PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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What’s your steam ID? I can make that a reality for you if that’s what you wish. But then you’d still be wrong about the “we” part. :p

 
Personally I like how your character build emerges over time rather than being preloaded. You could always consider the first week as the prologue to the game and save up any and all points and then on the night of Day 8 having survived your first bloodmoon you can spend all those points as if you were pre-loading a new character to play and choosing a character class. You would probably have at least 12 points to spend by then.
I also think is would be better for the new player to first learn and use all activities (gather, craft, kill, hunt, build) before additionally messing around with skill upgrades.

Such that the base skills are static in the beginning.

Once the player plays a while, he can decide what skills should get more attention, and improve.

That could be the mechanic to have the skill-tree unlocked after the 7nth night. Then allowing to convert the gained experience into uprades.

So the first week has the same skill-level for every player. And after a week (where even beginners will have understood the gist of the game)

the player can make a more informed decision on what it worth upgrading.

 
I also think is would be better for the new player to first learn and use all activities (gather, craft, kill, hunt, build) before additionally messing around with skill upgrades.Such that the base skills are static in the beginning.

Once the player plays a while, he can decide what skills should get more attention, and improve.

That could be the mechanic to have the skill-tree unlocked after the 7nth night. Then allowing to convert the gained experience into uprades.

So the first week has the same skill-level for every player. And after a week (where even beginners will have understood the gist of the game)

the player can make a more informed decision on what it worth upgrading.
But not forced. By choice, if the player wants to wait a week before spending points. The game wouldn’t know if you are a new player or a veteran starting over for the dozenth time and not in the mood to wait a week to spend the points. My only suggestion was that players could voluntarily wait until they had 12 or so points before starting.

 
Madmole does the take one to give one method of fighting but I don't do it that way. You probably won't either. Zombies are still a piece of cake to dodge.
There could be a "rage meter". Such that when the player gets hit, the angryness rises, allowing to hit harder in melee.

That would allow for two playstyles in melee: "doge and poke" (avoiding hits, but weaker attacks) or "brawler" (more damage received, but also more damage distributed).

 
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But not forced. By choice, if the player wants to wait a week before spending points. The game wouldn’t know if you are a new player or a veteran starting over for the dozenth time and not in the mood to wait a week to spend the points. My only suggestion was that players could voluntarily wait until they had 12 or so points before starting.
If its free to the player to decide, I would expect almost noone waiting then. As the player would then waste "skilled up time" for no reward.

Most people try to play the optimal route...

For me its more about an idea to have beginner not get overloaded with decisions about skilling up (that they cant do in an informed way)

And also giving a reward to have survived the first week (being excited to be allowed to skill up).

 
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Oh man, I'm the Fraidy Cat of the bunch of ppl I play with and it seems the changes are going to force me out of turtle mode (safe fort building) and out into actual danger if I want to gain any perk points at all!

Any word yet on that Gyrocopter?

Still no mention on either the vehicles or dropped items list.

 
Oh man, I'm the Fraidy Cat of the bunch of ppl I play with and it seems the changes are going to force me out of turtle mode (safe fort building) and out into actual danger if I want to gain any perk points at all!
Any word yet on that Gyrocopter?

Still no mention on either the vehicles or dropped items list.
To be on the dropped list it had to have been on the list to begin with. To be on the listbit has to be officially confirmed for A17 at some point. The last word on the gyrocopter is that it will be ready for a later update but not A17

 
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There could be a "rage meter". Such that when the player gets hit, the angryness rises, allowing to hit harder in melee.
sounds like a Rage skill for me. because normal guys don´t get angry when they suffer pain, they hesitate or try to get out of the painfull situation.

 
Aww No Gyro.. that's a shame.

It was shown in video #7 btw

I was kind of hoping to be able to wizz above roaming zombies on my way to and from dungeon points.

