PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Now that I have a Rift, and have seen how good Minecraft is in it, I gotta start asking about VR support...
Awesome! Can't wait for VR Minecraft Story mode... (Trolland?) next up Pheromones! (where GuppyCur posts take on a whole new 'sense' of purpose...)

Actually VR Railcraft or roller coasters might be interesting...

Seriously, how much space are you using it in? I am very close to getting something VR. (VR 7D2D would sticky arrow it for me...)

 
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Why use right mouse button instead of holding down left button for power hit? Og god, you guys are just making it more difficult. There is no need of complexity in combat controls.
Serious? Right clicking is too complex? We do it already for looking down the sights of weapons.....give it a try first.

 
Serious? Right clicking is too complex? We do it already for looking down the sights of weapons.....give it a try first.
My only issue with using both mouse buttons for attack is it removes the possibility of implementing shields into the game.

 
My only issue with using both mouse buttons for attack is it removes the possibility of implementing shields into the game.
Yea cuz shields dont exist and prolly wont because no one knows what one is? Who doesnt carry around a concrete wall as a shield? oh wait thats a thing already!!!

sarcasm? :strawberry:

 
Seriously, how much space are you using it in? I am very close to getting something VR. (VR 7D2D would sticky arrow it for me...)
Honestly I thought I could get away with like 4'x4' and I guess I could... But I see the benefit of more space enough that I'm liking at ways to get more.

 
I think it’s a great idea! In effect, it will be close to what we have now, except you won’t have to search each and every cabinet. I suppose scavenging should level up faster, since you’ll be searching fewer containers overall. Even if it cuts down on the total loot - and I fully expect them to rebalance as necessary - anybody can adjust the loot amount themselves in the preferences.
It would be cool if these blocks could flip from the emptied model to the intact model or vice versa, but I haven’t seen that. I’m willing to guess they are computed only once when the chunk is generated.

See the latest video for what sticking arrows can and can’t do. They can stick to entities, but not blocks. Obviously a better solution for flaming arrows blocking your view would be to adjust the art so they don’t do that.

All I really want from fire is for it to burn away a swath of grass. :)
Because that is EXACTLY what the base game needs...easier looting.

If you aren't swimming in purple guns by Day 7 you are doing it wrong. I'm not a fan at all of this change. If i look at a closed fridge I dont know its empty unless I open it, so why do I need a visual indicator that this container has nothing?

Why don't we just remove looting completely and lay items out on the floor, so we can run in King of the Kill H1Z1 style and spam pick up all the loot?

Doesn't this also kind of counter the sleeper system? You can selectively crawl and loot just what is full.

 
Because that is EXACTLY what the base game needs...easier looting.
If you aren't swimming in purple guns by Day 7 you are doing it wrong. I'm not a fan at all of this change. If i look at a closed fridge I dont know its empty unless I open it, so why do I need a visual indicator that this container has nothing?

Why don't we just remove looting completely and lay items out on the floor, so we can run in King of the Kill H1Z1 style and spam pick up all the loot?

Doesn't this also kind of counter the sleeper system? You can selectively crawl and loot just what is full.
Yea, this is at best totally unnecessary. Resources/manpower could have been better spent elsewhere.

 
I agree. They should really make it a bit more like the ravenhurst mod imo. I’m not that excited for new vehicles. My main concern is did they fix the zombie ai. That is the most important thing imo. By the way jaxteller? How’s that mod coming along 3.0?

 
I think it’s a great idea! In effect, it will be close to what we have now, except you won’t have to search each and every cabinet. I suppose scavenging should level up faster, since you’ll be searching fewer containers overall. Even if it cuts down on the total loot - and I fully expect them to rebalance as necessary - anybody can adjust the loot amount themselves in the preferences.
It would be cool if these blocks could flip from the emptied model to the intact model or vice versa, but I haven’t seen that. I’m willing to guess they are computed only once when the chunk is generated.
I think it's a great idea if an opened container merely denotes a container that has been searched before but not necessarily an empty container. Right now we get a text message that lets us know if a container is pristine or previously searched and a visual graphic representation of this would be much better than text.

For ultra-immersion they could make it so that if you are a male character then all the cupboard doors remain open and toilet seats remain up after searching and if you are a female character they all end up closed and toilet seats down....

 
For ultra-immersion they could make it so that if you are a male character then all the cupboard doors remain open and toilet seats remain up after searching and if you are a female character they all end up closed and toilet seats down....
Such sexism... I'm surprised.

Implying women are too lazy to lift the seat back up after use is a ridiculously narrow minded view, and belongs back in the 1800's. =)

 
It’ll improve immersion for me even beyond replacing information currently communicated through UI. Seeing rooms that are less tidy will feel more post-apocalyptic.

