PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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What would be a fun thing to add is traders reacting to zombies attacking their walls over their loud speaker. There was a horde attacking the walls of the trader recently and I just thought it would be funny to hear him tell the zombies to bugger off or something.

 
I didnt say they need to make it significantly harder, please quote me if i did. Yea, thought so ;) What I am saying is that A17 might end up significantly easier than A16. Is that the direction the devs want to go? Or will A17 have features that balace out how much easier these new features make the game? Seems like a valid question to ask without a forum moderator with delusions of grandeur jumping down my throat.
Here's the quote.

It seems that all the major features for A17 will make the game easier. Craftable guns, gun mods, new vehicles , loot "helper blocks", quest rewards, health bars (even tho i like them).
What features in A17 makes the game harder, or will it become more of a snoozefest?
True, you didn't say signficantly harder but you didn't really qualify it other than saying right now it's a "snoozefest". A teeny weeny bit harder probably wouldn't do it so I assumed you would want the difficulty to be noticeably harder-- or in other words something of significance to get us past the snoozing.

If you are A-OKAY with insignificant additions then you'll be glad to know that Bandits have already insignificantly been in the game for a couple of alphas now which should pretty much resolve your main concern. Unfortunately, DaVega is probably looking for changes of significance so we'll probably have to read more of his bandits jonesing posts....

#exactlyasgrandasImeantobe

 
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Here's the quote.


True, you didn't say signficantly harder but you didn't really qualify it other than saying right now it's a "snoozefest". A teeny weeny bit harder probably wouldn't do it so I assumed you would want the difficulty to be noticeably harder-- or in other words something of significance to get us past the snoozing.

If you are A-OKAY with insignificant additions then you'll be glad to know that Bandits have already insignificantly been in the game for a couple of alphas now which should pretty much resolve your main concern. Unfortunately, DaVega is probably looking for changes of significance so we'll probably have to read more of his bandits jonesing posts....

#exactlyasgrandasImeantobe
That quote was a question, not a statement of what the devs need to do. I know you teach math, not English, but you have to know the difference between two.

Optimism, again ;)

 
Craftable guns were in earlier alphas... TFP removed them because they wanted a better way to do it and promised it would return.

On that specific one, I'm pretty happy. Though I am going to miss the assemble system.

Also, question for Roland if he spots it.

Is the "assemble" system remaining for the Auger and Chainsaw?

 
Craftable guns were in earlier alphas... TFP removed them because they wanted a better way to do it and promised it would return.
On that specific one, I'm pretty happy. Though I am going to miss the assemble system.

Also, question for Roland if he spots it.

Is the "assemble" system remaining for the Auger and Chainsaw?
very good question actually. Imagine Auger with Mods on it, my Miner-Heart begins to glow.

 
very good question actually. Imagine Auger with Mods on it, my Miner-Heart begins to glow.
That's partially why I'm asking. I'm curious if it uses the current assemble system (which I think means no mods) or the new assemble system (which appears to be specifically for mods going by madmoles videos).

Personally I'm hoping for the first, because that means the assemble method and window is still in the code so I could mod gun assembly back in if I wanted to. ;)

 
It is us that have to thank You guys, those that are in the forum and that just sit and create stuff for us, the grumpy nation of survivals. We thank you. World would be wierd without this game, made a lot of moments feel good, better. And to let you know - the best is yet to come, so keep up, I mean, go back to work.

 
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That quote was a question, not a statement of what the devs need to do. I know you teach math, not English, but you have to know the difference between two.
Optimism, again ;)
Just a simple question? Not a loaded question with the "snoozefest" twist to tweak the dev's noses a bit? Please. I don't teach English but I've been around long enough to spot a passive aggressive criticism and a backhanded backseat developer bit of advice all packaged up as a "question" a few time.

A question would have been simply, "What is planned to increase difficulty?"

You know what you did.

I know what you did.

Everyone knows what you did.

You can backpedal if you want, but putting this post together with the tone of all your recent posts stretches your claims of "I'm just an innocent inquirer" a bit far. I really doubt that lil-old-math-teacher me was the only one who "mistakenly" read more into your question than just a face-value inquiry.

And if you were "just asking" I suggest you change your tone in general and leave out sideways remarks like "snoozefest" to describe the game if you actually want a developer to take you seriously and answer.

 
Craftable guns were in earlier alphas... TFP removed them because they wanted a better way to do it and promised it would return.
On that specific one, I'm pretty happy. Though I am going to miss the assemble system.

Also, question for Roland if he spots it.

Is the "assemble" system remaining for the Auger and Chainsaw?
For now the mod assembly interface is just for weapons. The plan is to expand it to hopefully vehicles and tools.

 
That's partially why I'm asking. I'm curious if it uses the current assemble system (which I think means no mods) or the new assemble system (which appears to be specifically for mods going by madmoles videos).
Personally I'm hoping for the first, because that means the assemble method and window is still in the code so I could mod gun assembly back in if I wanted to. ;)
It`s a work in progress , what do you expect ? How your schoolmates pointed at your school project when it was still in a progress ? Was it , look this , looks like ♥♥♥♥ and it`s not worth it. Yet, you did much better , did you , in many ways.

Pimps here make history , not drama.

P.S. no grammar was involved in this thread.

 
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Just a simple question? Not a loaded question with the "snoozefest" twist to tweak the dev's noses a bit? Please. I don't teach English but I've been around long enough to spot a passive aggressive criticism and a backhanded backseat developer bit of advice all packaged up as a "question" a few time.
A question would have been simply, "What is planned to increase difficulty?"

You know what you did.

I know what you did.

Everyone knows what you did.

You can backpedal if you want, but putting this post together with the tone of all your recent posts stretches your claims of "I'm just an innocent inquirer" a bit far. I really doubt that lil-old-math-teacher me was the only one who "mistakenly" read more into your question than just a face-value inquiry.

And if you were "just asking" I suggest you change your tone in general and leave out sideways remarks like "snoozefest" to describe the game if you actually want a developer to take you seriously and answer.
Good points I guess, and Snoozefest was a bit much. With some xml changes and not letting myself build underground, stilt bases, etc, Im actually getting quite a challenge. I dont want that to go away. Let me rephrase if you will listen.

Many of the additional features in A17 seem like they will make the game much easier than A16, especially when added all together. Is that the intent and direction or will A17 bring along things to offset this?

Suggestions that dont include bandits or AI

1) Mini bosses atleast modable into Day 7 hordes if not default in late game stage hordes

2) Difficulty settings that make more of a difference...(im not even sure how insane is any harder to be honest)

3) Option for Horde nights continuing untill all of the allotted zombies for that night have been killed, not stop because its a certain time.

 
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For now the mod assembly interface is just for weapons. The plan is to expand it to hopefully vehicles and tools.
Gonna be sweet!

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Good points I guess, and Snoozefest was a bit much. With some xml changes and not letting myself build underground, stilt bases, etc, Im actually getting quite a challenge. I dont want that to go away. Let me rephrase if you will listen.
Many of the additional features in A17 seem like they will make the game much easier than A16, especially when added all together. Is that the intent and direction or will A17 bring along things to offset this?

Suggestions that dont include bandits or AI

1) Mini bosses atleast modable into Day 7 hordes if not default in late game stage hordes

2) Difficulty settings that make more of a difference...(im not even sure how insane is any harder to be honest)

3) Option for Horde nights continuing untill all of the allotted zombies for that night have been killed, not stop because its a certain time.
You sound that sort of expect something in particular form this game. This is the place to tell it. Lots of us are looking for something to bring us more fun here, but man, how do you make all of us happy ? You tell us.

 
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