I was also envisaging asking for a spotlight / weapon fitting for it so one could be an eye-in-the-sky on zombie night. ^^

I've had this game for 3,5+ years now.. was starting to be brave with venturing out scavanging BUT A16 got me so scared with them dang sleeper zombies and wolves that I now only leave base under pain of death! :)

I'm an old lady.. my reflexes are slow and I risk a heart attack if I go anywhere near a structure. :p

 
A17 hin oder her hauptsache es kommt noch dieses jahr.

ein paar fragen oder wünsche hنtte ich noch.

1) wird es diesmal in 7d2d intro geben das wنre echt cool, ich finde es schade das in den letzten jahren bei Spielen die Intro weggelassen werden.

So ein Ingame intro wo ein bischen die geschichte erzنhlt wird wie die welt zerstِrt wurde ect. und schwups ist man mitten drin und fنngt an....

oder kleine hilftipps beim laden oder connecten...

2) Performence ich spiele schon auf etlichen servern, aber konnte nie richtig das vehicle benutzen das entweder der motor zu schnell für die welt oder zu viele spieler die karte erkunden und aufdecken.

Wird das problem immernoch bestehen? Kann man radom karten nicht vor generieren,weil in der karte Navezgane funktioniert es nur bei zufallsgeneirte katen gibts probleme.

3) wettersystem ich weis immer nicht was man tragen sollte da es nicht funktioniert, manmal friert man in der wüste obwohl ein feuer brennt wect. kann man das system nicht vereinfachen oder gar weg lassen.

4) Biome ich hoffe die biome werden ein wenig besser generiert als wie abstrakte kunst.

5) wankelde waffen im gürtel wenn man sie lنnger trنgt glitchen sie zur seite

6) fadenkreuz bei bogen und armbrust wنre nicht schlecht oder ein besseres zielsystem

momentan fنllt mir nix weiter ein das sind so die dinge die einen stِren und schon etlichen Alphas nicht behoben sind.

Googleübersetzer

A17 or not, the main thing is this year.

I still have a few questions or wishes.

1) this time it will be in 7d2d intro that would be really cool, I think it's a pity that in recent years in games the intro are omitted.

Such an ingame intro where a little bit the story is told how the world was destroyed ect. and schwups you are right in the middle and starts ....

or small help tips when loading or connecting ...

2) Performence I've been playing on several servers, but I've never been able to properly use the vehicle that either the engine is too fast for the world or too many players to explore and uncover the map.

Will the problem still exist? Can not generate radom cards before, because in the map Navezgane it works only with randomly generated katen there are problems.

3) weather system I always do not know what you should wear because it does not work, sometimes you freeze in the desert although a fire burns wect. you can not simplify the system or even leave it out.

4) Biome I hope the biome are generated a little better than abstract art.

5) wankelde weapons in the belt if you wear them longer glitches to the side

6) Crosshair at bow and crossbow would not be bad or a better target system

At the moment I can not think of any more. These are the things that bother you and that many alphas are not solved.

 
1) Nein, zumindest nicht jetzt.

2) Jein, Karten sind komplett generiert deshalb sollten die Laags geringer sein; aber generell wirds wohl immer noch laagen.

3) Das neue Video von heute sagt "Ja" - ich lade noch eine dt. ـbersetzung hoch bei mir.

4) Es wurde auf jeden Fall überarbeitet und verنndert; mal gucken wie es aussieht.

5) Nicht das ich wüsste.

6) Nein, gibts nicht.

Für mehr Infos auf deutsch kannst du gerne auf meinem YT Kanal vorbeischauen "Eihwaz geht".

----- google -----

1) No, not at last.

2) Yes, cards are completely generated but that will always probably start.

3) Today's new video says "yes" - I'm still uploading a German translation.

4) It has definitely been revised and changed; Let's see what it looks like.

5) Not that I waste.

6) No, that's not possible.

 
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1) Nein, zumindest nicht jetzt.2) Jein, Karten sind komplett generiert deshalb sollten die Laags geringer sein; aber generell wirds wohl immer noch laagen.

