PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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on poi dungeon difficulty.

reckon there should be large range of hardness from day 1.

if u good enough as player you can clear a mid range poi on day 1 and reap the rewards youve earned thru knowledge and previous experience.

if a beginner not so easy.

obfuscate visual clues on the poi difficulty so the only way to know how hard it is is to go in and find out. rule number x zombieland always have an exit plan.

even scaled difficulty within a poi. first floor ok beginner. second floor either you better be good or be packing some serious stopping powet.

i dunno - i just am hoping for surprises. jump scares while playing even at the higher levels will really define this game

 
that post will go down in history maybe.... for... well we will see when 5 july 2018 gets here :) it's been nice knowing ya Aldranon :)
oh... burial or cremation? just in case!
Hold on... you know something I don't know. Knowing what you know that I don't know I'm wondering if you're trying to let us know... you know?

<clears throat>

Hyyyyyyyype traaaaaaaaaaaain!!!!!

"And all those exclamation marks, you notice? Five? A sure sign of someone who wears his underpants on his head.'"

- Terry Pratchett : Maskerade

 
Hold on... you know something I don't know. Knowing what you know that I don't know I'm wondering if you're trying to let us know... you know?
<clears throat>

Hyyyyyyyype traaaaaaaaaaaain!!!!!

"And all those exclamation marks, you notice? Five? A sure sign of someone who wears his underpants on his head.'"

- Terry Pratchett : Maskerade
just kidding him about making a confirmation :)

@beerfly, i never left... just sitting here watchin' the wheels go round and round

 
that post will go down in history maybe.... for... well we will see when 5 july 2018 gets here :) it's been nice knowing ya Aldranon :)
oh... burial or cremation? just in case!
I will die by hundreds of A17 Zomba's.

...after Day 140

...in July

...after a kill count that makes World War III seem like tea time at a nursing home.

Bring it!!!!

 
just kidding him about making a confirmation :)
@beerfly, i never left... just sitting here watchin' the wheels go round and round
Dammit! I love to ride the hype train... unless of course this is a double-bluff... we'll see... <side eye and squinting>

 
Regarding dungeon POIs:

I like the fact that some POIs are now designed like a dungeon but I have 2 concerns:

  • are we not overdoing it? like every single one of the new ones is designed like this.. is it not too much? maybe it breaks immersion when every single building you see is a dungeon?
  • they are meant to have one path to the loot room. I know you could smash walls and get where you want, but their elaborate path is more enjoyable. How about forking the main way into many others? making the dungeon feel more like a maze, than just a silly corridor.. the lights also make the path too easy to follow.

 
The dungeon-style points of interest have always been presented as improvements, not alternatives. So I expect them to completely replace the pre-A17 POIs on which they're based.
A problem with leaving the old POI's in the game might be the contrast between them and the dungeons. I expect the old ones to get at least a make-over if they aren't replaced at all.

Having many obstacles as helper objects will surely help greatly any balancing IF dungeon POIs are felt as too extreme. We won't really know until we have played them for a while. And surely a bit of nostalgia will cloud our judgement, so expect some home sickness:distrust:

 
Regarding dungeon POIs:
I like the fact that some POIs are now designed like a dungeon but I have 2 concerns:

  • are we not overdoing it? like every single one of the new ones is designed like this.. is it not too much? maybe it breaks immersion when every single building you see is a dungeon?
  • they are meant to have one path to the loot room. I know you could smash walls and get where you want, but their elaborate path is more enjoyable. How about forking the main way into many others? making the dungeon feel more like a maze, than just a silly corridor.. the lights also make the path too easy to follow.
Yeah, exactly. The individual houses/dungeons really look awesome, as shown by MM. However, if every home in a city looked like this, it gets old quickly I reckon.

 
Will A17 be a bigger update than A16?
I think yes, but since a part of it is "under the hood" and another part is "just" changed, you might not get that impression after a first playthrough. I expect that the greater impact will be felt if you afterwards play some mods. They will be able to differ much more from vanilla (i.e. OVERHAUL instead of overhaul :smile-new: ) through new capabilities available to the modder.

 
Hey MM

Have you seen SubQuakes Undead Legacy Mod?

You should check out his UI, it awesome!

Will there be swimming animation in A17?

