PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Mods are looking great! Finally more variation to weapons. Can't wait.

Now, what in God's name is the yellow bar thing with the eye?? Been wondering since it first appeared.

 
@roland so is the ar15 varient aka "sniper rifle" still in the game in a17?
I don’t know what the final verdict will be on basic forms of weapons. My suspicion is that a basic sniper rifle will no longer be in the game. Instead it will be a bare bones AR15 and you’ll enhance it to a sniper rifle with mods.

Similarly, there are no longer spiked and barbed clubs. There are just clubs. You can add mods to get a spiked club or barbed club or....something else.

 
I don’t know what the final verdict will be on basic forms of weapons. My suspicion is that a basic sniper rifle will no longer be in the game. Instead it will be a bare bones AR15 and you’ll enhance it to a sniper rifle with mods.
Similarly, there are no longer spiked and barbed clubs. There are just clubs. You can add mods to get a spiked club or barbed club or....something else.
i figured that much. because now the hunting rifle would be the standard sniper rifle after this update. like it should have been. i really welcome these changes. as long as all the base weapons are kept.

keep the bolt action rifle

 
Thanx for your quick answer again.... I dont think the resolution of your laptop is the reason for washed textures when I play on my PC ;)

The resolution could be set to higher one then the current max.

What I described is called vector displacement maps. As far as I know its part of DirectX11 and could be used in Unity.

I found this as an example: http://docs.pixologic.com/user-guide/3d-modeling/exporting-your-model/vector-displacement-maps/

I can imagine that the game would look amazing when this could be added... Just a thought. But properly there are reasons why they dont use it.

EDIT: or Bump Map: https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html
Oh, I straightened up the texture atlas today; should be a lot darker, and I decided to just kill the specular map since it was killing performance, not really adding anything and to do right, would take faaaar too much work. They all have normal maps.

- - - Updated - - -

I don’t know what the final verdict will be on basic forms of weapons. My suspicion is that a basic sniper rifle will no longer be in the game. Instead it will be a bare bones AR15 and you’ll enhance it to a sniper rifle with mods.
Similarly, there are no longer spiked and barbed clubs. There are just clubs. You can add mods to get a spiked club or barbed club or....something else.
About time; mods that make sense. =)

Thanks Kinyajuu!

 
Gotta say not a big fan of craftable guns. The argument always was that no one has gun parts laying around. Which is a fine argument, but if the solution is to take some iron, wood and mech parts and somehow realistically come up with an AK or a sniper... well hopefully I don't have to point how WORSE that is for the "immersion" type people who argued parts needing removed. Also not a fan of simplified stats when it comes to quality. I'm certain this is leading to quality removal period at some point.
Intrigued by what the "stat" fans feel about this though. So now we have 5 base guns in each tier, and the assumption is the weapon mods are what adds to the "use" of each gun. It will take some getting used to but I can see that as a viable option. Who would have thought my gun doesn't matter much anymore. Its just a base piece. The REAL quality of a guns performance comes directly from mods now. Interesting take on it i suppose. Best part is it shouldn't be too difficult to mod it all back in if it becomes too simplistic a mechanic.

But it DOES seem popular popular so what do i know.
This is my 3rd attempt at this comment....the previous 2 tries got lost in submission...

I agree with Jax on this. I have seen some folks talking about having boxes full of gun parts lying around. I have been playing 7Dtd since alpha 5 and the only time I came close to this was way back when we could use clay to mold our own gun parts, and even then I never had more than 1 box for such stuff. Personally I think that if we are going to move from parts to whole gun crafting that it should be *HEAVILY* gated or IMHO it will be a step back. The whole point of a fully interactive voxel game is granularity and the process of working from nothing to something. I personally feel that the argument of finding parts as opposed to whole guns could be easily solved by having all of what are now part drops become 1 good part on a whole but otherwise junk gun.

Building anything other than a cobbled together FO4 pipe pistol without advanced equipment is all but impossible. It can be done by professional gun smiths but someone without power tools and prior knowledge would be out of luck. You just aren't going to make a functional AR15 or a 9mil pistol without proper tools and a lot of trial and error. Talk about immersion breaking.

Either set the part cost way out there or require a gunsmithing workbench that is twice as difficult to craft as the workbench or you will end up with the people that complain about boxes of parts complaining about their boxes of purple guns

 
Its not a true toggle. Press shift once to start running and you keep running as long as you continue to press forward (w). Press shift again or hold it down and it doesn't do anything. You just keep running. Stop pressing forward and you stop and go back to the default of walking.
So shift isn't so much a toggle as it is a "running starter". The only way to drop out of running is to stop moving forward for a millisecond. If you are already running then just release (w) and then quickly press it again and you will be walking.

So far I like it. I think I like it better than I would having to press shift again to walk. I definitely like it better than having to hold down shift to maintain a run as it is in A16.

I believe I meet all of Aldranon's requirements to comment and opine about this as well.... ;)

I give the movement scheme an A.
That actually sounds like a pretty nice solution.

