PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Oooh, I have the perfect solution...
...allow players to gain as many skillpoints and levels as they desire... uncap those badboys... for as long as they live. Give them the reward of being all powerful if they earn it!

As long as they live.

They die? All that crap gets reset to 0. =)
that´s a bad idea... all high level skills will never be tested by the pimps because they allways die before getting to the good stuff... basicly it will not be tested and full of bugs ^^

 
I think if everyone starts using “attachment” for weapon mods and “mods” for game mods it would clear up some of these posts. Because some are talking about weapon attachments and being responded to as if they are taking about game mods.

Weapon attachments can’t be replaced by putting a new attachment over their slot.

I think Meganoth nailed it for rationales that you could tell yourself in order to make mods being permanent make sense. It’s the apocalypse and you are forcing attachments not made for your gun onto your gun. Everything is juryrigged and made out of rusty scrap and stripped screws. We will be crafting our own weapons at the workbench so you know they aren’t factory made and sophisticated.

Nothing is set in stone yet. With the ease that it is to mod it also means there is no point of no return for the devs to make some be permanent and others removable if they change their mind later and/or get overwhelming feedback along those lines from the community.

 
Oooh, I have the perfect solution...
...allow players to gain as many skillpoints and levels as they desire... uncap those badboys... for as long as they live. Give them the reward of being all powerful if they earn it!

As long as they live.

They die? All that crap gets reset to 0. =)
Maybe a survivor of this particular apocalypse is someone where the Z infection resurrects them back to a baseline rather than turns them into raving cannibals. You lose all memories and all or most of your stuff is scattered or broken (depending on setting), but you mindlessly wander back to the place you last slept, where you eventually wake up and the infection runs out (for why you aren't now Deadpool or Wolverine).

Game start might not be Day 1, it might be day 10K but each time is new to you, and it explains why you have no clothes ( Can we eventually get a start fully naked setting :-) ) and very little stuff.

A nicer version would be you only lose some XP, but it's possible to die enough times in quick succession to lose it all. So Day 1 still might be day 10K but you had a really bad string of days.

Anyway, I'd love this. My wife says I play too recklessly and this would give me more incentive to be less reckless.

 
With me its always lighthearted and friendly ribbing. :)
The copy machine technician joke was actually me poking fun at my own previous analogies. And well..."specializing in everything" struck me as hilarious. Couldn't help but point that out....

.....but I was always laughing with the guy and not at him. ;)
Don't you worry sir. I'll still tease you. :)

 
Qyzer: That has a gripping plot to it! Like a Groundhog Day or an Edge of Tomorrow except you forget.

Was your last "incarnation" just seconds from curing the zombie virus? Or were you an unspeakably evil bandit overlord? Or were you both at one time? Are YOU The Duke of Navezgane??

Would make a great TV series, each season is the highs and lows of one special persons journey through eternity until their death.

 
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I think if everyone starts using “attachment” for weapon mods and “mods” for game mods it would clear up some of these posts. Because some are talking about weapon attachments and being responded to as if they are taking about game mods.
Weapon attachments can’t be replaced by putting a new attachment over their slot.

I think Meganoth nailed it for rationales that you could tell yourself in order to make mods being permanent make sense. It’s the apocalypse and you are forcing attachments not made for your gun onto your gun. Everything is juryrigged and made out of rusty scrap and stripped screws. We will be crafting our own weapons at the workbench so you know they aren’t factory made and sophisticated.

Nothing is set in stone yet. With the ease that it is to mod it also means there is no point of no return for the devs to make some be permanent and others removable if they change their mind later and/or get overwhelming feedback along those lines from the community.



Ouch! As to the third paragraph. I never thought about it that way. I wonder if we are going to see firearms break or even explode randomly in the game in latter Alphas...?

As to the forth, I like the idea that the devs will keep an open mind on this.

 
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while i fully understand that people want to be able to specialize everything when it comes to playing this game in solo.. since without the ability to do everything..well... you can't do everything.

however, I am sure that TFP would much rather see this game in a multiplayer enviroment where there are more than just one survivor left in the world (there has to be more than one, who would fly the supply plane (in fact.. who DOES fly that plane.. there should be some end-game where you can get back to true civilization...) -ahem sorry to digress- that being said, with MANY survivors everyone would be more compelled to work together to trade products to each other...

you see, unless of course you are from Golgafrincham, civilization still needs hairdressers, tired TV producers, insurance salesmen, personnel officers, security guards, public relations executives, management consultants...

 
2) Based on the last thing Joel said to me, mods will not be removable. A t6 weapon has six mod slots while a t1 weapon only has one mod slot. So one t6 weapon will be waaaaaaaaaay better than six t1 weapons. I know there has been discussion on removability of mods and that will have to be an ongoing discussion after A17 hits and we see exactly how the mods will work. A17 will be the very first version with these weapon mods and the devs will definitely be looking at how they should be tweaked and balanced for the next version. Whether that will mean they will change their minds on some or all mods being able to be detached and re-attached to a new weapon remains to be seen.

Then, you are saying that "Crafted weapon/ vehicle, which have no mods can't have any mod eternally"?

Or it's just un-removable, but we can add mods as long as weapon has slots?

 
Nooo, will we start with 2 less inventory bars? This is crasy... or did i get it wrong?
If your strength is at its lowest possible, yes.

If your strength is at max then its apparently 45 slots and I would guess a scary melee fighter.

