PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Yea, to enable the ultimate griever recipe: Log in to any empty public server and block that server until the admin has time to kick you.
evrything is open to griefing, but that form of griefing would get boring fast as they aren't doing anything either

 
evrything is open to griefing, but that form of griefing would get boring fast as they aren't doing anything either
Lock the server at night, go to bed, wake in the morning and check the forums to see everyone raging.

That's a lot of affect for very little effort... it will be done.

A better system would be to have an option to pause when no players are logged in.

 
quests will now give exp not skill points according to Roland
He added later that that was about the NEW quests and that he didn't check if the old quests are still there and unchanged.

A better system would be to have an option to pause when no players are logged in.
I'm pretty sure this is already done automatically in vanilla, my server doesn't advance time when no one is logged in. Possibly some public servers change this so time is predictable (?)

 
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The worst part about them delaying A-17 is now we're getting into prime gaming season. September, October, November the biggest games are being released. A June release would have been so perfect even early July no big game releases/no school for most people. I say if they have a good working build with not a lot of crashes i think it should be released and do weekly updates to polish what needs polishing.

 
Lock the server at night, go to bed, wake in the morning and check the forums to see everyone raging.
That's a lot of affect for very little effort... it will be done.

A better system would be to have an option to pause when no players are logged in.
we were discussing a person hitting pause then going to the restroom and coming back to an active game. he said my fix would be abused for griefing.

other option is that only the server owner can pause it.

 
He added later that that was about the NEW quests and that he didn't check if the old quests are still there and unchanged.
true, but would be sloppy work if they didnt double check and bring the old quests in line with the new. hopefully he checks and lets us know

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The worst part about them delaying A-17 is now we're getting into prime gaming season. September, October, November the biggest games are being released. A June release would have been so perfect even early July no big game releases/no school for most people. I say if they have a good working build with not a lot of crashes i think it should be released and do weekly updates to polish what needs polishing.
welcome with your first post. and so nicely stated, no whining. you made valid points here, but atm one of them <devs mods > hinted that the bug they are squashing was game breaking? can't confirm because I can't remember who, a few releases back MM set a hard date, got pressed into releasing without clearing the major bugs, then caught flak from the ones who begged for it's release. He stated never again would he do that.

 
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With all this worrying before the fact, we should have quite the lively General Discussions forum after A17 drops and people get to actually play with the changes. :)

After catching up, the only thing I feel compelled to say is that the developers view the xml files as the ultimate options screen. Nobody should ever feel as though they are cheating by editing the xml files. The developers have their vision and that is vanilla. You can change some settings through the options menu (which edits the xml files for you) or you can directly edit the xml files yourself for more specific and refined options that align with your play preferences.

These long dev cycles are the perfect opportunity to go into the files and start experimenting and making changes to things so you know how to use the ultimate options menu that the devs have given us. You can always verify the integrity of your files in Steam to reset everything back to vanilla if you mess up and can’t figure out how to fix it.

If you’ve never done it before I recommend starting in the recipes file and try altering some of the recipes. Something as simple as adding nails to the wood Frame block recipe can have huge gameplay repercussions. It’s pretty amazing and it’s just the beginning of what you can learn to change.

 
If they don't change the vanilla quests, then the "challenges" you find in the world are repeatable and give about 2 skill points if my memory is correct.
So worse case, you can just farm those. :)
oh god bring in the treadmill...

 
true, but would be sloppy work if they didnt double check and bring the old quests in line with the new. hopefully he checks and lets us know
Yes, there is a very good chance the old quests will be slighty changed (especially since Prime seems to have given this out as the master plan.

On the other hand they didn't change them in A16 when the same "skill point scarcity" policy was already active as a loop hole for skill point junkies. They could decide to leave the loop hole open, just for the fun of being accused of inconsistency by some forum users. :smile-new:

 
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Loot containers will respawn in A16. The old loot will be there but, if the PoI has respawned since you were there last, as soon as you take the old loot out of the container it spawns the new loot when you close it. I know it works like this because the first time it happened to me I thought it was a bug.
Intersting, didn't know it worked like this, I assume if it respawns it'll respawn as a unopened container?

 
no duh...But Snow was referencing the first page and specifically asked if it meant 8000 larger or smaller than the current size. I was letting them know that the first page note meant that the size of the map would become 8000 x 8000 and that it did not mean either 2000x2000 or 18000x18000.
I do understand the new map is smaller but it is not smaller by 8000.
wow that logic has me stumped too, wait! you're trolling!

 
With all this worrying before the fact, we should have quite the lively General Discussions forum after A17 drops and people get to actually play with the changes. :)
After catching up, the only thing I feel compelled to say is that the developers view the xml files as the ultimate options screen. Nobody should ever feel as though they are cheating by editing the xml files. The developers have their vision and that is vanilla. You can change some settings through the options menu (which edits the xml files for you) or you can directly edit the xml files yourself for more specific and refined options that align with your play preferences.

These long dev cycles are the perfect opportunity to go into the files and start experimenting and making changes to things so you know how to use the ultimate options menu that the devs have given us. You can always verify the integrity of your files in Steam to reset everything back to vanilla if you mess up and can’t figure out how to fix it.

If you’ve never done it before I recommend starting in the recipes file and try altering some of the recipes. Something as simple as adding nails to the wood Frame block recipe can have huge gameplay repercussions. It’s pretty amazing and it’s just the beginning of what you can learn to change.
I do a few changes in A16 myself, for one I remove animalhide from butchering animals and just replace it with leather, as the leather skill is no longer book locked, I also change any recipie that requires animal hide to use leather instead. I also edit painkillers, back to -5 hydration like they used to be, I dunno about you but when I take a pain pill irl I don't become super dehydrated like that so I feel it was a tad over done. I usually edit the forge recipie to need the combined mats that would make up the bellows+forge to craft so its all in 1 recipie. Thats about all I mod in vanallia in A16. Who knows what i'll mess with in a17-e, I need to play the base game first, but I suspect I can do the leather change in it most likely.

 
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