PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The brass doorknob idea is great. There should be more stuff in POIs to scavenge and get brass from, like pipes, lamps and such.
I wonder if they'll ever add some rare and unique weapons and gear that gets randomized stats wise like RWG does. I'm not talking about white, purple colored weapons/gear, but a more unique approach to loot that you could get from quests and horde nights/bandit encounters. Would make scavenging more fun and worthwile.
Legendary weapons/items. They've been mentioned off and on but nothing of any real substance was said other than "eventually", which is like "Soon" and "When Its Done".

 
What?


Seriously what?
I'm fairly certain that Lonestarcanuck wants to be able to change the default appearance of your character's underwear, which is a fair feature request. I was just joking: my uncle always claims he does this on camping trips but I never know when to believe him.

 
please help with this

feels like the quality joe perk will be less useful now. Also I guess as you use weapons and tools they wont wear down so there is no point of having to make more than 1 pick ax? or am i missing something?

I believe degradation is still a thing, according to one of the vids in the OP.
degradation yes but if say a pick ax wrench etc wears down you fix it over and over it never needs replacing so you never need that material tool ever again. Even with the guns you keep using something it wears down with this you never need a new tool or gun ever again. Why explore if your purple gun never breaks down, why would you ever need to make a 2nd steel iron etc pick ax if repairing it makes it brand new over and over again. Again I might of missed something but if its like what I said it takes away a huge part off exploring and replacing tools. Final words for now, so in this world guns and tools never really break down now?

 
Legendary weapons/items. They've been mentioned off and on but nothing of any real substance was said other than "eventually", which is like "Soon" and "When Its Done".
With the new weapon modding and buff systems, legendary items are simply ones that have unusual buffs or pre-applied mods, possibly of types that aren't available to normal items. Giving the loot-generation code the ability to make these will be easy. That makes it a non-priority when there are other alpha-grade features to make/remake.

 
I can see the logic, although I don't necessarily agree with it, in limiting levels on a multiplayer server. My concern is that one of the few late-game challenges has been removed... maxing out your character. Is it worth removing a late-game challenge in a game with few enough of those as it is without any clear replacement?
Just wondering if maxing out your character should be the challenge you want? Having a cap and needing to make decisions about your character development should make surviving to the end game more challenging.

 
You even haven`t try it yet and its stupid. How so ?

My guess is you got one group that likes and wants to max out everything and another group that don't want to.

Kinda like the whole spam crafting thing. One group hated that they took spam crafting out and the other group was happy they took it out.

So if it isn't how they like it then it is stupid. I don't know. Just a guess.

 
My guess is you got one group that likes and wants to max out everything and another group that don't want to.
Kinda like the whole spam crafting thing. One group hated that they took spam crafting out and the other group was happy they took it out.

So if it isn't how they like it then it is stupid. I don't know. Just a guess.
You have good point, indeed. Many players = many interests. But they have to expect that things will evolve since it is alpha. Hope they read it and appreciate that something better is on its way.

 
I'm here to complain about the skill points on behalf of at least 10 team members. We don't want "specialization". STUPID
Excellent, with 10 people the chances are almost at 100% that at least one of you has the skill to change the xml to what you want. Especially since changing the level cap is absolutely trivial.

..., IRL. ... IRL
You argue a lot with "reality", in your previous post too. Note that the developers seem to follow the rule "game play trumps reality" and also there are a lot of things in 7 days already quite outside anything we could see or do in real life.