3) Das neue Video von heute sagt "Ja" - ich lade noch eine dt. ـbersetzung hoch bei mir.

4) Es wurde auf jeden Fall überarbeitet und verنndert; mal gucken wie es aussieht.

5) Nicht das ich wüsste.

6) Nein, gibts nicht.

Für mehr Infos auf deutsch kannst du gerne auf meinem YT Kanal vorbeischauen "Eihwaz geht".

----- google -----

1) No, not at last.

2) Yes, cards are completely generated but that will always probably start.

3) Today's new video says "yes" - I'm still uploading a German translation.

4) It has definitely been revised and changed; Let's see what it looks like.

5) Not that I waste.

6) No, that's not possible.
Huh, really had to brush off the old German lectures from high school there...

Still... Its kinda weird? Or maybe I'm just to rusty...

 
So....If at first level I decided to carry 18 feathers in stacks of 1 in the two bottom "encumbrance" rows of my backpack and nothing else, would that slow me to a crawl?
Yeah, and consider this... if you're carrying metal scrap, metal pipes, empty food cans, a weak club and a worn out pickaxe all in your encumberance slots they will slow you down, but if you scrap them all into the one scrap metal slot then you'll suddenly suffer less encumberance, despite still carrying the same volume of materials.

I expect there'll be a lot more scrapping going on before anything ever reaches the forge in A17.

I reckon early game will include strategies like this... make stone shovel... dig up clay... scrap stone shovel rather than retain for later use (simply to free up enc slots)

 
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At the rate people are getting banned this forum is swiftly feeling like a battle royale :-)
Been away for a bit. People being (mass-)banned now? That seems like a change...not sure thats for the good (though I imagine R's patience might run out/have run out cause you know...moderating is testing)

 
Things I noticed: ... (snip)
3. When you are moving slow while overencumbered , hands move too quickly.
Yeah, I noticed that. In my mind I equate it to having to take many smaller steps when encumbered, whereas when unencumbered you can take longer strides and cover more ground quickly.

It could be argued that they got the visual speed cue from the hands the wrong way around (should be moving slower, to match the slower 'scroll' of the environment), but I think it is something we'll easily adapt to with the faster hand-bob action to indicate we're struggling with the weight.

The fact that they thought to give a variable visual cue, besides just the crawling speed change is good.

If you think about the weightlifters in the Olympic games... they take small quick steps when they're battling under a mass. Big long strides would be lethal to them.

But slower travel and faster hand speed, yeah, it does seem a bit odd at first glance.

There are valid arguments to be made for either faster or slower hands when loaded up.

 
Madmole does the take one to give one method of fighting but I don't do it that way. You probably won't either. Zombies are still a piece of cake to dodge.
Since you can't run* backwards anymore, I plan to try a 'strafing run' technique more often: run right past the zombie and land a hit on the way. My hope is that, even if the zombie can start an attack animation at any time, it still can't hit you if you're out of range at the point in their animation where damage is applied. There seem to be some animation bugs yet, so it's hard to tell in the videos.

* Before someone yells OMG WHY DO WE EVEN HAVE AN S KEY THEN, I said run, not walk.
 
The comments about perks being temporarily unavailable when attributes get lowered made me think that a temporary (e.g. one game-day) debuff to all attributes might be a good death penalty.
It would be reasonably noob-friendly, since beginning characters won't have much to lose, so dying in the first day or two won't be too bad, but it would be a significant penalty to established characters who will lose higher level perks temporarily on death.
Works for me! Somehow you'r super resilient or taste bad or whatever so the zombies let of before actually killing you dead properly. Bit being ravaged to within an inch of your life - makes sense to need a little recoop time. Puts a penalty on death even for experienced players who can suffer the other issues without too much problems.

I play dead is dead so it's not a thing for me, but the idea makes sense.

 
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