Did the occupants haphazardly grab supplies before rushing out to avoid impending doom? Did a zombie-to-be stare absentmindedly at the containers he’d just opened as his last bit of self-awareness slowly left him? Did bandits ransack the place more recently, with little incentive to clean up after themselves in this new reality? Has it been so long without the industries and infrastructure we take for granted that the building is falling apart at the seams, right down to the hinges on the cabinets?

The new art just feels right for any number of storylines.

 
Well, if there's going to be Bandits or even friendly NPC's then most places have been raided at least once. Areas that have a special danger would not be looted or have been looted less so random loot should have some modifiers depending on the innate or MOB dangers.

The torches in the high rise buildings could indicate an organized looting operation still in progress. If so possible conflict with other looters!

 
Ronand, Gazz or Joel... anyone!!!

Another question that I will not receive an answer to)

Can it be done with the help of XML so that weapons of different quality, with different levels of strength, misfire occur during shooting?

for example

gun 600 quality - strength <10% - a chance to get a misfire 15%

600 gun quality - strength> 10% and <25% - a chance to get a misfire 10%

gun 600 quality - strength> 25% and <45% - a chance to get a misfire 2-5%

and

quality gun 50 - strength <10% - chance of misfiring 65%

gun quality 50 - strength> 10% and <25% - a chance to snap 45%

gun quality 50 - strength> 25% and <45% - a chance to snap 20%

If a misfire occurs, you need to recharge the weapon ®.

And this definitely can not be done with the help of XML, but that when reloading after a misfire one cartridge lost (which was in the chamber)

Thank you for reading! )))

 
Ronand, Gazz or Joel... anyone!!!
Another question that I will not receive an answer to)

Can it be done with the help of XML so that weapons of different quality, with different levels of strength, misfire occur during shooting?

for example

gun 600 quality - strength <10% - a chance to get a misfire 15%

600 gun quality - strength> 10% and <25% - a chance to get a misfire 10%

gun 600 quality - strength> 25% and <45% - a chance to get a misfire 2-5%

and

quality gun 50 - strength <10% - chance of misfiring 65%

gun quality 50 - strength> 10% and <25% - a chance to snap 45%

gun quality 50 - strength> 25% and <45% - a chance to snap 20%

If a misfire occurs, you need to recharge the weapon ®.

And this definitely can not be done with the help of XML, but that when reloading after a misfire one cartridge lost (which was in the chamber)

Thank you for reading! )))
I would say automatic weapons only and probably not a very high chance as guns already behave like they're made out of Playdough: fire 3-4 clips and your gun is trashed, lol.

 
Because that is EXACTLY what the base game needs...easier looting.
If you aren't swimming in purple guns by Day 7 you are doing it wrong. I'm not a fan at all of this change. If i look at a closed fridge I dont know its empty unless I open it, so why do I need a visual indicator that this container has nothing?

Why don't we just remove looting completely and lay items out on the floor, so we can run in King of the Kill H1Z1 style and spam pick up all the loot?

Doesn't this also kind of counter the sleeper system? You can selectively crawl and loot just what is full.
Every time someone claims something to happe by day x, i wonder what's the day length they use.

I play default day length and i never "swim in purple guns" by day 7.

Although, i agree with the point, i don't want an easy way to discard empty containers, finding useful stuff should take long time and effort. In beta more variety will be added to loot and that will alleviate the repetition.

What i really would like to see though, is *** of war containers. Some items appear right away, some valuable items might be placed more out of sight and take more time to search.

Open a safe and you see shotgun right away, but keep searching and you might find a cool attachment as well.

 
I think it's a great idea if an opened container merely denotes a container that has been searched before but not necessarily an empty container. Right now we get a text message that lets us know if a container is pristine or previously searched and a visual graphic representation of this would be much better than text.
That's cool.

I somehow got the idea, that many containers would spawn "empty" with open door and i didn't have to loot to discover it's empty...

 
Every time someone claims something to happe by day x, i wonder what's the day length they use.I play default day length and i never "swim in purple guns" by day 7.

Although, i agree with the point, i don't want an easy way to discard empty containers, finding useful stuff should take long time and effort. In beta more variety will be added to loot and that will alleviate the repetition.

What i really would like to see though, is *** of war containers. Some items appear right away, some valuable items might be placed more out of sight and take more time to search.

Open a safe and you see shotgun right away, but keep searching and you might find a cool attachment as well.
I like your idea. I think it could be an interesting way to "tier" loot without tiering it and it makes sense.

We all have different play styles. I do 60 min days. It is VERY easy to spam level QJ and have a workbench by Day 7. Like SUPER easy. I know I have too many hours in this game to even give an unbiased answer though.

 
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