PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I hope the Firearm crafting is referring more towards finding a quality Firearm with a higher tier, that has more module attachments so you can craft (by way of adding attachments) a unique Firearm and not actually crafting of a gun through a forge. Even if TFP allow actual Firearm crafting (again), I hope it's a very very late game ability we obtain by needing multiple craft stations or components needed to build the crafting station.. Lathe.. Mold Press.. Drill Press.. CnC machine.. Something more than just making a mold out of clay and bam you have a Firearm.
^ This.

However, MadMole indicated that you can simply craft a weapon out of forged steel, plastic and wood. So.. It seems like 'streamlining' has found another victim!

 
Just want to weigh in,

Keep mods they are great! Keep no gun parts I hate gun parts.

But don't make full out gun crafting. Instead just keep guns a buy/find commodity.

If you want some crafting make the new gun cannibalize an old one.

Examples

tier 2 pistol requires a tier 1 pistol 20 plastic and 20 mechanic parts and 2 forged steel

tier 3 pistol requires a tier 2 pistol 30 plastic and 30 mechanic parts and 3 forged steel

tier 4 pistol requires a tier 3 pistol 40 plastic and 40 mechanic parts 4 forged steel

 
what does mean "dynamic origin point"? can anyone explain
I don't know 100% but it has to do with making your spawn the draw center rather than 0,0. This means if you spawn at N1000,E1000 going north east is just as viable as going south west. Previously the game centered around a center core at 0,0.

 
In A16 the static origin is (0,0) of the entire map. Once you get far away from the origin your avatar starts shaking. In A17 you take an origin point with you so you are never far away from your origin point and you never start shaking.

 
I'm for that. Add to that a chem station to make the primer chemical for the ammo as well. But intact guns should be pretty common. We're talking America, right?
Tbh there are more guns than people in rural America. There is a very good chance in these rural areas you would find more guns than zombies.

 
Lol...just goes to show that EVERY change will disappoint someone. :)

EDIT: Just tried it out and it is very responsive. Move forward with w and just tap shift and you start running. As soon as you stop pressing w you return to walking. So it is not a toggle in the sense that you have to press it once to start running and then again to walk. You just press shift to start running and then when you stop moving forward you stop running. It is very intuitive. You can keep your finger on shift the whole time if you want the same feel as before.
Funnily enough that's a concept brought over from console if i'm not mistaken.

- - - Updated - - -

In A16 the static origin is (0,0) of the entire map. Once you get far away from the origin your avatar starts shaking. In A17 you take an origin point with you so you are never far away from your origin point and you never start shaking.
Will this fix the gun model from leaving your hand ie like when holding a shotgun sometimes your hand would wander off and you would have to switch to a tool then back to the gun to fix it, albeit a temporary fix :p

 
The game used to have gun crafting and I found it quite fun. Never stopped me from exploring. Hard for me to believe that guns are the line people don’t want to cross in terms of unrealistic crafting. This isn’t new territory. The game was extremely enjoyable (for me) back when guns could be crafted......with molds.....on a forge.

Besides, the search for mods will be a major driving factor for exploration because customizing your gun will be very motivational.

 
The game used to have gun crafting and I found it quite fun. Never stopped me from exploring. Hard for me to believe that guns are the line people don’t want to cross in terms of unrealistic crafting. This isn’t new territory. The game was extremely enjoyable (for me) back when guns could be crafted......with molds.....on a forge.
Besides, the search for mods will be a major driving factor for exploration because customizing your gun will be very motivational.
I have mix feeling for gun crafting, I am playing WOTW mod which allow gun crafting even now (well parts). we can craft and sell them and earn lot of coins, exploring for gun is not needed after a stage. So, though it give good amount of supply, it take exploring part out. Though yes since mods (as seems) cannot be crafted. It will be good to have guns been craftable.

 
Besides, the search for mods will be a major driving factor for exploration because customizing your gun will be very motivational.
And this is a good thing. Will mods drop pretty much anywhere the gun parts used to be found?

