PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Hitler Vids?? REALLY??
Near enough 12 months for a game update and I come here to see if there's any news and you've put links to Hitler vids on the title post??

What a joke this whole game has become. The lack of content and development has spoilt this game for a number of individuals and clans that used to support it. It's obvious FP that you've dragged this out for so long you've lost business and can't afford programmers to get the work done.

Pathetic.
And you even signed your message... How sweet!

 
Okay, we know what you guys carry, what about us females?
Just looked in my purse; it is leather and has a long leather strap.

paper, lots of pieces of scrap paper

photos of kids and grandkids

candy (son is diabetic, so I always have that on me)

mini sewing kit

small container that has medical items, bandaides, alcohol wipes and more

Lactaid

credit card, driver's license, debit card

ceramic emery board

feminine hygiene products

keys to car and keys to house

two ink pens

kindle

cell phone

mini flashlight

change and cash
See purses and bag win you the zombie apocalypse preparedness badge. Congrats!

But do you carry it round the house or just outside? When i leave the house my backpack goes with me -> more stuff in there.

between me and wife....she is the light traveler :p

 
One idea I've had for a while is to give hordes their own path grid.

True, if their base extends really far, the chunks would not even be loaded. We can't spawn zombies into nothing.
This is semi-related, but if you're considering giving hordes their own path grids... Have you ever thought about remembering far away hordes (at least wandering hordes) as persistent entities? The entity's data could be as simple as

  • Number of zombies
  • Gamestage, i.e. how tough the zombies are
  • Speed & direction of the group


This virtual horde entity could be simulated cheaply even when chunks aren't loaded (no navigation or other calculations, just moving one point across the map as the crow flies). When a player gets close, the game re-spawns the individual zombies in the horde based on the horde entity's data.

Benefits:

  • Wandering hordes don't have to all be aimed at the player.
  • It works cheaply & independently of what chunks are loaded.
  • Players could make meaningful progress towards clearing specific regions of zombies, if that's desirable.
  • Players can't run away from a horde to get it to despawn and never bother them again.
  • It could be useful for potential future systems, like 'distant zombies' or roving bands of bandits, or even weather systems.

 
First of all, allowing the backpack to be expanded is great. I just think that it could be presented in a better way. Instead of marking off all the space that the player could have, why not keep it from showing at all? So if the player starts off with three rows in the backpack, then only three rows show.

Then as the player progresses and spends points into areas that expand the backpack, it shows up. Each investment opens up more space and may keep the player guessing as to how much space they can max out with.

I know that some players may be upset and think that the new game limits the player, (not knowing) that they can expand it latter. But it will be a whole lot more fun this way. :)
I could understand if you felt that those locked rows clutter the UI. But I see no reason to deliberately obfuscate the maximum size of the inventory. As you say, that will just upset players that don't realize its maximum size is larger than in previous Alphas. Who benefits by making the max size hard to find? It's not a secret, so that information should be readily accessible. As it is, I shudder to think how many people have been in the dark because they never found the journal entries page.

 
would be nice to add crawling through 1 block openings. it will be slower than stealth moving, so it will be dangerous, since you can not run or jump and fight, until you are through that hole.
But as they’ve said, in order to balance the game for 1-block egress they’d have to redo all the POIs and... oops, there goes that excuse. :p

 
This is semi-related, but if you're considering giving hordes their own path grids... Have you ever thought about remembering far away hordes (at least wandering hordes) as persistent entities? The entity's data could be as simple as
  • Number of zombies
  • Gamestage, i.e. how tough the zombies are
  • Speed & direction of the group


This virtual horde entity could be simulated cheaply even when chunks aren't loaded (no navigation or other calculations, just moving one point across the map as the crow flies). When a player gets close, the game re-spawns the individual zombies in the horde based on the horde entity's data.

Benefits:

  • Wandering hordes don't have to all be aimed at the player.
  • It works cheaply & independently of what chunks are loaded.
  • Players could make meaningful progress towards clearing specific regions of zombies, if that's desirable.
  • Players can't run away from a horde to get it to despawn and never bother them again.
  • It could be useful for potential future systems, like 'distant zombies' or roving bands of bandits, or even weather systems.
Yes! THIS! (And I'm confident faatal already had a plan to check these ideas out...)

My reason: the game could start spawning zed's outside the playable area, and have them march towards one or several heat maps. No more spawning right behind your back, or in your base, or in a zone you just cleared.

Zombies and animals popping into existence, where there shouldn't be any at all, is one of my biggest complaints for ruining immersion.

