PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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That’s it, I’m adding in a concussing stone axe of crippling with a +4 chance of head exploding handle!

*Watches behind him**Sees something ducking behind a streetlight*

Hmm..
*Ducks back down*

 
I do expect to see some zany mods.

Do not disappoint! =P

Hell, you could have a female-only GETOUTTAMYKITCHEN buff for being close to an active campfire! (I'm so getting in trouble...)

 
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We do expect to convert more of you guys. Hehe
A perk system and a (gasp!) simplified one where you get to buy a new and useful thing every level without having to math it up and plan ahead... that surely has to be the end of the world!

Of course that's gamey but it only has to work within a... well... game.

The old skill system was bland and boring. There was no way to do anything interesting with it.

So you got to grind out 3000 stone shovels. That is a soul-destroying task.

(my lord and master wishes to acquire those souls intact, TYVM)

I know that some enjoy this type of "gameplay". There are entire 7D mods built around that!

No idea if that still works but rest assured that there is still Cookie Clicker out there where every click gets you further away from the start of the game!

Is the "crafting game" too weak? We have (or can have) triggers for "stuff happening" when you place or repair a block.

Maybe you get a Building Zen increasing XP bonus if you place or repair 20 blocks in a row.

No, Toto. We're definitely not in A16 anymore.

So what?

There is no law saying that this must be "it".

Maybe a knocked down zombie gets a concussion for 10 seconds and attacks more slowly, maybe a run speed reduction.

One of the highest priorities right now is getting all the perks and effects in, not to balance them.

(this is only competing with all the other highest priorities. ;) )
Frankly I don't care of new or old Perk system. I think a simple thing is you give some books that one can read, or turn them in paper for bullets and say if he do headshot his efficiency with sniper increase and headshot become more powerful by some percent say 0.05% or if he mine he get strength it is very low to gain but instead of 2 skill point in X and bang you are powerful is not what I want. If I do mining more I become efficient in that, but not in other part. You have that part in old system for few skills. wondering it that is the case for some now. but really love to have that part.

 
Something that struck me as odd... a perception perk increases fire rate.

I can see a perception perk adjusting that run and gun reticle size (That makes perfect sense and I love that improvement!) but shouldn't a fire rate perk be in the stamina perks, nor the perception perks?

Also an observation... In the past Joel has been the graphic texture guy... but now he is getting his hands dirty in the xml adjusting zombie behavior!

I think they maybe get up a tad too fast now, but thats far better than them laying there for 6 or 7 seconds.

 
Also an observation... In the past Joel has been the graphic texture guy... but now he is getting his hands dirty in the xml adjusting zombie behavior!
Isn't Gazz the one hooking up the XML, Madmole is writing the descriptions and deciding what perks do what.

 
Isn't Gazz the one hooking up the XML, Madmole is writing the descriptions and deciding what perks do what.
He said he just changed The get timing...maybe he meant he had someone (gazz?) change it for him?

Once you look at the text files though, thins are pretty easy to edit.

 
So I'm wondering - that reflection in the sniper scope looked like it was accurate to what was behind Joel. Would we be able to see entities approaching us in that reflection?

 
So since I like to gather, ranged, and craft, looks like strength for mining/lumber jack/pack mule (25), perception for bows/rifles (20), and intelligence for crafting (40+). And that's just what little I know. Still seems like other things I'd want to grab from other trees, too. Not much of a melee fighter, so doubt I'd do much there other than skinning? Just need to see all trees. What's max level? I remember hearing 5 skill points (possibly) for finishing intro quests, too. And I'm guessing general quests won't give skill points either now, else it could be "unlimited" which is not intended currently. So still seems like players will be able to go fully what they typically like doing, just none of the rest which are "extras". I rarely rarely ever melee or need to, so I wouldn't "need" to go much strength combat-wise. I rarely use pistols, smgs, etc other than rifles, so wouldn't "need" the other gun perks. It's nice currently being able to, just cause, but not really needed since I don't do it on any kind of regular basis.
I want to always max out:

- 1 melee skill (10 Str + 5)

- 2 Ranged skills (10 Per + 10)

- Mining (+5)

- Looting (+5)

So thats 45 points spent with a minimum of 55 points remaining for trying out new play styles. Cant wait to try it out! :D

 
So there is now less time to profit from knocked down zombies (bonus damage) as they get up immediately.That mechanic was helpful in melee, especially when fighting a larger group of them.

To visualize them not being dead on the ground, they could also play some "shaking" animation on the ground, instead of getting up immediately.
The bonus damage wasn't because they were knocked down. That was because they were stunned. I believe the difference is that they now stay standing when stunned but you still get bonus damage. If they still fall while stunned, I assume they wouldn't get up until the stun wears off. I guess they could still start their stand up animation but just not attack until the stun timer is gone. The net result would be the same.

 
No loot respawn has been an option for years; I'd be super surprised if they removed it. Why would they? That could actually muddy the waters, as they won't know if fan reaction to loot in A17 is down to the change to zombie loot, or the change to the options.
Pretty sure they meant "viable option".

 
Something that struck me as odd... a perception perk increases fire rate.
I can see a perception perk adjusting that run and gun reticle size (That makes perfect sense and I love that improvement!) but shouldn't a fire rate perk be in the stamina perks, nor the perception perks?

Also an observation... In the past Joel has been the graphic texture guy... but now he is getting his hands dirty in the xml adjusting zombie behavior!

