PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
AND, if we're going to fix the UI, how about keeping the keys the same. S for scrap in ALL menu's, not just some menus. etc.
This *3!

But then again it's so much fun guessing which key will wear an item and which key will scrap it or throw it on the ground. :apathy:

I guess I'm having a dumb moment type of day. But isn't that what we have now. We kill and get a corpse then loot it and chop it up. So possibly in the future we only get a corpse if loot is in it. If no loot we get nothing it just vanishes poof gone?
I assume what they would do is have the empty zombies transform into an "empty corpse" which you can't search. Saves all the extra clicking(and loot skill practice) on that step. Of course, if they work like I think things do now and loot isn't determined until you actually look inside a box how would you do that?? Well I guess if A17 is going to randomly change some boxes in a POI into empty ones you can't loot I suppose you could do the same with zombies. When they die, decide IF they will have loot and then when you check the ones that do it can worry about WHAT loot they have.

In that case there would still be a lot of... errm... viscera to clean up though, if you want the area around your base to look pretty.

 
Yep. One thing I want to do is remove the ability to make drop chests on the fly.
Between that and not allowing frames a very high stickiness and I think the game could be challenging again.
So no making locked wooden chest? why?

I could see frames being restricted to having a claim down first. maybe only allow ladders without claims

 
This *3!But then again it's so much fun guessing which key will wear an item and which key will scrap it or throw it on the ground. :apathy:

I assume what they would do is have the empty zombies transform into an "empty corpse" which you can't search. Saves all the extra clicking(and loot skill practice) on that step. Of course, if they work like I think things do now and loot isn't determined until you actually look inside a box how would you do that?? Well I guess if A17 is going to randomly change some boxes in a POI into empty ones you can't loot I suppose you could do the same with zombies. When they die, decide IF they will have loot and then when you check the ones that do it can worry about WHAT loot they have.

In that case there would still be a lot of... errm... viscera to clean up though, if you want the area around your base to look pretty.
I have no issue with that. The reason I'm trying to understand is because of rotten flesh. If it is like this then it still be the same. If they vanish then it would make it harder to come by rotten flesh then it make it harder to make fertilizer for crops. So I'm just trying to understand more about how it might or might not work if it gets put into place.

 
I agree with you about the strength of the game being that people can play in different ways. I personally don’t like the xp aspect of the game so much. It’s better now without the spam crafting but it pushes players to play in certain ways for rewards that are gamey.
I’ll still play with xp and all that but I am intrigued by Jax’s teaser on his other mod. I guess the main thing is this: How much time do you spend thinking about experience, leveling up, and trying to optimize experience gains? I remember a time with fondness when those thoughts never intruded. It was simply going from one objective to the next to survive and not a moment of time spent thinking at the level of earning and spending points to improve things. Maybe my memory is not as rosy as I think but I did breathe a sigh of relief when thoughts of spam crafting no longer existed so I wonder.
at the same time, skills didn't exist them either so you weren't restricted on what you could build unless you hadn't found the schematics

 
So no making locked wooden chest? why?
I could see frames being restricted to having a claim down first. maybe only allow ladders without claims
Because tying some grass together to make a bedroll while walking... Fine. Not realistic but somewhat plausible and is a gameplay mechanic. Doing the same for a stone axe... Okay. Same reasoning.

But a box, with hinges and a lock? Dumb. Where are the nails? The saw? Planer? Any thing? Just can't wrap my head around it...

...and vanilla does it worse, because it locks crates (a simpler block) behind nails, but not chests?

But the real reason is because like bigger backpacks, it takes away from inventory management and decision making.

"I'll just make a drop chest right here in front of each house."

 
This isn't about taking away all loot.It's just the clickedyclick to get through 400 or whatever corpses and sort everything into boxes.

A handful of zombies can still carry more noticeable amounts of resources.

With dye options we also don't have to drop tons of different clothing items for someone to get a matching set together.

Overall I think it would be an improvement over clicking 1500+ times.
true. but with perks like quality joe, we need lots of corpses to loot in order to get it up there. so we need click bait unless that got some love?

 
Would it ever be possible to have goreblocks spawning. And that the "loot" is either transferred to the player's inventory like how some games work with mail. Or to have all the loot collected during a period of time. And then a lootcrate / box whatever spawns with the loot of every killed mob in it ?
Not asking if it's going to happen but, would it be possible?
like the ender hopper from minecraft? would be beyond xml editting. wouldnt mind having conveyor belts added, but that would break hordes. find them in 1 piece uncraftable inside of factories.

mods will evntually fix stuff of this nature

 
Last edited by a moderator:
That IS a great idea! Make those boss zombies drop something you need for late game success:-Jeep plans.

-Gyro copter plans.

-Any tier 6 item, legendary item possible past day 70.

The only way you will get them in SP.

Edit: Dang Gazz, you made horde night great again! MHNGA!
Aldranon, I knew this was your post before I saw your name, as I read "late game" and "gyro copter".

I guess I'm starting to predict what some of you will write. ;)

 
AI programming involves a lot of behavioural pattern analysis. ;)
Hope he does not involve human behaviour, but only zombie one. We su^^ as a beings. Grumpy for nothing, moronicly acting till get reckt, happy till get depressed. Oh and wait, what if our player is set up as a [deleted]. No offence. But it is unpredictable. :) It is going to be good :)

 
Last edited by a moderator:
I don't think that needs "fixing". A proper MP game will have all of the players starting the same day. Since that's not feasible in the "open server" scenario, the only method that works IS having loot respawn on.
Bottom line, don't join a server with low/no respawn if many days have passed.
That being said, who is in charge of menus? Can we whine them ( :D ) into adding the day/time of a server in the servers list. I am pretty sure a lot of players would like to know how many days a server is on before joining. And don't say it is in the info at right because 90% of time after clicking on 3 or 4 servers that info doesn't display anymore.

