PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Lol. I guess if I don't like the food in a particular restaurant, I should set up my own restaurant?
Just a quick question...Why would you eat at a restaurant hundreds of times if you don't like the food?

 
2. You said something about new AI/pathing. But I don't see any changes as compared with A16. At 1:23 (and at 1:34, and at 2:53) I see the spawned zombie not walking towards you. Is this intended? It just looks.. Very poor. Even compared with A16.

3. The ragdoll-effect-upon-stunning looks.. Fake. It just plops over and even moves on the ground (at 1:48 and at 2:42, and at 12:50, and at 13:23, and at 13:45, and at 15:44, and at 19:06, and at 19:22, and at 19:49, and at 21:24). Is this intended? How about him jumping into the air at 2:16? Or at 11:20? or at 11:29? Or at 17:02? Or at 17:33? How about him doing some sort of Jesus-move at 13:49? Or the guys getting stuck at 14:40, and his weird-looking leg? The stun animation seriously needs to be redone..

All in all I'm afraid I can't rate the video more than a 5 or 6 out of 10 man.
I guess you missed the disclaimer at 0:50 in regards to pathing and AI. It is the only explanation I can fathom for why you would pick out all those examples and ask whether it was intended.

Madmole: This still needs tons of work.

DeVega: You’re wrong!!! It still needs tons of work!!!!

This is why the devs polish things up as much as they can before letting the community test because there are too many Sherlocks out there that would clog the threads giving feedback on obvious stuff the devs already know.

I think the rest of your negative opinions were fine and I have no problem with critical feedback. But this part of your feedback was mind boggling to me...

My feedback about the stun Ragdoll is that if they got rid of the hp bar it would now be even harder to tell whether they were finally killed or not since Ragdoll it is one of the signs we look for. My feedback is to lose the hp bars and that will make the stun Ragdoll perfect once they polish it up.

 
I guess you missed the disclaimer at 0:50 in regards to pathing and AI. It is the only explanation I can fathom for why you would pick out all those examples and ask whether it was intended.
Madmole: This still needs tons of work.

DeVega: You’re wrong!!! It still needs tons of work!!!!

This is why the devs polish things up as much as they can before letting the community test because there are too many Sherlocks out there that would clog the threads giving feedback on obvious stuff the devs already know.

I think the rest of your negative opinions were fine and I have no problem with critical feedback. But this part of your feedback was mind boggling to me...

My feedback about the stun Ragdoll is that if they got rid of the hp bar it would now be even harder to tell whether they were finally killed or not since Ragdoll it is one of the signs we look for. My feedback is to lose the hp bars and that will make the stun Ragdoll perfect once they polish it up.
Yes I definitely heard him saying pathing/AI still needs lots of work. I know. That's why I said I don't see any improvements/changes to what I currently see in A16, hence I'm wondering what the changes are. If there are no changes, why bring it up at all?

I didn't hear him saying the ragdoll effect still needs (lots of) work? Hence my analysis. It might help the dev's see and pinpoint problems with individual zombies, since I tried to cover anything I saw.

- - - Updated - - -

Just a quick question...Why would you eat at a restaurant hundreds of times if you don't like the food?
Maybe my nephew runs the place, and I get a discount..?

 
I gotta say i watched the video and im looking forward to the new challenge of the decreased/damaged stamina and health, it will give a challenge that some of us needed, The POIs are looking amazing and I cannot wait to play around with those and the silencer is looking good and sounding good, awesome progress. On another note, will we get to see the new skill system for leveling up? or will that be saved as a secret for us to discover once A17 is out? It looks like I will be having some planning to do, im stoked.

 
By what I'm gathering with what MM is saying those biomes aren't really going away. They'll just be smaller and set inside other biomes. The desert will have sections of grass like the plains and the pine forest will have elements of the maple forest. I wouldn't be surprised if the burnt 'biome' just becomes an extension of the forested areas with pockets that burned out, like what actually happens IRL.
That not what I heard from reading that. If it is true that there will be planes in the desert and forests in the burnt biome it won't be so bad.

 
I trust the devs 100%, let me make that clear.

However, HP bars on enemies saddens me greatly. On the steam forums Brian told me it might be implemented so players can see if they are doing enough/any damage to advanced foes. Is that the thinking behind the possible inclusion of HP enemy bars ?

