PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Is there any reason why we can't have zombies wandering around cities as well as sleepers?
Wasn't it because it needs more resourses or it caused lag, or something commited with faster loading the chunks ?

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I see both now.
Wish we had this now.

 
That would be fun. I loaded up alpha 14 this morning for ♥♥♥♥s and giggles (I started playing on 14.6 and wanted to see how much the game had changed since then), made a random world, ran until I found a town, and I quickly found myself surrounded. I liked the sense that heading into a former population center could be dangerous during a zombie apocalypse. That was there in 14 and 15, but is missing in 16. Sleepers do make it dangerous to loot inside a building, but I kinda miss getting chased down the road. I remember when I used to play in Navezgane all the time, "Diersville" deserved its name.
Agreed. I don't mind finding a odd zombie or two in a building, but most zombie flicks have them out in the streets. I prefer it that way too.

 
I see both now.
You have a few stray zombies here and there but beforehand you would have (depending on city size) a large amount of zombies including special zombies such as cops, dogs and even wights. Cities also had a creepy and scary atmosphere that I miss too :(

I made a thread about this topic called Scary Cities in the general forum because I hope a Dev see's it. But yea, my main gripe is that the game can become silly easy the moment you find a town or city. You have everything you need and no real danger lurking to deter you.

 
You have a few stray zombies here and there but beforehand you would have (depending on city size) a large amount of zombies including special zombies such as cops, dogs and even wights. Cities also had a creepy and scary atmosphere that I miss too :(
I made a thread about this topic called Scary Cities in the general forum because I hope a Dev see's it. But yea, my main gripe is that the game can become silly easy the moment you find a town or city. You have everything you need and no real danger lurking to deter you.
What was scary AND fun was the old "center city" back when zombies were never ending. You had to get in quickly and do what needed doing! Would like it if all "Big" cites were that way. :)

Edit: Also would like a hidden counter of zombies in an area, kill that many and its clear of zombies until next horde night!

 
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What was scary AND fun was the old "center city" back when zombies were never ending. You had to get in quickly and do what needed doing! Would like it if all "Big" cites were that way. :)
It had something to work up to. Not just being able to run into a town now and pretty much win the game. I miss the danger that the towns and cities used to have, along with the atmosphere. There must be a way to bring that back and have wandering zeds with sleepers?

 
The problem I see is two fold. One, people are going to female dog because "change". That's fine. Two though, between the "non lootable" containers they're adding and the idea (if Gazz's thing is even being implemented, who knows) of only certain zombies dropping loot, it's yet another artificial means to extend gameplay by limiting loot.
How about instead, doing loot right. Knobs are on doors, not zombies. Paper is in trashcans/mailboxes, not blah. Blah blah is in blah, not blablahblah... you'd think with the increase of block type counts, you could take the time to have block specific loot groups that go well beyond the limited scope they do now.

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 exactly. I always think that I don't *want* to know where that zed was hiding that doorknob.

 
What was scary AND fun was the old "center city" back when zombies were never ending. You had to get in quickly and do what needed doing! Would like it if all "Big" cites were that way. :)
Edit: Also would like a hidden counter of zombies in an area, kill that many and its clear of zombies until next horde night!
I don't think we'll ever get that back. Cause we already complained and begged for that quite a bit.

 
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 get your point and like to agree partially. Decisions are an important part of the game. But what about a broader backpack instead of a bigger one?

At the moment you can theoretically have 40 times 500 (= 20000) 1m² concrete blocks in your backpack, or 40 times 250 (10000) feathers, or 20000 seeds. But if you want variety, you are lost. You even need one stack for just 15 goldenrod tea and another one if you want to drink one single bottle, because the emptied jar goes in another spot. Emptied jars you can have 500. If you find 2 bottled water you need another stack.

What I would like to see is more space in the backpack, but fewer space in total. Let's stay with the drinks:

instead of carrying up to 15goldenrod tea and xxx emptied jars, I'd like to carry for example 3 goldenrod tea, 2 red tea, one beer and 2 bottled water that I found in loot and might make more tea from. On the other hand I might just have a stack size of 15 emptied jars.

In an apocalypse, why should I leave 2 purified bottled water in a looted kitchen, because I already have 10 goldenrod tea, when I have a backpack that currently contains 2000 wood and can carry another 3000 wood? In my opinion that's nonsense.

 
Can some one tell me if animal husbandry will be a thing a17, the one after, or at all i can't seem to remember where i thought that might be a thing.

 
@Braat

There's a point when a crafting game steps out of reality, and that first step is you carrying a ton of stone in one slot.

That's just the cost of doing business, in a crafting game.

But it doesn't mean we should make it worse by making even more room.

Yeh mixing drinks requires additional slots... But again, the cost of doing business in a crafting game.

I know I don't have a solution, but I also believe it's not a bigger backpack crutch.

 
Can some one tell me if animal husbandry will be a thing a17, the one after, or at all i can't seem to remember where i thought that might be a thing.
I believe it was confirmed that it would not be a thing at all, but I might be mistaken.

 
Can some one tell me if animal husbandry will be a thing a17, the one after, or at all i can't seem to remember where i thought that might be a thing.
I know that if I want some diversity in my crops, or advanced animal husbandry. I just install a mod.

Sadly vanilla is lacking quite a lot in the diversity department.

 
@guppy:

I don't think, we would make thinks worse by giving the user more, but smaller slots. Currently you can build a whole base with 2 slots of wood. But how would building a base look like, if you had 100 slots instead of 40, but each provides just 100 wood, for example? Much more decision need to be made, how much of what do you need.

Looting would be great on the other hand. Here a few bullets, there another type of bullets, then 5 brass, some gunpowder and a blueprint. Here 2 bottles, there a cool looking hat,... But you can't have much of all. You won't disassemble 10 cars and carry the whole iron with you, but you would have space for some leather instead you might otherwise leave behind.

 
Had to do with how they changed biome spawns I think.
If I recall correctly, they made all outside spawns come from the biomes in a16. Where cities used to have their own spawn mechanic, that was replaced with sleepers. The zombies we now see wandering in cities are the biomes spawns, so they are no more concentrated than in the wilderness.

 
They may give us higher zombie counts in the future if we can convince them of the value of using the higher difficulty settings for such things.

I know Faatal is working on making the code better so who knows maybe he can draw blood from a stone.

As CPU core counts go up it opens up the opportunity for many things you just can't do on a quad core, if you want the toys you gotta upgrade fellas, I wouldn't recommend anything less than a 8-core CPU if you are going to build a new computer, my 10 core i9 7900 wrecks anything I can throw at it.

I know a lot of you guys are thinking, man that's expensive I can't afford something like that but the interesting thing is yeah you can if you want it bad enough.

 
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@braat
Do you're advocating smaller stack sizes but more slots. Hm, that could be interesting.
Exactly that. Maybe double the slots, but drastically (!) smaller stack sizes.

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Man you just made me hungry for a brat with sauerkraut.
That would be great for the weekend. Thanks for the reminder. :)

 
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