-A

 
pve or pvp

The Long Dark, The Forest, Salt, Mist Survival, No Man's Sky, Empyrion are all very popular single player survival games.
As a matter of fact, when I search for Survival + Singleplayer in Steam I get 453 results.

What's frustrating is that there are countless ways to improve PVP at literally no cost to PVE. All it takes is time to understand the issue and formulate a rebalance. That's why TFP get a lot of vitriole. It's not because they have a vision and we're asking to change it, because most suggestions aren't. And if they were, they would have a valid leg to stand on. It's simply because they basically dismiss any suggestion that improves PVP. I think it's because they don't want to take the time to understand and do something about it. That's their fault and they deserve every piece of ♥♥♥♥posting they receive because the kickstarter mandate works both ways.
yep if you search steam there are a lot of single player survival games, and a lot of pvp survival games, but there are not very many multiplayer survival games that are not pvp.

I really really do not like pvp, i have very bad coordination skills and i have no chance in pvp games., but i like to play with my husband, and sometimes with a few other friends and we have problems finding games to play, maybe i am very picky i do not know but what i do know is that we keep returning to this game, i have more than 2500 hours in this game, and i bought it right before a16 came out. I think this game is totally awesome, and i love the different mods that allows you to play this game in different ways(big thank you to all the modders)

so yeah let us keep this one, it sounds like from madmoles post, that this game i made for people like me and maybe there are not a lot of us, but we do exist.

 
Your location says "Ireland." You mean that Gaelic is still a first language for some people? If not that, then what? (I've known a fair amount of Irish people, but aside from having incredibly thick accents, they still spoke what would pass as English.)


i'm not irish. i live in ireland, but my nationality is estonian.
 
...

You think so? Just how high do you want to set that bar for a satisfied customer? 100 hours? 1000 hours? How does that compare to the playtime of a typical Steam game? Or even a typical highly-rated Steam game?

...
All games are different, as are all gamers... but I wouldn't think it's exactly a stretch to assume that somebody who stopped playing this particular game before the first(or honestly even the second) 7th day horde was probably not head over heels in love with the game. This is a game that takes a while to play and if you quit that soon you either are waiting for a final release to realize it's full potential(or to fix what you don't like) or else you found it to not be for you.

I'm all for not assuming things but that was easily the first thing to come to my mind when MM said that. 20 hours, maybe you liked it but it doesn't hold your interest long-term. 8 hours, you probably didn't like it that much.

 
I really really do not like pvp, i have very bad coordination skills and i have no chance in pvp games., but i like to play with my husband, and sometimes with a few other friends and we have problems finding games to play, maybe i am very picky i do not know but what i do know is that we keep returning to this game, i have more than 2500 hours in this game, and i bought it right before a16 came out. I think this game is totally awesome, and i love the different mods that allows you to play this game in different ways(big thank you to all the modders)so yeah let us keep this one, it sounds like from madmoles post, that this game i made for people like me and maybe there are not a lot of us, but we do exist.
true. i have only 680 hours in game and i like it solo. i'm too old and slow for pvp

 
See purses and bag win you the zombie apocalypse preparedness badge. Congrats!
But do you carry it round the house or just outside? When i leave the house my backpack goes with me -> more stuff in there.

between me and wife....she is the light traveler :p
At least for the question what a zombie would be carrying this doesn't matter much. A bag over the shoulder would be easily lost by a mindless zombie. Only a backpack is well enough fixed on the body that it wouldn't drop of a zombie.

 
Yes! THIS! (And I'm confident faatal already had a plan to check these ideas out...)
My reason: the game could start spawning zed's outside the playable area, and have them march towards one or several heat maps. No more spawning right behind your back, or in your base, or in a zone you just cleared.

Zombies and animals popping into existence, where there shouldn't be any at all, is one of my biggest complaints for ruining immersion.

-A
Not really. The simulated zombies wouldn't be stopped by a wall or traps or terrain obstacles. Simulating that would mean you really need to spawn the zombies instead of just adjusting a vector. And that is resource-heavy again.

 
first of illsay this is 1 of the best games i have played in a while (cough mods)its minecraft on steroids

massivly hyped up a17 to friends and family over a month ago even got the wife playing it do you have

any idea when u would be finished (lets hope not another year) i mean how many bugges do u need to fix

and is it just 1 person sat in a dark room doing it without a keyboard

sorry if i am asking the same things as other people just fed up of waiting

 
mine is impeut higher but not great either is a laptop pc i3 2.40, 12 GB ram, and 2 go dedier for the graphics card it turns correctly on alpha 16 and it's fesai impens me afraid for this new version. thank you

 
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