So there have been a lot of (futile) discussions about this here in the forum and probably by now very few forum users are still interested in another one. Just my guess. Me, I don't care at all about reality in the game.

 
degradation yes but if say a pick ax wrench etc wears down you fix it over and over it never needs replacing so you never need that material tool ever again. Even with the guns you keep using something it wears down with this you never need a new tool or gun ever again. Why explore if your purple gun never breaks down, why would you ever need to make a 2nd steel iron etc pick ax if repairing it makes it brand new over and over again. Again I might of missed something but if its like what I said it takes away a huge part off exploring and replacing tools. Final words for now, so in this world guns and tools never really break down now?
I'm not sure that I'm following you (and never mind the futility of speculating on something which has been revealed only partially), but why are you not taking into account tier degradation? I don't think it's any different from the most recent alphas. If I have a 500 pick ax and I repair it, it drops down to below 500. I can't get it back up over 500 without other things (skill/perk, another item to combine with).

With the elimination of that numbering system (simplified at least to 1-6), suppose you repair a t6 item -- suddenly it is now a t5 item which holds fewer mods (and I'm pretty sure one of the mods breaks). How do you get it to t6 again? You find a new one or you have the skill to make one, etc.

 
I'm not sure that I'm following you (and never mind the futility of speculating on something which has been revealed only partially), but why are you not taking into account tier degradation? I don't think it's any different from the most recent alphas. If I have a 500 pick ax and I repair it, it drops down to below 500. I can't get it back up over 500 without other things (skill/perk, another item to combine with).
With the elimination of that numbering system (simplified at least to 1-6), suppose you repair a t6 item -- suddenly it is now a t5 item which holds fewer mods (and I'm pretty sure one of the mods breaks). How do you get it to t6 again? You find a new one or you have the skill to make one, etc.
This is largely how I'm assuming it will work.

Repairing it drops a whole tier, which means the appropriate perk will be even more important.

 
You have good point, indeed. Many players = many interests. But they have to expect that things will evolve since it is alpha. Hope they read it and appreciate that something better is on its way.
I'm more interested in knowing more of how it is going to be before making a judgment on it. Yeah I'm sure A17 will not be the final take on the system and they will still need to make some adjustments/tweaking to it. So granted if it isn't that great for the A17 version then I and anyone else that feels the same can edit the XML files to change ge it for A17 and see what they add or change for A18. I'm just not worried about them ruining SP. That isn't like them and I'm sure they have it taken care of or will have it.

 
I'll be sure to ask for your "expertise" in coding next time, or maybe I'll read the book you wrote.Until next time, please speak when you're spoken to.

Or is your name Roland? :)
Wow, a bit harsh don't you think? She was just reiterating what TFP has said/will say to you. . Plus, she's a wolf, not a Golden Retriever... wolves don't take orders. They do whatever they damn well please lol.

 
As of yesterday, vehicles take some small damage from hitting entities and blocks. At zero health the engine stops working. They can be repaired.
Great! Thanks for the follow up, fatal. Sorry, always behind on posts... damn job and kids! :distrust:

 
This is largely how I'm assuming it will work.
Repairing it drops a whole tier, which means the appropriate perk will be even more important.
Are you talking about the fixer perk? The question is will that one even exist and if yes what will it do if the drop is always one tier?

 
Do these changes to bags mean that bag size mods are easier now? I like playing with 100 slot bag mod.
100 slots ? Are you role playin as a nomad trader ? Just curious, but i don`t think such a big bag will be ingame, in vanilla. It will break lots of gameplay situations. Don`t wanna speculate here.

 
Why is everybody so upset about specialisation? Roland said everybody is able do everything. I imagine it like master crafter can craft things faster/cheaper. Master builder is able place block on larger distance/faster upgrade, master of combat can deal more damage but you are still would be able do everything.

 
100 slots ? Are you role playin as a nomad trader ? Just curious, but i don`t think such a big bag will be ingame, in vanilla. It will break lots of gameplay situations. Don`t wanna speculate here.
Don't think you have to speculate to know 100 slots will not be in vanilla lol.

Wow 100 slots that is a lot if flippin slots. I would of been happy if they left it the way it was and just added two slots on the character clothing section for the clothes you take on and off. That way when you need to take something off it doesn't go back to regular inventory so if your inventory is full when you need to take something off you don't have to drop something. If that makes sense lol.

 
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