 
Oooh, I have the perfect solution...
...allow players to gain as many skillpoints and levels as they desire... uncap those badboys... for as long as they live. Give them the reward of being all powerful if they earn it!

As long as they live.

They die? All that crap gets reset to 0. =)
So server tools as a feature Dead is Dead = you can get to 200 but after X deaths you are deleted.

 
I think you're right there.
Using myself as an example, I first heard about it from one of my daughter's friends when he recommended it. I picked up a copy when it was on sale and so did my wife and a friend of ours (and her son), and we've been playing three or four player games since then.

But that was A15.

Like many (probably the majority) of players, I never saw the earlier versions. I wasn't around when the devs were announcing the game or running the Kickstarter, so their intents for the finished game weren't known to me. As far as I knew A15 was (other than bugfixes) the finished game as it was intended. And I bought and played the game based on liking what I saw in A15

So for people like me, whatever changes the devs make to the game aren't seen as bringing it closer to the intended game. They're seen as taking it further away from the game I bought. That's not to say they're necessarily bad - I've liked all the changes from A15 to A16, for example - but that's the problem (and it's my problem, not the dev's problem) with early access games. People who come in during early access see the game as it is, rather than seeing the big picture.

For many of us who live outside America and are therefore less exposed to "gun culture", the gun details are completely irrelevant. They could just be "generic pistol" and "generic shotgun" and the like and be completely unrealistic and we'd never know the difference.

(Actually, that brings up an interesting point - it seems that the game, like a lot of games, includes real-world guns. Don't you run into copyright and trademark issues if you reproduce real-world gun designs and names? Do you have to pay gun manufacturers for permission to use their products? I'd hate to think that the money I spend on games was funding the arms industry and gun manufacturers...)
This is entirely too well thought out and polite. You are going to have to learn the rules of the Forum if you want to be taken seriously here. :jaded:

 
If your strength is at its lowest possible, yes.If your strength is at max then its apparently 45 slots and I would guess a scary melee fighter.
I think they will have to change it after at least to make it one less bar.. New players, new games and you already have a "small" inventory.. It is not that small i know, but once almost all item in 7DTD you will need it to craft something bigger or just to save for later use. I mean, in start we have not a home yet, no mini bike or vehicles, so.. Players will have to loot 1 house or not even a full house before get back to a storage point.

Just my opinion.. And i hope you understand it, my english is not that good.. rs

 
while i fully understand that people want to be able to specialize everything when it comes to playing this game in solo.. since without the ability to do everything..well... you can't do everything.
however, I am sure that TFP would much rather see this game in a multiplayer enviroment where there are more than just one survivor left in the world (there has to be more than one, who would fly the supply plane (in fact.. who DOES fly that plane.. there should be some end-game where you can get back to true civilization...) -ahem sorry to digress- that being said, with MANY survivors everyone would be more compelled to work together to trade products to each other...

you see, unless of course you are from Golgafrincham, civilization still needs hairdressers, tired TV producers, insurance salesmen, personnel officers, security guards, public relations executives, management consultants...

About 'Specialize' in everything in a SP game:

Maybe, these skills are nothing more than "Accenting" the player in areas they want to RP but it doesn't stop the player from being able to play the game and still be satisfied with the outcome, even if they don't place points into any skills?!

So you start the game and become a "Master Builder" but can still do everything good enough to function in the game in the rest of the areas.

Then you start a fresh game and switch things up by being a "Firearm Specialist" so you can kill zeds more efficiently but you're still good enough in the rest of the areas to build your awesome fort but maybe not as fast or efficiently but you can still do it.

..and so on.

If so! Seems like a lot of replay value instead of being 'godly' in everything making the replay value go down.

Why replay in that sense, since you know the outcome is you being great at everything again.

 
How is noone responding to this?

AND what are all these arguments of "realism"?

Carrying 500 Lumber isn't realistic. BUT CARRYING LUMBER IN SMALL QUANTITIES IS.

Falling on a haybale and getting no fall damage isn't realistic. BUT FALLING INTO A MASSIVE HAYBALE BREAKS YOUR FALL.

Crafting recepies are unrealistic... BUT THINGS ARE PRODUCED BY COMBINING MULTIPLE INGRIDIENTS.

Screwing a car with a wrench to get stuff is unrealistic. BUT COMPLETLY DISMANTLING THE CAR AND GETTING PARTS THAT AREN'T BROKEN ISN'T.

Not beeing able to remove weaponmods is unrealistic (illogical).. BUT... but what? There is no "sometimes you glue them on the weapon for extra stability" at least not to my knowledge.

And I'm strictly anti gun in reallife (from germany where guns are restricted heavily thankfully)... I only know what I've seen in documentaries or have seen in more or less accurate games. So I'm not special... pretty much everyone knows that attachments aren't permanent.

and @Roland:

if they wanted (I dont think it should be a toggleable option but be realistic for everyone) they could make

"removeable mods"

"unremovable mods"

"realistic" (everything but permanent things like sawing off a shotgun)
Did you read Roland's posts that this is an ongoing discussion among the devs? Vanilla A17 is not going to have removable attachments. But that isn't set in stone for A18 or beyond. Plus, it is easily moddable in the XML's on a per attachment basis.

 
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This is entirely too well thought out and polite. You are going to have to learn the rules of the Forum if you want to be taken seriously here. :jaded:
Die in a fire!

Is that rude enough for you?

<3

 
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