PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I did some research into this and I believe it’s okay to share since the system has been revealed. Keep in mind that some of these particulars could change after some testing.
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Sounds good. Carry on.

 
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Example:

As a high level character my total possible HP is 145. During the recent Horde night I took several injuries that lowered my HP to 50 and my max HP to 95. On top of that I broke my arm and got a deep gouge requiring a splint and stitches respectively which gave me a fortitude penalty so that now my highest total possible is only 120 until I apply the splint and stitches and give it some time.
So to clarify each step you laid out here:

At the end of the night you can get from 50 (Current) to 95 (Current Max) with pain pills, eating and time.

To get from 95 to 120 (Fortitude Damage) with first aid kits, bandages and time.

To get from 120 back to your original Max of 145 you need to cure the Fortitude Damage.

Is that correct?

 
One thing that I am not sure about is health and eating. Ok. I eat till I am full and I got full health. Will my peep's health start dropping the moment hunger drops from 100 to 99. Or will it stay up for awhile since I am already full?

 
One thing that I am not sure about is health and eating. Ok. I eat till I am full and I got full health. Will my peep's health start dropping the moment hunger drops from 100 to 99. Or will it stay up for awhile since I am already full?
It does seem that way.

The one thing I have seen that they seem to be encouraging is eating a large meal near max.

So at 99 you eat a beef stew and your hunger will be 159 out of 100.

And your HP will not move until it gets back to 99.

 
It does seem that way.
The one thing I have seen that they seem to be encouraging is eating a large meal near max.

So at 99 you eat a beef stew and your hunger will be 159 out of 100.

And your HP will not move until it gets back to 99.
So, simulating fat and the energy that your liver can store up.

 
I never understood the point of downgrades anyway. Seems like life as a programmer would be easier if once a block is upgraded its durability is all it has. It gets destroyed it goes poof instead of being replaced by the block it was before. Seems more realistic and easier to program.
Edit: Also it would fix the weird affect of hacking at a locked door and it getting worse and worse looking until the "locked version" goes poof and a perfectly undamaged unlocked version shows up in it's place.
+1 to this idea about blocks just being able to upgrade. This will be done in a mod if nothing comes of it ;)

I also wouldn't mind adding the need to obtain a drill if you upgrade a concrete block to reinforced and steel. Ill need to test it out first but should be a fun experiment none the less.

 
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So to clarify each step you laid out here:
At the end of the night you can get from 50 (Current) to 95 (Current Max) with pain pills, eating and time.

To get from 95 to 120 (Fortitude Damage) with first aid kits, bandages and time.

To get from 120 back to your original Max of 145 you need to cure the Fortitude Damage.

Is that correct?
Yes. That's the basics. Time will only help your current max increase if your HP is topped out to the current max. If it is lower then you get no regen on your current max. Perhaps if a dev notices this and wants to clarify further they can.

One thing that I am not sure about is health and eating. Ok. I eat till I am full and I got full health. Will my peep's health start dropping the moment hunger drops from 100 to 99. Or will it stay up for awhile since I am already full?

It does seem that way.
The one thing I have seen that they seem to be encouraging is eating a large meal near max.

So at 99 you eat a beef stew and your hunger will be 159 out of 100.

And your HP will not move until it gets back to 99.
No. Hunger damages stamina not HP. Eating will have some limited healing effect as it does now to current hp but when you get hungry again it won't damage your HP. It will cause your current max stamina to degrade. BTW, fortitude is the attribute associated with health. Agility is the attribute associated with stamina. You can take agility damage as well which would cause permanent total stamina loss until whatever status effect causing it was removed (e.g. dysentery, infection, food poisoning, etc).

And here's the kicker....as far as I can tell attribute damage won't be automatically healed after death. If you need a splint before you die you still need to find one after you die and respawn if you want your fortitude damage to be healed so using death to solve your problems will no longer be a viable strategy. In fact, death and respawn may cause other penalties in addition....

 
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No. Hunger damages stamina not HP. Eating will have some limited healing effect as it does now to current hp but when you get hungry again it won't damage your HP. It will cause your current max stamina to degrade. BTW, fortitude is the attribute associated with health. Agility is the attribute associated with stamina. You can take agility damage as well which would cause permanent total stamina loss until whatever status effect causing it was removed (e.g. dysentery, infection, food poisoning, etc).

And here's the kicker....as far as I can tell attribute damage won't be automatically healed after death. If you need a splint before you die you still need to find one after you die and respawn if you want your fortitude damage to be healed so using death to solve your problems will no longer be a viable strategy. In fact, death and respawn may cause other penalties in addition....
Thank you for the clarification!

And I really like that death does not get rid of the conditions. No more suicide to fix broken legs for a lot of people looks like.

Added:

I also like that first aid bandages are no longer healing potions.

 
Thank you for the clarification!
And I really like that death does not get rid of the conditions. No more suicide to fix broken legs for a lot of people looks like.

Added:

I also like that first aid bandages are no longer healing potions.
It's been a long time coming. I think this could also allow more options for differentiating between difficulty levels as opposed to just increasing zombie HP. At easier levels the penalties could be more forgiving and maybe death does erase the penalties so that newer players don't start down a death spiral they can't recover from and at harder levels the penalties are more severe.

This also allows for more specificity in injury and the effects they will have and more ways to treat those wounds other than a generic first aid bandage.

You can see that the concept of "Wellness" is now going to be the sum total of your stamina and health levels (both total and current) and any and all status effects that may be damaging your attributes as well as any wellness related perks you might pick up.

And, finally, improving the overall wellness of your character is going to be more of a quest of diverse actions and not at all a simple function of spamming meat stews while chilling in the snow biome....

 
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It's been a long time coming.
Snipped for space

And, finally, improving the overall wellness of your character is going to be more of a quest of diverse actions and not at all a simple function of spamming meat stews while chilling in the snow biome....
I agree and am looking forward to this more robust system of your character's well being!

 
It's been a long time coming. I think this could also allow more options for differentiating between difficulty levels as opposed to just increasing zombie HP. At easier levels the penalties could be more forgiving and maybe death does erase the penalties so that newer players don't start down a death spiral they can't recover from and at harder levels the penalties are more severe.
This also allows for more specificity in injury and the effects they will have and more ways to treat those wounds other than a generic first aid bandage.

You can see that the concept of "Wellness" is now going to be the sum total of your stamina and health levels (both total and current) and any and all status effects that may be damaging your attributes as well as any wellness related perks you might pick up.

And, finally, improving the overall wellness of your character is going to be more of a quest of diverse actions and not at all a simple function of spamming meat stews while chilling in the snow biome....
More good news!

It really is coming together now, isn't it :D

 
Leaked Screen!

a17fake.png


(sorry devs, had to do it... =))

 
So... with this min/current/max system that's going on...

Will the enemies health bars also have little health bars inside them?

Sorry, couldn't resist either :-)

 
Quote Originally Posted by madmole View PostMicro-stuttering caused by UFPS camera and garbage collection has been fixed 11/24/18

Roland... I assume someone told you you're bad with dates or that your funniness is appreciated. I think both apply. :D
Alpha 17 release date confirmed???

 
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