 
I don’t know what the final verdict will be on basic forms of weapons. My suspicion is that a basic sniper rifle will no longer be in the game. Instead it will be a bare bones AR15 and you’ll enhance it to a sniper rifle with mods.
Similarly, there are no longer spiked and barbed clubs. There are just clubs. You can add mods to get a spiked club or barbed club or....something else.
I was hoping you folks would move in that direction. I always wondered why putting nails in a club required special knowledge where wrapping it in barbed wire did not. :p

 
Your whole statement about ppl having an opinion about aspects of the game they have't physically played with yet. Whether its a "opinion" about an aspect of the game that hasn't been implemented or we haven't played with yet -OR- A "suggestion" to change something about the game that hasn't been implemented or played with yet. Its still based on a speculative opinion. No matter how you slice it, its still a opinion either way.

I just don't agree that it's silly to comment on it (opinion) or make a suggestion (based on the opinion). PPl having an opinion (with a following suggestion based on their opinion) on aspects of the game, based on what the dev's have shown and talked about, is not silly. It's normal. Especially in a forum that is designed to do so.

I'm sorry, ppl being speculative and having opinions on what they think about whats actually being discussed and shown on whats being added to the game (which is what this forum is designed to do) is far more interesting then pp prattling on an on about "Did the bar move?!", "Whens the update coming out?" blah blah blah...
I can certainly agree that some comments are less helpful to TFP than others. A suggestion based on an opinion is usually less useful than a suggestion based on experience.

I also think most people can agree that hostile comments, no matter how veiled, are counter productive and from experience members of TFP staff have said this and MM actually called some people "a bunch of jerks" because of their hostile comments.

 
You have to remember the majority of the people who are telling us to hold on to our opinions are the same ones who think its massive fun to post 20 memes about that bar and rattle on off topic endlessly. Remember there was a time when this dev thread had RULES? Like **** posting just to **** post used to actually be frowned upon, but I guess when your update takes the equivalent of one year you have to let people have some fun otherwise there isn't much at all to talk about on a daily basis.
I remember a time when off topic posting would get moved to its own threads, or *gasp* deleted.
I bet most people enjoy the memes more than your rant.

 
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on gun crafting and mod NOTcrafting:
You cannot craft mods, they will be found in loot, treasure, quest rewards, and possibly secret stash. They don't need tiers since we aren't limited on item ids anymore, that means more specifically named mods that might do similar things but with wildly different side effects. This is more horizontal so it didn't make sense to have one thing be T1 and another be T2 when they aren't technically better than the other, they just share a common main stat. This means you won't be looking for a purple mag extender. You'll be looking for a 45 round AR banana clip, 20 round extended pistol clip, etc. One variant may cause it to randomly jam (jerry rigged some crazy spring system to allow for it) while another might alter the kick from the change in weight. Just two examples off the top of my head, nothing that's put in as such yet. I exposed a LOT of variables so we have tons of things to mess with.

We have a progression system that we have put a lot of design work into for a17. You won't be crafting high tier items in week 2, not without sacrificing on improving something else early on. You'll be allowed to focus on just grinding up your intellect/crafting skill all you want. But doing so means not improving your max stamina, max hp, melee abilities, tool usage, etc until later on. So sure, you'll be able to make nice guns but you'll be crap at handling them until you start putting points into that too.

You definitely won't be swimming in exactly what you want. We've always been pretty good at keeping that from happening.

The Rate of fire mod in the video was a 200% fire speed. It was simply for showing off what the new systems are capable of and you likely won't find a mod in vanilla that would make the pistol fire 600 rounds per minute. Showing a slight difference in speed isn't all that exciting but even a small bump in RPM, say 60, means another round of X damage per second. So numerically it adds up faster than visually hence cranking it up to 11.5 for the video. :)

/mini_data_dump
Sounds great!

Really like the upgrading of standard weapons as in Fallout 4.

Crafting a wooden club and upgrade in to a barbed wire wrapped club with nails sticking out.

Amazing.

Crafting a gun.... prefer to find/buy one but I can life with that.

Upgrading a weapon with mods to make your base pistol into a super x4 gun with laser pointer.

Awesome.

 
I was hoping you folks would move in that direction. I always wondered why putting nails in a club required special knowledge where wrapping it in barbed wire did not. :p
They're Rail Road spikes I believe. They would probably split a hardwood club, so you would need to drill some holes in the club first: not too big, not too small. So, extra skill needed?

Mainly its a game progression thing as once I get a good spiked club, I use it exclusively, except for things that are a serious threat.

 
Crafting a gun.... prefer to find/buy one but I can life with that.

Upgrading a weapon with mods to make your base pistol into a super x4 gun with laser pointer.

Awesome.
The guns you can craft will be so basic you won't want to waste the ammo by using it in that gun.

The gun you really want can ONLY be found because THAT gun can only be created through mods and THEY can only be found in loot, secret stashes, and as quest rewards.

So it is the best of both worlds. You can craft the foundation. Sure it can shoot and do damage but it won't be anything special. The special weapons will only be the result of scavenging, trading, and questing.

Of course that means that spiked clubs will only be found and not crafted as well.....

 
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