If so....

Imo its better to wail on them until you finally realize " this guy isnt even slowing down " and run away to fight another day. all the while re-examing your stradegy or looking for help from other players or the in game mini wiki on how to best deal with a particuar bad guy.

I like having to figure out things or asking others for help.

Think of all the traps in game and how fun it is to test differet ones against a troublesome foe........ isnt that the feeling their going for ? For ppl to figure stuff out by trying different in game options....

Imo its a HUGE mistake and completely destroys any " oh♥♥♥♥♥♥" feelings of seeing a dire wolf or a cop or anything else designed to strike fear into the players.

If im way off base on anything please poliely correct me.

 
Currently we have 7 biomes

Planes - medium

Forest - easy

Pine Forest - easy

Desert - hard

Snow - hard

Wasteland - very hard

Burnt - very hard

Desert is pretty, but no trees no clay and very few animals along being hot all the time no planting food or finding clay.
desert biome is atm the easiest biome where to start

clay is very easy to find, look for the dark patches of land

tons of yucca that provide food and fresh drink to fight the high temperature, aloe for bandages

is also the biome in which is easisest spot nest rabbit and chicken

 
Biomes and sub biomes and how they could all work together

I was thinking about Madmole wanting to change the biomes around. Taking away the plains biome and merging the two forest ones.

TFP's could still make some open areas like the plains, some that look like the desert and some that have a mix of trees all in one biome.

This could be done in (most) biomes without to much of a problem as long as it isn't a sudden change.

For instance, if they wanted to make an open area in the middle of a forest, all they have to do is thin out the trees till they got an open area.

Ground materiel changes as well depending on the environment. The desert biome could be a mix of sand dirt and clay.

Also the temp and weather should overlap the biomes. That way there isn't a sudden but rather a gradual change.

So for example:

If you were walking from a colder biome to a warmer biome. Then the temp would slowly go up.

Also if you have clear weather it could again gradually change to stormy as you travel without going over to another biome.

Currently right now it's like walking into a freezer out from a hot summer day.

But if we change it. The conditions will seem more natural and blend in. :)

 
Hey Team, I love the new video, I can see some bugs in video as you are working on and progress is clearly shown. Love to see when it is ready for me :) .

 
desert biome is atm the easiest biome where to startclay is very easy to find, look for the dark patches of land

tons of yucca that provide food and fresh drink to fight the high temperature, aloe for bandages

is also the biome in which is easisest spot nest rabbit and chicken
Don't forget about scrapping some leather from furniture to make a leather poncho and making a cowboy hot out of grass to keep you cool. Otherwise you will cook on the second day.

Finding cool cloths also helps.

Sand can make glass jars if you have a forge.

 
The bullet sponge enemies have me a little worried I have to admit. I liked the progression of using the bow until I found a pistol and then saving the pistol for times I needed to get out of trouble fast. Now it seems like the pistol is a downgrade from the bow. I'm hoping the balancing etc will sort that out. I think any firearm should be two shots to the head maximum.

It was always a joy to find a pistol in a toilet early on and have to make those 15 shots count as you can't make ammo for a while. It's going to be disappointing if you need to use all those 15 shots on one zombie.

 
Bullet Sponges are fine, health bars are fine. What's not fine is having to eat a Yucca fruit every minute or 2 to keep your maximum stamina up. If you are 90 percent full or only 10 percent hungry (depending on how you look at it), the bar should remain at its maximum. Maybe even 80 / 20.

 
Loved the vid, overall things are looking great.

Not sold on the new food/water/stamina/health system, but willing to keep an open mind about it. Not a fan of the previous one either, so really open to new ideas here. At least now we know why we don't need food/water on the main screen (which seems to be in most UI mods).

Looking forward to future vids showing off the new AI when it's more polished and seeing the results of the promised balance pass on weapons/Zs.

REALLY happy to see an increase in move speed, I ended up modding coffee in some of my games to provide a speed buff for something between mini-bikes and running.

Silencer looks great and looking forward to the new mod system. I'm very curious how the new quality system works. Do weapons still lose quality over time, or only some weapons? I can see a club getting broken but outside of full-auto for long periods, it takes a lot longer than a few days of use to put a hurt on most firearms of even minimal quality (though this is a gameplay vs realism/immersion type thing where no one seems to agree on where to draw the lines).

