PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Possible chat channels in alpha 17?

So I watched the new video posted today... well yesterday I guess now. And I noticed one thing when the chat box was brought up. Global seems to be in brackets. Does this hopefully mean that there will be possible channels? Local, or otherwise? Or is it just there to look pretty :-P. I know there's the party and whatnot. Just wasn't sure if a possible local or more coming with it or not!

Definitely a feature I've been hoping to see added in, but I also know you guys have a lot on your plates as is.

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* No more loot (or barely any loot) from zombies. I get reducing the amount of loot from zombies, but almost completely scrapping it? Why would one want to fight zombies anymore?
I find it weird that they married the issues of gore blocks with reducing loot. Was this an issue raised by community? Surely they could have done the same thing with the bags and not reduced loot. I would be ok with some reduction (thinking about it now for the first time), but it seems a bit much from the video.

 
I don't think the reduced loot is necessarily tied to getting rid of goreblocks, tho I could be wrong. With those loot bags in place I think they could have kept the loot rate if it was the sole reason, I really think they are trying to make it less annoying on something they were already changing (gore blocks -> bags). Probably a simple mod and we have the same as before, but with bags.

Now, I think the bone harvesting is a real concern, probably the only thing I'm worried indeed. Curious because I imagine they have something in mind.

Also wanted to reinforce what another guy said about the bow bug: I never experienced it. With some people reporting it's common and others reporting never seen it in thousands of hours, could it be related to hardware or some stuff behind the scenes?

 
I just feel it's weird that zombies disappear upon death. Or was that caused by too much damage to their corpses? I hope it's the last..

 
I find it weird that they married the issues of gore blocks with reducing loot. Was this an issue raised by community? Surely they could have done the same thing with the bags and not reduced loot. I would be ok with some reduction (thinking about it now for the first time), but it seems a bit much from the video.
Maybe they want you to focus on scavenging and raiding the new pois rather than farming zombie loot from your base. That would be my best guess as to why they would make that change from a gameplay standpoint.

Zombies will probably still give the best amount of XP for levelling so there is your incentive. If you need supplies like glue or tape or ammo then the new way to get those things is by crafting it, or at worst forcing you to go out and experience all the loot you can get by scavenging. I fully support this change, but I know a lot of others won't.

 
im starting to think there are a number of different camps here

those who think how this COULD be vs

those who think how this SHOULD be

balancing is nothing. my understanding thats all in the xmls. plus 3 here minus 1 there. big deal. mods will override that day 1 anyway. actually playing it will help balance that. stop freaking.

my frame of reference is that tfp are doing their thing increasing the 'could'. the 'should' comes in the mods if you dont like vanilla. or want a different take on the concept. thumbs up the teams behind jax and gup!

dont forget the enabling of 'should' is a direct result of empowering the 'should'

 
Now, I think the bone harvesting is a real concern, probably the only thing I'm worried indeed. Curious because I imagine they have something in mind.
Without a way of making paper in quantity, shotgun turrets will definitely be pushed back to the "last line of defense" category. Maybe you cant make shotgun shells with paper any more, then the whole thing is moot. Unless glue is needed for something else important.

 
So, smaller maps and (practically) no zombie loot? Damn, I hope the new textures on the appliances and blocks are worth it.

 
So, smaller maps and (practically) no zombie loot? Damn, I hope the new textures on the appliances and blocks are worth it.
Sums up my opinion, but before I say it I prefer we give it a chance, I like changes. Lot of people haven`t try something and already hate it, its in our nature I guess. Pimps never let us down before, they wont in the future.

 
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Loot drops from zombies may be bugged. After watching the last video of Madmole killing a bunch of zombies, not once did I see a loot drop.

After a hoard night I get lots of loot from kills, even some good stuff. Sometimes finding sixty or so round of 9mm ammo and a hand gun. But that's after perks like scavenging.

Did anyone see the bug with the ax? It seemed to clip though the tree every time it was used.

 
It doesn’t for me as a huge reward for killing them is to get something useful. Otherwise might as well just run away.
I'm all for this change. I've been saying for a while now that the game is a zombie-survival simulator, not a zombie-killing simulator and you should be avoiding zombies wherever possible and that fighting them should be something you only do in self-defence.

So the lack of zombie-dropped loot is a big plus for me. It's one less incentive to go all FPS on them.

Now I wonder if I can persuade the devs to remove the xp reward you get for killing zombies...

 
I'm all for this change. I've been saying for a while now that the game is a zombie-survival simulator, not a zombie-killing simulator and you should be avoiding zombies wherever possible and that fighting them should be something you only do in self-defence.
So the lack of zombie-dropped loot is a big plus for me. It's one less incentive to go all FPS on them.

Now I wonder if I can persuade the devs to remove the xp reward you get for killing zombies...
How about remove exp altogether then. You just have a before game design stage where you assign perk points, then play the game to gain skills that you actually use?

It would be much more realistic as your character had a life (or did he?). Gaining skills by doing is what people do. Add books to gain a point or two and its done.

 
I think most everything has been said by now for and against the notion that looting lots of corpses or other containers becomes tedious and undesirable. But one method of reducing that tedium could be further deployed: bigger stacks.

Finding one steel arrowhead, as Madmole does, is almost useless. It takes up an inventory slot, and you have to queue up crafting the arrows, make a bow, switch ammunition, use it, and then retrieve your one arrow. Better to find 10 steel arrowheads at once. The effort to actually use them would be much more worthwhile. Of course, I'm not looking for more or less loot overall. That cache of 10 steel arrowheads would be found roughly 90% less often, in order to keep the balance.

This applies to a lot of things in Alpha 16 and earlier. One nail? I literally can't make anything with that. Enough concrete mix to make two blocks?? A waste of space. But 20 blocks? Now it's an exciting find. Now it starts to affect my decision making, and could affect how the personal narrative of my game unfolds.

With zombie loot to be consolidated to backpacks, and loot containers branching into empty and not-empty versions, now would be an excellent time to up the minimum quantities on many loot items. ComSenMod provides good baseline numbers, if anyone's interested. :biggrin1:

 
So far so good.

I'll wait till after say day 21 horde to have a opinion on A17.

Unlike others that rate 17 on a "1st" look video that was only 45 minutes worth.

Unbelievable

 
There is still a Scavenging skill?
I wondered that too. As A Nice Cup of Tea spotted, scavenging will still be a part of the game's progression at least. These changes may affect GuppyCur's favorite bugbear, leveled loot. E.g. if the loot pops out of the zombie in a backpack the instant it dies, I wonder if the makeup of the loot is determined then and there, like a dropped player backpack, or if it becomes like an actual loot container, influenced by the stats of player that opens it.

 
Boxes [that float on water] - maybe.
Air drops actually used to float in an earlier Alpha. I believe it was considered a bug at the time and they were made to sink again. But I felt it was entirely reasonable and better gameplay for them to float the way they did. The alternative often means a dive to the bottom that's painfully slow, literally: you can't survive it unless you max out your athletics skill and/or eat a pile of health packs so as to not drown before you surface. Just swimming out to the coordinates is often arduous enough, so...

+1 for floating air drop crates!

 
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