PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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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.
^ Hear, hear.

 
win.gif
Holly cow, that last move! And this is directly related to A17 because I feel ping pong balls filled with nitroglycerin are the perfect counter to a horde of zombie dogs! And opening doors...

:)

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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.....
OOO Kaaay. You finally talked me into it, I guess I will help you test A17... Just give me access and I guess I will help... *Sigh*

 
Moderator note: posts on this forum need to be made in English.

Maybe you have to look at the console part of the forum.

Vielleicht must du mal das Konsole-Teil von das Forum angucken.
 
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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.
But the old way of running is still available, right? Just hold shift when you want to run, don't hold shift when you don't want to run?

 
I bet most people enjoy the memes more than your rant.
The insecurity in this one is strong.

Also; opinions based on XP are more useful than opinions based on observations? Let's replace that peanut-butter on your sandwich with ♥♥♥♥, then?

 
The insecurity in this one is strong.
Also; opinions based on XP are more useful than opinions based on observations? Let's replace that peanut-butter on your sandwich with ♥♥♥♥, then?
"Are usually more useful". You selective reading abilities are profound, only exceeded by your peevish nature.

 
funny, but more i read into this thread more i realize that lack of new videos and stuff from devs is our own fault - just read comments and ask yourself - if you were dev would you want to release more info when you know that all will change many times before final release and same time people just are jumping and commenting on HP bars and other stuff while video devs released was about completely different stuff.

Regarding mods and gun parts - we have gun parts now, after next update we will have mods, so should we have both meaning

more useless crap lying around as loot? I vote no - mods will replace gun parts and that's it so i am all for losing gun parts in favor of mods and having less crappy items to find in the world.

Anyway after several hundred of gameplay hours 99% loot is totally useless and after some more time 100% loot is useless making looting waste of time. It's devs job to make loot useful always no matter how much time players spent in their world, hard to do but otherwise players stop playing. Challenging AI and quests will help to some degree, mods as well, but all in all after they rehaul current systems in upcoming "beta" i expect devs to pay more attention to actual gameplay after you reach level 200, unless their goal is to bore us to death after zombies failed to do that in beginning ;)

 
Thats just not true.

There are 2 Types of Players: The ones like you that think a lot of loot is useless and that it should be removed, and

the types like me that love useless loot, because it feels more imersive (a good example for that is the mod undead legacy. adds a LOT of useless loot, and you only find "useless" loot which you have to scap) in the garbage, and not premanifactured clean wood and plastic)

They (TFP) have to keep a balance to keep both types of players interested. Losing one or the other would impact the sales drastically.

... and i am quite sure, mods will put the gun parts back into the game, and remove the crafting of guns from the game as the first thing in A17

 
"Are usually more useful". You selective reading abilities are profound, only exceeded by your peevish nature.
Introducing objective vagueness in a statement so that it can cover any and all instances is usually reserved for legal texts..

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They would actually be decent but adding mods will make them... better. Always.
There won't be the one mod that you must have to the exclusion of all others. (I'm looking at you, gun barrels!)

That was a major design flaw that we got rid of. ;)
Will the crafting of guns be gated behind perks, or will there still be blueprints as there are now?

 
Introducing objective vagueness in a statement so that it can cover any and all instances is usually reserved for legal texts..
Its interesting: the people who are misreading my comments and then attacking a contrived conclusion about them are the same people who, without playing A17 or knowing the finished state of A17, criticize the contrived finished state of A17.

 
Of course that means that spiked clubs will only be found and not crafted as well.....
Wait, so we can forge metals, make rebar frames to build concrete castles that are wired up with electricity, put together motorcycles and DIY traps but can't figure out how to hammer some metal shards into a piece of wood? :laugh:

I do hope that was a joke! :D

If it needs to go that route, then how about something a bit harder to make from your average person, like a stun baton, stun self-defense canes, or even one of those "stun swords"? It would be even more interesting if you had to re-charge them at a charging station powered by your battery banks/generators. That way they can't just stay badass forever, and just sort of become a club (or sword) when they drain.

