PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I totally agree.. they are trying to put entirely too much into ONE freaking update when they could have put out a little at a time and pushed more updates out rather than 8 months for one update... to keep everyone interested and more going on... i dont know why they are doing that honestly and if anyone has any insight on why i would love to hear it..
More communication on a game and its updates or at least what you are working on keeps your people interested and those who have so much time vested in the game worth it.
I don't think this would have worked with a17, due to the nature of alot of the changes all being inter-connected to each other. Adding the stats means you have to mess with skills, health, stamina, exp gains and more. A17 to me is hopefully the last time they take a long time for an update, I can understand why its so long this time with most aspects of the game being redone. Also coding is a pain in the arse, change one value and it could cause a massive bug somewhere else in the code by chance. They had to re-code alot of the game to change it to use stats, and then the weapon mods and such. Don't get me wrong I'd like it to come out sooner too, but would you rather have a game thats so buggy you can't do much? or have one thats moderatly buggy but overall playable, thsi is what most experemental builds are that they release to the public, they got bugs, but "usually" most of the major showstoppers are fixed, EG Crash bugs and such.

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You heard it from lots of players on this forum, amid questions about the A17 release date. Obviously it must be true :smile-new:
I don't think the overall plan of TFPs has changed much. They are working on a story among other things, IN Navezgane.
Actually they story is going to be in randomgen as well eventually, in RG it'll be tied to specific poi's, so it'll not be the same experence but you'll get the general gist of it. I still blame Higashi Pharmacy for the outbreak. It reminds me of a manga I read, the zombie outbreak was caused by a corporation, bascally one of the people researching it got lazy, and forgot to wash their hands, and it got out starting with them. If you've explored that POI they were too well setup for researching the zombies, almost like they knew it was going to happen.

 
I hear you about the long wait, but I think it will be worth the wait. It's more efficient to do a lot of big projects in one update and not try to come up with a polished and playable build for each change that is being made. Overhauling the game to work in a new version of Unity was a big undertaking, and adding a lot of new content on top of that does make it the longest development cycle we've had so far in this game. But one thing I have noticed is that in the last few months we have seen some really robust overhaul mods come into being. This also wouldn't be possible if we had a new alpha every few months. I know the mods aren't the main point of the game, but they do breathe a lot of life into it and make the wait more bearable if you take some time to check them out.
DHL.. Thanks for putting it in a different perspective for me. I do hear where you are coming from.. Speaking of mods.. are there any new ones that have come out that I could try that would be good.. or do you have any that you recommend?

 
I don't think this would have worked with a17...... SNIP
Absolutely right.

Actually they story is going to be in randomgen as well eventually, in RG it'll be tied to specific poi's, so it'll not be the same experence but you'll get the general gist of it. I still blame Higashi Pharmacy for the outbreak. It reminds me of a manga I read, the zombie outbreak was caused by a corporation, bascally one of the people researching it got lazy, and forgot to wash their hands, and it got out starting with them. If you've explored that POI they were too well setup for researching the zombies, almost like they knew it was going to happen.
How much of the story will transfer to randomgen remains to be seen. Surely many small quests, but the main quest line (if they manage to do one) would be a lot of work to transplant into randomgen. And for what? The story, like Navezgane the map, will be known in every detail after one or two play-throughs.

 
DHL.. Thanks for putting it in a different perspective for me. I do hear where you are coming from.. Speaking of mods.. are there any new ones that have come out that I could try that would be good.. or do you have any that you recommend?
Mod List

 
DHL.. Thanks for putting it in a different perspective for me. I do hear where you are coming from.. Speaking of mods.. are there any new ones that have come out that I could try that would be good.. or do you have any that you recommend?
Ravenhearst 3.1 is good. I haven't played that many others, but I have checked out some YouTubers playing gnamod, war of the walkers, undead legacy, and several others.

 
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..and maybe dropping down from trees :topsy_turvy:

As far as backpacks, now that I use the Simple UI Plus mod, I could never go back.
Just replace the vulture entity with the spider zombie. Tada!

 
The problem with Navez is the problem with all static maps, once you know where stuff is, they get boring, and since Navez doesn't change majorly, where the stuff is located is generally the same in each alpha. I tried navezgane the other day, but got bored after spending a day and a half trying to find another trader and finding nothing but forests and house poi's.
:) One is on the main road, from Diresville to where the map I guess it would end, go past the brownstone buildings, on the left side, before you get to the large lake you will see it. In the forest, where the smaller lake is, there are several cabins and on top of a hill is the ranger station. Go to where the burnt biome is just over the hill and follow the road (I think east?) and you will see it. Wasteland, I couldn't find it. Snow biome, leaves Diresville heading north and follow a road, there is path that will lead you to it, just don't remember exact location. Desert, close to the gultch is all I remember. hope that helps.

