PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I hope everyone realizes that this game is being designed with modding in mind. It is being designed to be modded. The xml file edits are just an advanced options menu really.
I still see people from time to time post the sentiment that they never mod their games and only play vanilla and will never change the settings away from what the original developers intended or they want everything included in vanilla.

Guess what? The original developers intend for modding to take place so in regards to this game its time to overcome modding phobias and join the second decade of the 21st century....
I'm not mod-phobic - my friends and I play using the 7dtd mod I've written, and I've modded other games too. But I almost always limit my modding to UI and quality-of-life things rather than game mechanics/balance numbers.

To me, and I think to many people, modding game mechanics and balance (unlesss it's a "total conversion" or other large-scale overhaul) just feels like you're cheating at the game.

 
Dear dev's,

Now the walls, ceilings and floors still do not block the sound even partially. I can hear zombies in the building, even if he is behind 3 walls or on the street, and I'll think it's next to me.

When do you plan to fix this? Not for the 17 Alpha, ofcourse, but are you planning to fix it? Thank's

 
What would be easier to learn?

Grabbing oil , refining it into gasoline. Or converting water into hydrogen fuel and run your car on water?

 
So it's a GURPS system? That... makes me wary a bit. I find the individual skills being tied to level a bad way of handling progression, but trying to stifle a good player by implementing a GURPS system in this game would be even worse. Level based item spawning I think would be the best way of handling it, so you have a reason to use weaker stuff and less efficient methods. My viewpoint on this is entirely from a singleplayer and low-population multiplayer experience though.
Well, what about stifling roleplayers and strategic planers? Level based item spawning is also one of the most boring options as any game play degenerates to power-leveling (since all advancement is linked to your level)

It all comes back to this: TFP can only make ONE vanilla, all other tastes have to be serviced by mods or maybe addons.

I'm not mod-phobic - my friends and I play using the 7dtd mod I've written, and I've modded other games too. But I almost always limit my modding to UI and quality-of-life things rather than game mechanics/balance numbers.
To me, and I think to many people, modding game mechanics and balance (unlesss it's a "total conversion" or other large-scale overhaul) just feels like you're cheating at the game.
So, what is the problem? Overhauls/total conversions are exactly the medicine for players who don't like some fundamental aspect of the game (like an RPG system for VulpesHilarianu, too many or too few weapons, the wrong zombie lore ...)

If the problem is just a missing potato cannon, then let me cite an eminent philosopher: "You can't always get what you want..." :fat:

 
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My biggest wish for a17 would be syncing the following props of a Entity(Local)Player to the playerstats on server:

IsNoCollisionMode

IsGodMode

IsFlyMode

Picking out hackers would be soooo much easier than the method we now have to use.

Hopes up!

Cheers

 
Dear dev's,
Now the walls, ceilings and floors still do not block the sound even partially. I can hear zombies in the building, even if he is behind 3 walls or on the street, and I'll think it's next to me.

When do you plan to fix this? Not for the 17 Alpha, ofcourse, but are you planning to fix it? Thank's
This is the only thing that really annoys me in this game. Hope the sound department gets some love in upcoming versions.

 
This is the only thing that really annoys me in this game. Hope the sound department gets some love in upcoming versions.
Joel also suffers from this in his videos. I hope the developers will not leave a system of sounds in this form.

 
invents_edit.png



Joel, Gazz, Faatal,

In Joel's video in the creative mode there were parts of the weapon, but these parts do not have quality.

But now the weapons recipes has quality )

Does this mean that parts of the weapon will remain in the game?

Does this mean that the quality of the weapon will depend on the quality of the recipe?

Will there be a special craft station in which it will be possible to use new weapons recipes?

Will we can use recipes to disassemble the weapon?

I have a lot of questions :smile-new: :smile-new: :smile-new:

 
As far as the recipes I have no clue. Could be something they have during testing or something.

But as far as weapon part that has already been said that they are doing away with them. This could mean they just haven't cleaned out the files to remove them in creative or they still have them in until they are finished. As far as non creative you shouldn't see weapon parts come A17 unless you consider the weapon mods as parts.

 
If that screen shot is official then things look pretty straight forward.

-There are 6 tiers to weapons (and armor?)

-The parts can be used on any tier level (can they be disassembled and used in a higher tier item?)

Edit: so, if I have a tier 5 shotgun and find a tier 6 shotgun "blueprint", can I disassemble my tier 5 shotgun back to parts?

-Someone said something about modded parts. Can I keep the part with the mod to use in the tier 6 item as long as I don't take the mod off?

 
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If that screen shot is official then things look pretty straight forward.
-There are 6 tiers to weapons (and armor?)

-The parts can be used on any tier level (can they be disassembled and used in a higher tier item?)

Edit: so, if I have a tier 5 shotgun and find a tier 6 shotgun "blueprint", can I disassemble my tier 5 shotgun back to parts?

-Someone said something about modded parts. Can I keep the part with the mod to use in the tier 6 item as long as I don't take the mod off?
This screenshot from last Joel's video.

 
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