The guns you can craft will be so basic you won't want to waste the ammo by using it in that gun.... Sure it can shoot and do damage but it won't be anything special.
This almost makes them seem useless, which if that were the case, it would almost be better to not even implement them. I always liked the idea of crafted make-shift guns being absolutely usable and in some cases quite fierce (like a blunderbuss should be) but counter that with an extraordinarily long reload time and/or accuracy (so long as it isn't just ridiculously inaccurate for the sake of "because it's DIY", since many DIY weapons can in fact be quite accurate). Then of course, they can also be more apt to jam, or at least lose quite a bit more quality after each shot than normal guns.

speaking of quality, I do also wonder if the damage to gun quality ratio is still needed or will ever be changed. That itself never actually made sense to me since a particular sized bullet coming out of ... lets say a brand new hunting rifle from Cabella's, and then another bullet coming out of the same rifle after having been used for about a year or two, are both going to be doing the same damage. I could understand that if the guns are not kept well that they can jam and accuracy may suffer, but the bullet still has the same amount of gunpowder in it as before. It's going to project that bullet tip at the same speed as prior so long as the barrel length is the same. Entity Damage (especially those with soft flesh and organs, be them dead or alive) should not be affected. Thoughts?

 
useless loot?

keep absolutely everything. it can all be used to your advantage.

scrapping it gives you resource.

repairing it gives you xp

mostly if you are playing a long term game that utilises all of the concepts tfp are offering then at some point you are going to really want a stack of x

oil is what i am lacking most of the time to make repair kits to upgrade weapons. so oil and shale are key. to make oil from shale you need cans. i never scrap cans.

keep it all!

i think the true art of balancing the game is when the player has to seriously think about what they do with each resource they are presented with.

which is amplified by lack of portable inventory space...

 
useless loot?keep absolutely everything. it can all be used to your advantage.

scrapping it gives you resource.

repairing it gives you xp

mostly if you are playing a long term game that utilises all of the concepts tfp are offering then at some point you are going to really want a stack of x

oil is what i am lacking most of the time to make repair kits to upgrade weapons. so oil and shale are key. to make oil from shale you need cans. i never scrap cans.

keep it all!

i think the true art of balancing the game is when the player has to seriously think about what they do with each resource they are presented with.

which is amplified by lack of portable inventory space...
I agree. For some reason I hoard everything in this game. Empty cans are saved, I used to throw out paper until I saw how effective well placed shotgun turrets were.

Its a side game for me to have 1000's of cement mix ready to fix any hoard attack damage and having a thousand jars of murky water is just enough! lol

 
I hope crossbow (or an upg to the t1 ) and the compound bow will be able for weapon mods to. Btw if 1 class is atm the quality then how will repair work? It mean workbeanch comb is gone? Or its only weapon quality changing? Im realy curious how will tis implemented, i hope some who can "lift the shroud" will enligt me in constructive way in this ;)

 
When I first started playing 7D2D, I remember that I enjoyed being able to craft guns.

But now that I'm a more experienced player (1600+ hours) I really enjoy the hunting aspect of this game,

that I have to go out in the world and find stuff. Those "wow I got a sniper rifle in that supply crate" moments are the best.

I like to be surprised. The Fun Pimps has never failed to entertain me, and I'm sure whatever decision they have made for A17; some will complain some will enjoy. I think we should wait and see how it all turns out.

But please, don't mess with my blunderbuss, lol. That is the first thing I craft. The buff it got in A16 was perfect, that gun is actually quite useful now and it raises your shotgun skill, which I think is quite nice :)

 
funny, but more i read into this thread more i realize that lack of new videos and stuff from devs is our own fault - just read comments and ask yourself - if you were dev would you want to release more info when you know that all will change many times before final release and same time people just are jumping and commenting on HP bars and other stuff while video devs released was about completely different stuff.
So true! So very true!

People demand videos of unfinished stuff but criticise the content as it was finished product. Schizophrenic behaviour...

 
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