 
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Actually they story is going to be in randomgen as well eventually, in RG it'll be tied to specific poi's, so it'll not be the same experence but you'll get the general gist of it. I still blame Higashi Pharmacy for the outbreak. It reminds me of a manga I read, the zombie outbreak was caused by a corporation, bascally one of the people researching it got lazy, and forgot to wash their hands, and it got out starting with them. If you've explored that POI they were too well setup for researching the zombies, almost like they knew it was going to happen.

My take on it has been that there was some form of biological warfare when the bombs were dropped. People who were close to those areas and lived were brought to the hospital and there they started to turn. Think about it, take a injured or sick person to the hospital for help. They die, hospital sticks them in the morgue room. Later on, before someone arrives to get the body, the zombie comes to "life" and goes on a brain eating rampage. Govt steps in and captures them, takes over the drug building and creates a testing/experimental lab and starts testing, can they use for something. And as stated, someone didn't follow procedures, left a cage open, forgot to wash hands, was bit and didn't tell anyone and they changed, infecting others. Do-gooders attacked and set the poor, defenseless zombies lose, maybe one took a zombie home; "would you like to eat my brains with some beans and can of Bud?" Nav is the main game, the one that players will play first so they will have the story and can learn how to play, have safety in learning locations of POIs, traders, knowledge to help them in RWG. Then they move on to better things after they have earned their stripes.

 
After the game goes gold or closer to feature lock, do you think TFP will or allow to be modded an increase of zombies? i dont mean different varieties I just mean more zombies in the open world? can understand the need for horde night to be a bit restricted but in the open world I dont see them as much of a threat, but love wondering hordes, would even love an option that allows you to increase zombie population as having a sniper rifle and only have 1 to 2 things to kill is quiet boring.

 
After the game goes gold or closer to feature lock, do you think TFP will or allow to be modded an increase of zombies? i dont mean different varieties I just mean more zombies in the open world? can understand the need for horde night to be a bit restricted but in the open world I dont see them as much of a threat, but love wondering hordes, would even love an option that allows you to increase zombie population as having a sniper rifle and only have 1 to 2 things to kill is quiet boring.
so thats where the sleeper zombies come into play. the threats not the wandering zombies out n about, its the zombies inside close quarters.

 
After the game goes gold or closer to feature lock, do you think TFP will or allow to be modded an increase of zombies? i dont mean different varieties I just mean more zombies in the open world? can understand the need for horde night to be a bit restricted but in the open world I dont see them as much of a threat, but love wondering hordes, would even love an option that allows you to increase zombie population as having a sniper rifle and only have 1 to 2 things to kill is quiet boring.
They already allow it, but it stresses out the game do to the voxel nature. Once it goes thru optimization they might be able to have more on screen at a time, but they are never going to restrict what people can mod.

 
so thats where the sleeper zombies come into play. the threats not the wandering zombies out n about, its the zombies inside close quarters.
Really? I call sleeper zombies free exp, as 1 shot to the head with a xbow usually kills them silently. On insane a high qual crossbow with steel bolts, can 1 shot most sleepers from stealth. The ones it can't the xbow is usually reloaded and ready to fire before they finish getting up. Can do the same thing with iron bolts, just more of them take 2 shots.

The wandering hordes I love though, they are the only ones that ever are able to give me a jump scare when they suddendly come at me without making a sound. Can't recall how many times I jumped when I was in my inventory at night only to see a wandering horde running almost right into me, but just far enough away I don't attract any of their attention.

 
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Not sure if I agree with you there faatal. They seem to path differently once they get to a wall. If the player is on top of it, they climb. While the others moan and mope around, randomly bashing anything in there way.
Pretty much anything I say has to do with A17, in which they are not climbing walls.

 
Faatal... With all the work being done to the code...will we get a bump up in the max 64 zombies in game? Will all the AI fixes and tweaking help get that number up?
The AI does run faster. The per zombie pathing should be faster. Maybe.

 
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The AI does run faster. The per zombie pathing should be in faster. Maybe.
Sweet!! I know how much work you are doing ...but for me ...personally... I don't care much about the M.O.L.E or the Gyrocopter being implemented. Its all about the Zombies for me. The more the better.

Thanks for the reply..I hope it works out with the numbers being increased! Even a few more would be better than nothing!

96 minimum would be cool!! ( I did math....woohoo) A dozen per player w/ an 8 max player count

Regards

Ouch

Coughs * VIDEO * Coughs

 
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