PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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"To be honest"
People use this all the time, but why? Does that mean that they're not usually honest so they have to write it on that rare occasion that they are? I just don't get it, and to be honest... See there, I did it too!!!
I hate that expression and don't use it. When someone says it, I tend to think they lie.

 
Thanks for watching the video! There was just so much to talk about and not enough time to explain properly everything. Its like we switched to unity 2018 and kind of had some broken ass graphics so there was video blackout for a while. Things are starting to look presentable again so and a lot of systems have been coming online during the video blackout so now there is just like so much new stuff to cover, I crammed 2 months of videos into one, but things will be explained as time goes on.
Thanks for the video! I was having withdrawals.

I love that the gore block glitch is gone, i always smacked them with an axe anyway before looting to save time from looting empties, but the lack if rotted meat and bones will be missed: glue, fertilizer.

No gore block also means my turrets will be more effective and waste less ammo when they start piling up.

Why such a fast respawn though, is it triggered when entering a poi? If so i see a massive xp grind exploit.

@faatal, a graphics issue on 2018 screams lwrp, if so, is the shader graph being used? The create normal node works good.

I would suggest a dissolve shader on zombies instead of just vanishing, just me tho.

 
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i have zero issues with change (i welcome it as it gives me something new and cool to learn) but i still see no reason to remove the listed features and feel its a step back for the game, to me, a17 seems like 2 steps forward, and one step back, you guys are doing cool things in some areas, and odd and totally unnecessary in other areas, obviously this is my opinion and some people wont agree with me, but just how i feel so far. and thank god for mods to add all this back in for me :D
*looks at bolded words*

*looks at rest of post*

Riiiiiiiiight...

-----

To the rest complaining about not being consulted or MM and TFP being out of touch: You do realize that they are making the game that they want to make? That's what most successful creative people do. If you don't like their product, then I guess you get to look elsewhere for the product that you want. (Or as Roland says, Mod it.)

*basks in the fire of your return flames*

 
Wow. People like to jump to conclusions.
1. Zombie loot isn't going away. Using their dead body as a loot container is. Also if they aren't going to drop loot, they don't drop a backpack. That's the change, not what you guys keep talking about.

2. Water doesn't control max health. Medical items (note: not painkillers) and/or time are what will refill your max health. Water only controls the regen speed of stamina and health up to it's max. painkillers and non medical bandages refill your current health up to the current max.

3. Bow glitch, yeah, the whole thing was changed out and redone. Something was changed recently that caused it to come back and I have a ticket for it currently.

Now chill out a bit everyone.
ok, my take away, please correct where I am wrong

1. even tho they didnt always drop loot, it was used to make scavenging skill increase. Since I heard earlier that skills will now only increase through use, how big of an impact will this make on the skill?

2. then it is first aid bandage and health kits that will make it regen back to max not just current max? basically clearing the black.

3. good to hear. that for me was game breaking.

 
Why such a fast respawn though, is it triggered when entering a poi? If so i see a massive xp grind exploit.
Like I've said before, this stuff is not done. Experimental is experimental and has many bugs.

@faatal, a graphics issue on 2018 screams lwrp, if so, is the shader graph being used? The create normal node works good.
I would suggest a dissolve shader on zombies instead of just vanishing, just me tho.
Which graphic issue?

 
I'm happy gore blocks are gone. Cleaning up corpses is such a pain in the ass. I'm pretty sure they'd have us get bones and rotten meat. He did use a club to destroy the corpses. That's prolly the reason why he didn't get any. Try destroying corpses with clubs, fire axes or sledge hammers. I doubt you'll get anything.

 
Are we gonna get more bones and fat from animals to replace the gore blocks? What about scavenging xp. I like the new stuff but there seem to have been some oversights in the process of performance improvements.
I was wondering about this as well.

 
I come in here and watch all the talk so I figure you should be able to tolerate some noise lol. Still hoping the Fun Pimps give us the ability to add our own music on server!.

 
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Like I've said before, this stuff is not done. Experimental is experimental and has many bugs.


Which graphic issue?
The one that caused graphics to break when 2018.2 was used, lwrp made my project turn pink until i remade my shaders.

 
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Loving all the changes so far and love watching MM play (like a n00b lol). One thing I would "hate" to point out is the amount of people complaining about not knowing when a zombie has died and wanting some kind of indicator but are (probably) the same people that complained about the red health bar. Just goes to prove you can't please everyone and everyone will have an issue regardless.

PS I love the idea of not 100% knowing.

 
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Are we gonna get more bones and fat from animals to replace the gore blocks? What about scavenging xp. I like the new stuff but there seem to have been some oversights in the process of performance improvements.


I was wondering about this as well.

I don't even care about scavenging xp or loot, I'm worried about bones: gore blocks are the main source and now it's gone. No bones, no glue, no duct tape, no paper etc. Of course we are thinking based on A16 recipes, they could have changed that, so it would be nice any info about that.

 
One small thought I had once I noticed the upgradable backpacks will this feature roll over to other things like how many items we can craft in our backpack/workstations how many items we can forge at one time ect ect. Would love for these to act like the backpack and base them off different skill points.

 
just finished watching the video. I LOVE it! It's beautiful, I have to agree the trees/shaders add to the atmosphere. I imagine while playing it will feel even better, as the video doesn't do justice to a full hd setting. Zombies not running in circles, thank god. New textures/models? NICE! More attack variations? YES! Optimizations? Something I cannot judge by the video but I hope it goes well! The POI challenges are very welcome as well.

Now the controversial part:

1 - No gore blocks: I LIKE it, as long as it goes with some polishment. The corpses instantly disappearing felt weird, also worried for the bones. If we can get them in another way, I'm all for it.

2 - The loot quantity itself: it shouldn't be a problem. "OH but my 30 person server will run short of materials". Boi, 30 person is already a modded option, if you want to mod some stuff it's ur job to mod others to balance it out. The game won't and shouldn't ever be balanced around a non-vanilla condition.

3 - That green club looked weird, I suppose those dies would be nice if masked individually for each weapon. Maybe a low priority task for the future: instead of changing the color of the whole club, make it change some specific parts.

4 - I'm fine with the backpack changes.

5 - Zombies respawning fast in the POI seemed wrong but I assume it's a bug?

Thanks for the video!! Hope we can start playing it soon :)

 
Video looks good, progress looks fresh, I don't mind the changes regarding missing features because it's just Vanilla rules -- it won't take long to see A17 mods featuring some of the old A16 rules.

Weapons are going to be such a riot and I can see major modders TRYING to bring in their own 1-600 strength system to really rile people up LOL

 
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