Are We There Yet? :)

 
I think yes, but since a part of it is "under the hood" and another part is "just" changed, you might not get that impression after a first playthrough. I expect that the greater impact will be felt if you afterwards play some mods. They will be able to differ much more from vanilla (i.e. OVERHAUL instead of overhaul :smile-new: ) through new capabilities available to the modder.
Yeah i'm feeling the same way about mods yet i still hope that electricity 2.0 makes it at least into one of the 17.x updates, that would be cool.

 
Regarding dungeon POIs:
I like the fact that some POIs are now designed like a dungeon but I have 2 concerns:

  • are we not overdoing it? like every single one of the new ones is designed like this.. is it not too much? maybe it breaks immersion when every single building you see is a dungeon?
  • they are meant to have one path to the loot room. I know you could smash walls and get where you want, but their elaborate path is more enjoyable. How about forking the main way into many others? making the dungeon feel more like a maze, than just a silly corridor.. the lights also make the path too easy to follow.
This is a concern I've voiced more than once, too.

Having "dungeon" style POIs (expecially if they have a "boss" at the end - as has been mentioned a couple of times) is okay in moderation, but we need plenty of POIs designed for freeform exploration too.

I wouldn't want to see more than, say, 20% "dungeon" style (number pulled from where the sun don't shine). Particularly on RWG maps.

Personally, I still dislike the whole concept of "dungeon" style POIs with "boss" zombies at the end and would rather there weren't any - but obviously that's an unrealistic thing to hope for, since so many have been made, so all I can do is hope they don't dominate the game to the exclusion of exploratory play. To be honest, the idea of POIs with a more linear structure and most of the loot at the end isn't too bad - it's realistic that people would have hoarded stuff and barricaded their hideouts. It's the idea of "boss" zombies conveniently squatting at the end of these waiting for the player to arrive and fight them that's just far too video-gamey for me.

 
Will A17 be a bigger update than A16?
Well they are adding vehicles, finally. Real vehicles not a speed boost like the current minibike. Also about 70 new poi's. They've done work on the way roads spawn in and increased the height map for better landscape and taller buildings. They are redoing the buff and quests systems. While part of those are behind the scenes, some are not. Like go to npc's or places to gain a quest. NPC's are being added, working ones, not broken ones. In my opinion, A17 is bringing more front end content than A16 did, as well as more behind the scene stuff that only modders can truly appreciate. Because of everything they are adding (see first post), it is taking a much longer time (unfortunately) than the A16 release. As a server operator as well as a player, I can not wait. The game has gone stale for me for a while so I've been playing other things, but once A17 stable drops, I will be right back playing.

 
This is a concern I've voiced more than once, too.
Having "dungeon" style POIs (expecially if they have a "boss" at the end - as has been mentioned a couple of times) is okay in moderation, but we need plenty of POIs designed for freeform exploration too.

I wouldn't want to see more than, say, 20% "dungeon" style (number pulled from where the sun don't shine). Particularly on RWG maps.

Personally, I still dislike the whole concept of "dungeon" style POIs with "boss" zombies at the end and would rather there weren't any - but obviously that's an unrealistic thing to hope for, since so many have been made, so all I can do is hope they don't dominate the game to the exclusion of exploratory play. To be honest, the idea of POIs with a more linear structure and most of the loot at the end isn't too bad - it's realistic that people would have hoarded stuff and barricaded their hideouts. It's the idea of "boss" zombies conveniently squatting at the end of these waiting for the player to arrive and fight them that's just far too video-gamey for me.
For one, I think the boss at the end is only for when you've accepted a quest. In that case the POI gets hijacked by the quest and populated by quest specific elements such as a boss. Yesterday, I explored a level designed home and it did not feel linear at all, there was no boss character, and there was no "end". There was a safe up in the attic but if that qualifies as an end then all of the current A16 homes have the same kind of end as well. There were several "forks in the road" within the POI and it definitely felt more like a maze than linear path. Those of you who are worrying about Crash Bandicoot gameplay can relax.

It felt cluttered and claustrophobic. I felt that it was very risky to wake up sleepers because there was less room to maneuver and so many more blind corners that just kiting the zombie and continually backing up into unexplored parts of the house felt like it would be suicide. Sleepers had many more nooks and crannies to be placed in and getting through and finding everything was much much slower going.

Its hard for me to imagine anyone preferring the empty rooms and see-all-possible-threats-and-loot-containers-from-the-doorway gameplay that has existed up until now. I only looked at one house but I can tell you it was the epitome of exploratory play. It was a basic Diersville house and it took me a good 30-40 minutes to explore. The current houses take...what? 5 minutes?

 
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