PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Okay. But I still argue that it is the foreknowledge that you CANNOT get everything that makes the decision tough. It's like an option in the game that forces Dead is Dead. [snip]
Hi Roland,

Speaking about the Dead = Dead mode. I remember vaguely some discussion back in the beginning of the development of A17 (when dinosaurs roamed the earth) that such a dead=dead mode might be implemented. Any word on that? I know one can do that him/herself, but it's better if the choice (or lack thereof) is forced upon you.

 
THE MOST AMAZING IDEA I HAVE THOUGHT UP! (in the last 5 minutes)

To allow for extended play, keep the game a challenge and to adjust to a different character build, hows this for an A17.4 change:

Once the player is level 200, they can swap out undesired perks using the surplus experience they have! Each subsequent perk swap-out requires 10% more experience.

This way your character is never at a dead end, but you still must make tough choices.

 
It's not a bad idea, but I started thinking about someone else's post:

I like the idea of starting out in the Navezgane map then, when you want, explore the RNG map which are MUCH tougher!

This way Navezgane can be tailor made as a starter map, with starter quests. The end of the starter map can be an epic quest or the player just leaves by the map edges.

 
Okay. But I still argue that it is the foreknowledge that you CANNOT get everything that makes the decision tough. It's like an option in the game that forces Dead is Dead. Knowing that if you die the game will reset and you lose it all makes choosing to enter risky situations a much more thrilling and tougher decision. The difference between knowing you get one life vs knowing you could respawn if you want is what gives life to the choices the player makes to put themselves at risk. I submit the same is true of choosing the next skill or perk for your progression. Knowing that once you spend that point you have effectively put something else forever out of reach changes your thought process and the gravity of the choice.


I agree-- especially in regards to 7 Days to Die. You will not be under-powered as a specialized player even in single player. Nobody needs fear specialization in this game as even without any skills or perks your character is quite capable.

I don't want tough choices limited to skill trees. I want them inclusive of skill trees.

But this is neither here nor there. It is easily moddable. Increasing the level cap is a single edit. Change the number 200 into an 800 and you too can purchase skills and perks after hundreds of hours of playing when they are effectively pointless and useless to get that Fallout experience. <shrug> Doesn't affect me. I want you to play however you want if that is what is fun for you.
I agree with you Roland. And I know that I'll thoroughly enjoy it as it is in A17.

Also, I would really like to see a "dead is dead" option in the settings.

In regards to modding the level cap. You're right that it's easy to mod in, but I'm not sure if the xp required for level 200+ scales well. It might need additional, more complicated modifications to be balanced.

But personally, I hate when my game is put into the "modded" game list. I proposed a fix for that here.

But I think It would also be nice to have "Max Level" as an option when creating a game too.

I imagine some would opt into hard difficulty, dead is dead and low level cap while many would choose easy difficulty, player re-spawns and high level cap.

But I don't think TFP would like that idea.

Right you are Glithanaz, sorry I missed it. Good thinking =D

 
Hi Roland,
Speaking about the Dead = Dead mode. I remember vaguely some discussion back in the beginning of the development of A17 (when dinosaurs roamed the earth) that such a dead=dead mode might be implemented. Any word on that? I know one can do that him/herself, but it's better if the choice (or lack thereof) is forced upon you.
Not yet. It was definitely talked about before but alternate game mode options are low priority issues these days.

 
THE MOST AMAZING IDEA I HAVE THOUGHT UP! (in the last 5 minutes)
To allow for extended play, keep the game a challenge and to adjust to a different character build, hows this for an A17.4 change:

Once the player is level 200, they can swap out undesired perks using the surplus experience they have! Each subsequent perk swap-out requires 10% more experience.

This way your character is never at a dead end, but you still must make tough choices.
Yeah this is a good idea, it enforces the limited skills purchased and specialization while enabling slow re-specs at an expensive cost.

Realistic too, someone who learns new things to much eventually starts to forget other things.

 
on zombie ai, I hope they dont avoid mines and such as they do in a16. I can run circles around traps trying to get them to cross over them, but they go around them instead. Most people aren't that bright when alive, I don't think deaths improves them in that aspect.

 
on zombie ai, I hope they dont avoid mines and such as they do in a16. I can run circles around traps trying to get them to cross over them, but they go around them instead. Most people aren't that bright when alive, I don't think deaths improves them in that aspect.
It's a tough call, that one.

On the one hand, you don't want wandering zombies to plough through your spikes/walls damaging them - resulting in you having to do lots of annoying and time-consuming repairs each time a wandering horde decided to pay you a visit. You'd want the wandering horde to be at least vaguely smart enough to walk around your spikes/walls instead of getting stuck on them.

On the other hand, when a zombie sees/smells/hears you and is aggressively going for you, you want them to be so focused on you that they walk over the traps/spikes to get to you. Otherwise the traps/spikes aren't worth bothering with.

Basically, when zombies are in "wandering" mode they should avoid spikes/traps, but when in "aggressive" mode they shouldn't.

 
on zombie ai, I hope they dont avoid mines and such as they do in a16. I can run circles around traps trying to get them to cross over them, but they go around them instead. Most people aren't that bright when alive, I don't think deaths improves them in that aspect.
Given that the AI is an A* variant? It all depends on the point cost for moving over spikes and landmines.

They'll likely walk around a single spike trap although they'll probably try to plough through a single row of spikes placed perpendicular to their direction of travel if it's long enough, the more rows of spikes you have the longer the rows have to be. Same applies to landmines although personally I'd make landmines invisible to zombies.

 
The Release Date Saga in a Nut Shell

Long, long ago, in an Alpha far, far away, there was this town called Navesgane. Mayor M.M. promised all the Citizens of Navesgane a Brand New World on a certain date, (This Date Was Not Carved In Stone, Tentative) & when Mayor M.M. did not keep his (Not Carved In Stone) Promise 80% of the citizens went Mad & turned into Z's & tried to Devour Poor Mayor M.M.. (20% were Fan-Boy's & just watched the Scene in Horror)

The Moral of the Story is:

Quit giving Release Dates

 
No, the moral of the story is -

Expect most people to fail to read for comprehension, and/or employ critical thinking skills.

-A

 
Nah, give MM a break, guys. It's the first time he gave a tentative release date, and missed it by a long shot ... this alpha.

 
Hey Roland

Just a random question but with all the new additions to navezgane, will we eventually see a new map besides navezgane and random gen. Would be cool to finally see an in depth story implanted into navezgane.

 
<snipped for space>
I sometimes get the urge to check if MadMole has twitted something new but then I remember I hate twitter, there's something about it that reminds me of the line of prophets in "Monty Python's Life of Brian".

reason for edit : stupidity

 
Last edited by a moderator:
I sometimes get the urge to check if MadMole has twitted something new but then I remember I hate twitter, there's something about it that reminds me of the line of prophets in "Monty Python and the Holy Grail".

You mean "Life of Brian" of course. :)

 
You mean "Life of Brian" of course. :)
Oh cripes, how could I as an Englishman have made such a mistake! My mind is on other things :-/

I'll hand in my bowler and brolly to the nearest available government ministry shortly after I correct my mistake.

<massed tutting can be heard across the country>

 
They are no more than a few people that actually raged about that. 80% of us really appreciate their effords and accept the fate that we all have to wait. Pimps proved themselves every alpha, so this one is not different. Time is irrelevant.
According to more and more mainstream physicists time is completely irrelevant and exists no more than a definitive for a "good" or "bad" smell.

I mean, we all remember when there were a few quacks talking time travel and how time is merely an illusion, but we have particle physicists now jumping on the bandwagon.

 
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