 
Also, any words on Bullets. In Vanilla we have limited bullets and having fast firing AK need like 1000s bullets in single horde night .. yup I am crazy firing them ... So, if we can have an 10% better chance of getting bullets will be great for my style :) .

 
In A16 the static origin is (0,0) of the entire map. Once you get far away from the origin your avatar starts shaking. In A17 you take an origin point with you so you are never far away from your origin point and you never start shaking.
So will this open up the possibility for a bigger map? I don't need one, but just curious.

 
Like i said....you cant just "craft a Gun"

but you can Assemble one

you need Specific machinery to do it....

I will always mod that out and make Guns Buy/Sell/Loot only..thats just me

ok correction...you can build a "zip gun"

its really popular in 3rd world countrys

 
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The game used to have gun crafting and I found it quite fun. Never stopped me from exploring. Hard for me to believe that guns are the line people don’t want to cross in terms of unrealistic crafting. This isn’t new territory. The game was extremely enjoyable (for me) back when guns could be crafted......with molds.....on a forge.
Besides, the search for mods will be a major driving factor for exploration because customizing your gun will be very motivational.
There's a easy way out of this "line".

Add a [on] [of] option on gun crafting. In fact there are mods out there that make gun crafting really hard and you can only mostly obtain it from exploring.

Honestly for me they should only deal with gun crafting stuff when they actually define the line between early - mid - end game content. Everything should be a option. This way people can really customize the way they wanna play the game.

My idea for :


Early game content
= guns should be extreme rare or never sapwn. Same goes for bullets. first week or two for example should be most focused on swords,pikes,bows,xbows and handmade traps. People should be exploring and not finding a pistol and 532989 ammo on day 1. Guns and ammo blueprint should be locked.


Mid game
: Guns can be found now and same for bullets. Still cant be crafted since guns and blueprint should be still locked. this should be the transition from early game and end game. In this part people should be still exploring, leveling up, learning things. week 3 or 4.


end game
: guns can be crafted and same as bullets. Advanced things like crafting bikes,cars or anything military grade for example should only be allowed on this part of the game. For example a after 4 or 5 weeks.

 
There already is gun crafting in game, the almighty Blunderbuss. Just tweak that to make it more versatile and usable, like different versions maybe? But keep modern firearms uncraftable and rare.

 
The game used to have gun crafting and I found it quite fun. Never stopped me from exploring. Hard for me to believe that guns are the line people don’t want to cross in terms of unrealistic crafting. This isn’t new territory. The game was extremely enjoyable (for me) back when guns could be crafted......with molds.....on a forge.
Besides, the search for mods will be a major driving factor for exploration because customizing your gun will be very motivational.
Only speaking for myself:

Not about the searching or exploring, Its about believe ability in this games world. The game is telling us, that everyone has a highly advanced grade education. Even in a fantasy world, it needs the "something" to quantify why everyone is capable of doing this.

A progression of learning and growing for the player to be able to do this is (imo) a good way to go without collapsing the games world (for me). I'm not saying TFP need to do this "Its their game" ofc. It's nothing more or less just a suggestion based on how I look at it and would like to see it play out. Could be good, could be bad. Some things need to be sacrificed for game play, Fully agree! I just don't think this is one of those areas.

 
There already is gun crafting in game, the almighty Blunderbuss. Just tweak that to make it more versatile and usable, like different versions maybe? But keep modern firearms uncraftable and rare.
^ This.

 
It's pretty substantial. Essentially you guys will be able to customize your weapons in about every aspect. Reload speed, scopes, silencers, range, larger magazines, switch to fully auto, semi auto or single shot, etc. Of course lower quality weapons have less free mod slots, so their customization is more limited.
Very nice work! Is it possible to customize the bullet like using a pistol shooting a laser-looking like bullet instead of a normal bullet ?

 
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