PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Wringing out your shorts or conducting the spaghetti test on them will never cross your mind if you wear a kilt. Besides, kilts are air conditioned.
That is true; the great Malcolm Reynolds said so.

 
I hope that quests and the eventual introduction of NPC/Bandits will increase the end game difficulties.
Wringing out your shorts or conducting the spaghetti test on them will never cross your mind if you wear a kilt. Besides, kilts are air conditioned.
A scotsman will never tell you what's under his kilt although he'll most likely show you if you ask :-)

 
Wasn't it fixed in a16?
shows how much I use them....I don't really know...was it??

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Oh, was quality supposed to affect it?

I thought it was supposed too....last time I used them it was very grainy and I thought they were supposed to be fixed along with stealth ...which now isn't making it into A17. I remember MM used them in a video when he first showed Stealth. * Shrugs*

MTFGA

 
I can’t say why the developers have chosen this approach. Here are my guesses:
1) the devs are crafting a game that has rules and limitations as opposed to a pure sandbox in which anything goes.

2) the devs are wanting to increase replayability by creating a framework where choices matter and the game will play differently each time because of those different choices.

3) the devs don’t support a philosophy of min/maxing yourself up to God levels in everything as quickly as possible so as to have the advantage over everyone else on a server.

4) the devs think specialization makes for a better design for their game but they will allow mods to exist for those who don’t believe as they do.

5) the devs are making a roleplaying game in which your character will have strengths AND weaknesses.
Those are some great points, and may I say crucial ones for a good gameplay.

7D2D is in dire need for some more complexity for the gameplay to work in the long run and not get boring. An option to pick classes at start would be a great addition as it would limit the player to certain skills that fit his/her gameplay style.

So IMO, the level cap is a pretty needed addition to the overall gameplay. From my experience with other games that let you max out everything, it gets boring pretty soon after you hit that point.

They can keep throwing content into the game all day long, but great design choices of the core gameplay will keep it fresh in the long run.

 
I've not been playing lately, but I'm quite excited for alpha 17. Hey Roland, how are things behind the scenes? Getting near a playthrough yet or still really buggy?

 
Heeeeeey man? You got any ALPHA 17 maaaaan? (itching all over) I GOT THESE CHEEEESBURGERS MAAAAAN?! I'lllllll SUUUUUCKK YOUUR ...(hype train drowns out dialog) I NEEEED IT!

 
Heeeeeey man? You got any ALPHA 17 maaaaan? (itching all over) I GOT THESE CHEEEESBURGERS MAAAAAN?! I'lllllll SUUUUUCKK YOUUR ...(hype train drowns out dialog) I NEEEED IT!
lol...Tyrones A17 Intervention

...https://www.youtube.com/watch?v=yvwlEPyi6Y4

 
I like the specialization. The element of roleplay and being super efficient in only a few things seems reasonable.

On the other hand, not being able to remove weapon mods that are actually removable sounds way off to me.

 
I actually suspect you could max out everything in A17 if you want to just keep killing zombies for the repeatable challenges.

Unless they change that. ;)

 
This is the worst Dev Diary I've seen yet. Roland, I don't envy your job bud. Faatal and Prime, thanks for your contributions, it's appreciated by the folks who understand that doing what you do isn't color-by-numbers.

Anybody asking why this isn't the focal point of dev news, look at the people posting around you. Would YOU want to interact with this lot?

 
The basic club item can have the Spiked mod. Also I heard of the Flaming mod (during Primes last stream) that can set zombies on fire as well as act like a torch.
Wonder if they fixed the xp issue there. If you burn a zombie to death with the fire effect from a motlotov or fire arrows or the torch, you get no xp if it dies from burning to death. At least I don't think you do.

 
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