PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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@ The GronkTo edit xml files is not how an usual player roll. We want to check the settings and turn unliked things simply off. That's all.
Just my personal opinion and how I look at it:

What benefit is it to TFP in having a ton of settings ppl can change up front and easily, if they want to test certain features on a large scale? They haven't even made the default game yet.

More setting should be looked at after the default (vanilla) game is actually made.

For those that really really want certain features turned "off or on" they should need to go the extra steps to do so in the meantime.

 
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"Punishing" players for being naughty and playing the game effectively is kinda like admitting that we suck. ;)
Incentivising playing the game (aka the carrot) inevitably leads to more players enjoying the game and it should not be overlooked that this is the whole dang point of a game.

Adjusting loot quality up/down is super easy at this point so that was simply the first thing that came to mind.

Killing those horde zombies could also lower your gamestage while leaving the loot quality the same. So if you go out looting afterwards, you'll have an easier time because you "thinned out the zombie population". How cool is that?

Right now those hordes are a complete result of what you did the rest of the week. But what you do the rest of the week could also be affected by whether or not you were killing all those zombies...

A lot of these approaches were simply not feasible pre-A17 (without lots of hacky workarounds) because the game data was littered over so many places. That "useless" overhaul and consolidation of game systems is what allows us to do things like the above in a matter of hours.
Loot Incentive for fighting hoards confirmed for A17! ;) (Crossed fingers, actually)

 
@Purg, at this point, I do think that Roland is just trying to stretch your storytelling skills. Don't let him best you!

 
Your post didn't indicate that you do know what "open world" means, especially not the phrases "I want to allow certain game mechanics in MY game world" and "An OPEN WORLD should be a big playground."
If there are certain mechanics that you don't want in the game, then find a different game or mod it out. I know that you don't like either of those suggestions, but this is a situation in which the phrase "you can't have your cake and eat it too" applies. Sorry.

Finally, TFP (or any game company) is not making a game that will suit everybody. That's an impossibility. Some might try to target as broad a segment as possible, but they still will leave some out. In fact, consider that Fortnite claims to have 125 million players worldwide. In terms of the overall gamer market, that still leaves out hundreds of millions of players, including me. Should they throw in more options like a minigame mode for unlocking the chests which contain the weapons? Should they add an idle mechanic for those people who like to feel like they are accomplishing something while doing nothing? Wouldn't that improve the game and bring in more players? No.
Let's do that with the Open World. I think there was a misunderstanding right from the start and since my English is not the best, it's also hard to unravel. It's not really important either.

Just because no one has done it well, it does not mean that it's impossible to present a game that is basically fun for everyone. I think that is quite possible! The key is to make it possible to adapt the game completely to your own needs.

I'm running out of time right now - but basically, I've said everything and maybe it's better to let it rest and think instead of stiffening.

@ Tin

I totally agree! My suggestions also related to the (eventually) finished game. Until then there is still a long way to go.

@ meganoth

Yeah sure, I'm not against an implementation. Everyone seems to misunderstand this. I am open to all possible options. As long as I can turn it off that fits;)

 
The only thing I wonder about that is do they really want to go underground. Is that the reason they don't build underground.If the game came out tomorrow and there was a major threat to build underground would they do it or would they still build their base on the surface. It only an opinion but I think that even with a threat down there a lot, if not most, players who build those really nice looking bases on the surface will continue to build nice looking bases on the surface.

Threats, above or below ground need some way to have a chance to be counter acted on. Other wise zombies will be able to kill you 100% and then it is not a survival game.

Everything needs to be thunk and rethunk about :)
I would be building both, I love how the underground looks and the vibe it gives. Then I would be building an above ground structure on top and use the underground as a rabbit hole. If the above ground got out of hand for some reason or another. I'd go in the rabbit hole in hopes it slowed down the chaos to the point I could make a come back.

If all that fails, have another exit leading to the surface to make a hasty exit.

 
Folks concentrate so hard about one feature that they completely ignore how design works. =)

Why are you avoiding the horde?

Because you see no benefit in it?

A benefit can be be created.

If there is a benefit to fighting it, where are you doing it?

Many will want to use static defenses.

Your base looks like a good spot, right? There are likely traps and sturdy walls.

So what could the incentive be?

Zombies in 7 day hordes can drop better loot. Bosses can spawn and drop more loot.

Zombies that die near you (including to traps) can grant you a cumulative bonus to loot quality to start the next week with.
But there are more questions that have to be asked by the designers:

Why are you avoiding the underground?

Because you get bored too fast just mining there without any events and dangers happening there? Because nothing unexpected ever happens there?

Well, such events can be created

Would it be enough to create more incentives to go underground? More loot perhaps?

No, that might surely draw some more people underground but not make those people have more fun there. It doesn't solve that problem

I think 7d2d without zombies in the underground is like an RPG (think Witcher or Fallout) with a map that is full of cities/settlements, but half the cities just have no quests in them. An important game element is just missing from a big area. And yes, people might still like to go there to just talk with the NPCs there (if they have interesting stuff to say), but those areas would be out of place. In 7D2D we just don't feel that way because we are used to it.

Incentivising playing the game (aka the carrot) inevitably leads to more players enjoying the game and it should not be overlooked that this is the whole dang point of a game.
But we could ask the question why do you need to incentivize players to come out of the underground if they already have fun with the underground as it is? No need to answer this one, more carrots for those players is a good thing, I know. But you must realize that the underground is two problems combined into one and I would say the slightly bigger problem is about the players who don't have much fun in the underground at the moment.

 
Well like you were saying it would be nice if the biomes were determined by the elevation. There's a mod that does that, GNA Mod? Can't remember the name, but it would make more sense and it would get rid of the desert bordering the snow issue. I wouldn't mind seeing a biome selection choice when generating a new random gen map. It would be kind of a fun challenge to have a map only desert or only snow.
I 100% agree with that. Having the option to check/uncheck biomes in RWG would be awesome. In reality, you couldn't drive from mid-desert to snow in AZ in just a couple hours on a mini bike. I get why they do that in a the game though... diversity in environments being easily accessible. I would play an all desert map for the realism of being stranded in the heat with no escape so you are forced to adapt instead of running for 5 minutes to a forest with ideal temps. Once you have a poncho most of the desert hazards are gone with a buffet of food at your feet though. It becomes a fairly easy biome to live in at that point.

 
not sure if unity can do this but what about dynamic poi generation

you are digging a tunnel, you hit an ore node and that triggers the generation

the game then chooses a volume of rock or dirt adjacent to the ore vein but not connected to an air block and replaces that volume with a randomly selected prefab underground poi like a crypt or bunker full of zombies

might not do much in terms of an underground hide out but it sure would make mining ore more intresting

 
@Purg, at this point, I do think that Roland is just trying to stretch your storytelling skills. Don't let him best you!
The bugs are dead, but they have not yet found peace in the afterlife. They must move on for us to continue our journey.

 
constantly change the smileys and you think a new ♥♥♥♥. a clear statement from the Funpimps they would slowly guilty loyal fans. every day I see the forum whether at home or at work ....

when the hell is finally the release?! -.-

it is a developer diary because you can explicitly say what is wrong with errors or why the 1000 times estimated dates could not be met!

 
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