A17 7D2D. If it wasn't why we would have... ok about 5 legitimate posts, but what the heck!

So, back to A17: Do the natsi aliens have MP-40's or something along the lines of "Mars Attacks!"?

 
At this rate we only need were-vampire nazi aliens and we'd have all bases covered.
I made some UMA vampires back in A15. Sounds like the new buff system in A17 would make them conceptually viable! (Making them burst into flame in daylight was the missing ingredient.)

 
I think a good roleplaying solution for RWG would be to always spawn survivors on the very outside edge of the map, with the central quest to get to an NPC or POI at 0,0. Ideally, the world gets more and more dangerous as you progress toward the center (or maybe it just appears that way as your gamestage increases).
That'd be cool.

The idea of "the closer to the center, the harder it gets" has been thrown around couple of times. And a big city of death in 0,0. But we could really use more zombies on the screen at once. Like 100 or so.

You could circle the map in a low population easy zone or build yourself up and adventure to the center, where the good loot is.

It's getting boring here with people discussing dragons and stuff, we need a video with some new stuff. Cough, MM

 
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