 
@Faatal
Do vultures have a high priority to agro towards the gyro chopper?
Enemies don't see vehicles. They see the player in the vehicle, so vultures would attack you like they normally would. Since gryocopters are not in A17, vultures attacking you in them is not something I have even tested yet.

 
AI programming involves a lot of behavioural pattern analysis. ;)
I always suspected that Aldranon was just an AI construct. Now it’s confirmed. The second letter in his name isn’t a lowercase L at all but an uppercase I. It all makes sense how AI.dranon always returns to the same subroutines of airships, bears, and marina bar and grills.

 
I was under the impression you had all the animations you anticipated needing already motion captured quite some time ago, and the rest just hadn't been cleaned up and hooked up yet. Can someone clarify?
I don't know, since I can't see what is in these raw mocap files, but I would want changed and additional anims at some point.

 
Aldranon, I knew this was your post before I saw your name, as I read "late game" and "gyro copter".I guess I'm starting to predict what some of you will write. ;)
I have my talking points that must be addressed due to my sponsor's financial obligations. Duke Industries is now the sole manufacture of Gyro Copters (due to the repeated accidental explosions at "Choppity Choppers") and The Duke is my biggest customer (at 9 feet 3 inches tall).

When Zombie Bears say "yes sir" to someone, you need to pay attention.

 
Last edited by a moderator:
I know i asked many time and might have already gotten a reply that I haven't seen but is there any plan to make chest/storage sharable like in ark where you can both open the same storage at once? @faatal @Roland It would be a huge quality of life for these co-op play.

 
...But if everyone had their own horde night schedule, it sounds like it would be tedious for those that want to fight hordes together, which is the main reason for playing coop in the first place. They'd have to enforce a strict playing schedule to not drift out of sync, or else make up hours playing by themselves to get back in sync... it would feel like work. :grey:
Seeing some of the ideas to Make Horde Night Better, I'm less against the idea of a server based Blood Moon. That said, I still like the idea of it being more player centered, it wouldn't really be a blood moon, it would be personal massive horde every so often. Honestly, now I want both. Periodic hordes based in the world based on time and periodic personal hordes out to eat you because you smell super tasty. One could be a date, another could be a timer (and maybe you would know it).

That's another reason for the "concentrated loot" concept.
Right now horde nights have all the risk and very little reward. So if you had to fight the horde to get the zomboss with the Phat (and/or unique) Lewtz then it would be far more balanced.
Looking forward to this. One reason I fight my hordes on the road when I can is just so I DON'T miss that all those bodies that pops over another that surely had that schematic I wanted. I don't love cleaning up all the bodies, but currently I feel like I have to check them all in case something rare is to be found.

And thanks for the reminder in your other post I need to pick up Viscera Cleanup Detail.

Yep. One thing I want to do is remove the ability to make drop chests on the fly....
I think we need some ability to create caches, but, yeah, a locked box is a bit much. A bag of loot tied to tree that anyone could stop by and steal is more what I'd like to see. Though we need rope/cordage in the game for this....

I refuse to consider a bigger backpack because it ruins a core gameplay issue... Decision making.
Even when mods add hundreds of new items, I don't like the idea of a bb. Make a choice. Learn what's important now. Get good. Grabbing everything and then making that decision from the safety of your rooftop or underground base is for pussies.

...
I agree overall, the decisions can be hard, but I like that we have the make them from time to time. Survival is also about what you have to choose to go without. The only problem I have is learning that you dropped an item you had NO IDEA was absolutely critical later on and now you won't ever see one again. Though I think this can be solved by having more than one path to most things in the game (necessary items could have really hard recipes (from easier to find things) and be really rare loot)

Because tying some grass together to make a bedroll while walking... Fine. Not realistic but somewhat plausible and is a gameplay mechanic. Doing the same for a stone axe... Okay. Same reasoning.
But a box, with hinges and a lock? Dumb. Where are the nails? The saw? Planer? Any thing? Just can't wrap my head around it...
Again, the concept of a cache makes sense, we just need it to be a different kind of item. A piece of cloth wrapped around the loot and tied to something would be more like it.

Which reminds me, we need ROPE in the game. I see nerd-poling as a response to not having rope/cordage in the game. I know plant fibers are the cordage of the game, but a lot of the problem I see with ladders, removing bottom rungs, nerdpoling up things, etc. are solutions players have come up with that would be solved by having rope (and grapnel/large hook) of some kind. A rope (or chain even) ladder you pulled up after you would come in VERY handy in staying out of reach.

 
I know i asked many time and might have already gotten a reply that I haven't seen but is there any plan to make chest/storage sharable like in ark where you can both open the same storage at once? @faatal @Roland It would be a huge quality of life for these co-op play.
I’d say not going to happen but who knows what might be in discussions right now....

 
I’d say not going to happen but who knows what might be in discussions right now....
You act like it's a bad thing to allow multiple people to be interacting with a container at the same time, what's so wrong with it that it's so highly improbable?

If anything it's extremely convenient and useful.

 
Last edited by a moderator:
I don’t think such a feature is bad. I’m all for it. My opinion has no bearing on its probability of happening.

 
Status
Not open for further replies.
Back
Top