I'm really hoping we will see more Z diversity at some point, maybe it's an early access player problem, but I'd love to see LOTs more variation between Zs, even of the same class and/or type (i.e. would like to see multiple "lumberjacks" rather that the same old one again and again). I understand UMA was hoped to be a solution to this, but something like that would be REALLY nice to see eventually.

Hoping we can ignore the "follow the lights" thing with a big axe or pick on the POIs and they aren't gated by 10K+ health blocks. I have more fun circumventing designs than following them, but maybe that's just me (and the wife, who enjoys it as well).

New trader looks good, though I'm not a fan of the traders or NPCs in general (I prefer the "last people on earth" style of play where only the players are left) but I'll try and keep an open mind here too. My wife does like the traders and NPCs so even in my own home there is disagreement on this. :smile-new:

Thanks for the peek into the development process and thanks for letting us play along.

 
Happy to see a video this weekend =)

- Silencer for guns! I like the sound you chose for it. The gun crosshairs were a bit harder to see though on lighter textures.

- Over 70 new dungeons added! This will be fun and hoping we have a little variety of the old. I can already envision the renovations if I took over a residential home.

- Tombs and catacombs!

- Will miss the clear line of sight in the plains biome as well as the more vibrant maple forest :rip:

- Again, terrain looked great!

I'm ambivalent on

- The big red floating questmarkers in-game

- Left-clicking to use items on your toolbelt?

And thanks for the laughs

giphy.gif


 
Bullet Sponges are fine, health bars are fine. What's not fine is having to eat a Yucca fruit every minute or 2 to keep your maximum stamina up. If you are 90 percent full or only 10 percent hungry (depending on how you look at it), the bar should remain at its maximum. Maybe even 80 / 20.
Perhaps use some sort of overflow buffer. If you eat a large meal while almost full it'll add all of the nutrition, obviously while keeping the max value it calculates from based on the players stats. You then can't eat again until the timer drops below your wellness.

That would make it more sensible to eat large, filling meals instead of nibbling on yucca and raw potato.

Does that make sense?

 
Bullet Sponges are fine, health bars are fine..
No and no.

I kind of agree with Tok, it's unbearable to see a good quality pistol behave like a BB gun. Guns should kill zombies with headshots at a certain quality level, regardless of your character's skill level. A real gun doesn't do more or less damage depending on the shooter; Whether if it's me who shoots the gun (never held a gun in my life) or a professional sniper, if the bullet hits the target it's the same damage. Only low quality and broken guns should be the ones to do less damage.

As for health bars, they would be cool if this was a ps2 game, but in this case they're like wearing fuchsia pink leather pants and a shirt with a tie; They look completely out of place in this game. I just hope they're removable, in which case no more complaints will be heard about them from me.

 
The lamps that show you the way are somewhat overkill. The "dungeons" are (from all we have seen) very linear paths. If you enter a space from one side and a hole in the wall is the only other opening, even a chimpanse would find it.

And if not, everyone has a pick to open up ways that weren't there before. This is a game where you really really can't get stuck!! Please, TFP, use that fact and don't make finding your way completely trivial

Weapon damage seem ok too, for a lvl 1 character and basic weapons without mods.
Correction. I was used to playing Ravenhearst and fooled into thinking that was the normal way. So, yeah, they need some balancing :fat:

 
The lamps that show you the way are somewhat overkill. The "dungeons" are (from all we have seen) very linear paths. If you enter a space from one side and a hole in the wall is the only other opening, even a chimpanse would find it.
And if not, everyone has a pick to open up ways that weren't there before. This is a game where you really really can't get stuck!! Please, TFP, use that fact and don't make finding your way completely trivial

Correction. I was used to playing Ravenhearst and fooled into thinking that was the normal way. So, yeah, they need some balancing :fat:
It would be also cool to hear some news on lockpicking. When was the last time this feature was mentioned? Alpha 16 when it was being developed, I believe?

While dungeon crawling is cool and all, I still like to break through stuff, so lockpicks would be pretty cool to have already as an alternative.

 
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