I think they maybe get up a tad too fast now, but thats far better than them laying there for 6 or 7 seconds.
If i remember correctly before Gazz was part of the team Madmole did the XML stuff.

 
He said he just changed The get timing...maybe he meant he had someone (gazz?) change it for him?Once you look at the text files though, thins are pretty easy to edit.
"Modding" (which is what this looks like a lot =) has gotten a lot deeper.

A16 and earlier, an "XML mod" meant that you changed a value on an item or a value on a block, maybe defined a "new" block using an existing shape and texture.

In A17, XML can mod the gameplay on a far broader scale. Here's a complete perk...

Progression.xml:

<perk name="perkDeadEye" parent="skillMarksmanship" name_key="perkDeadEyeName" desc_key="perkDeadEyeDesc" icon="ui_game_symbol_map_cursor">

<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel1"/></level_requirements>

<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel3"/></level_requirements>

<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel5"/></level_requirements>

<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel7"/></level_requirements>

<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements>

<effect_group>

<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="KillStreakTargetCounter" operation="add" value="1"/>

<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="self" buff="buffPerkKillStreakCleanup"/>

</effect_group>

<effect_group>

<requirement name="HoldingItemHasTags" tags="perkDeadEye"/>

<passive_effect name="SpreadMultiplierAiming" operation="perc_subtract" value="0.15,0.5" level="1,5"/>

<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="0.1,0.35" level="1,5"/>

<passive_effect name="RoundsPerMinute" operation="perc_add" value="0.1,0.35" level="1,5"/>

<!--

1st shot 2nd shot 3rd shot

T3 10 20 30

T4 20 30 40

T5 30 40 50

-->

<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="KillStreakEffectBase" target="self" operation="set" value="0">

<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="Equals" value="3"/>

</triggered_effect>

<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="KillStreakEffectBase" target="self" operation="set" value=".1">

<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="Equals" value="4"/>

</triggered_effect>

<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="KillStreakEffectBase" target="self" operation="set" value=".2">

<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="Equals" value="5"/>

</triggered_effect>

<triggered_effect trigger="onSelfKilledOther" action="AddBuff" target="self" buff="buffPerkKillStreak">

<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="GTE" value="3"/>

<requirement name="CVarCompare" cvar="KillStreakTargetCounter" target="other" operation="Equals" value="1"/>

</triggered_effect>

<triggered_effect trigger="onSelfKilledOther" action="RemoveBuff" target="self" buff="buffPerkKillStreakCleanup">

<requirement name="CVarCompare" cvar="KillStreakTargetCounter" target="other" operation="Equals" value="1"/>

</triggered_effect>

<effect_description level="1" desc_key="perkDeadEyeRank1Desc"/>

<effect_description level="2" desc_key="perkDeadEyeRank2Desc"/>

<effect_description level="3" desc_key="perkDeadEyeRank3Desc"/>

<effect_description level="4" desc_key="perkDeadEyeRank4Desc"/>

<effect_description level="5" desc_key="perkDeadEyeRank5Desc"/>

<!-- <passive_effect name="StaminaChangeOT" operation="perc_subtract" value="0.25,0.5" level="3,5" tags="ranged"/> -->

</effect_group>

</perk>

buffs.xml:

<buff name="buffPerkKillStreak" name_key="buffPerkKillStreakName" description_key="buffPerkKillStreakDesc" tooltip_key="buffPerkKillStreakTooltip" icon="ui_game_symbol_map_cursor" icon_color="0,255,0" icon_blink="true">

<stack_type value="replace"/>

<duration value="15"/>

<effect_group>

<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="KillStreakEffectCounter" target="self" operation="set" value="0"/>

<triggered_effect trigger="onSelfAttackedOther" action="RemoveBuff" target="self" buff="buffPerkKillStreak">

<requirement name="CVarCompare" target="other" cvar="KillStreakTargetCounter" operation="GT" value="1"/>

</triggered_effect>

<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="KillStreakEffectCounter" operation="add" value=".1">

<requirement name="CVarCompare" target="self" cvar="KillStreakEffectCounter" operation="LT" value=".3"/>

</triggered_effect>

<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="KillStreakEffectCounter" operation="add" value=".1">

<requirement name="CVarCompare" target="self" cvar="KillStreakEffectCounter" operation="LT" value=".3"/>

</triggered_effect>

<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="KillStreakEffect1" target="self" operation="set" value="@KillStreakEffectCounter"/>

<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="KillStreakEffect1" target="self" operation="add" value="@KillStreakEffectBase"/>

<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="KillStreakEffect1" target="self" operation="set" value="@KillStreakEffectCounter"/>

<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="KillStreakEffect1" target="self" operation="add" value="@KillStreakEffectBase"/>

<passive_effect name="EntityDamage" operation="perc_add" value="@KillStreakEffect1" tags="ranged"/>

</effect_group>

</buff>

<buff name="buffPerkKillStreakCleanup" hidden="true">

<stack_type value="replace"/>

<duration value=".2"/>

<effect_group>

<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" target="self" buff="buffPerkKillStreak"/>

</effect_group>

</buff>
A perk that has a passive effect or 3? Joel does that all the time. Not to mention the design.

That and all the descriptions/localisation... that's a lot of work right there.

"Special effects" like this that juggle triggers and buffs and variables on multiple entities in realtime? Nah. Kinya and I are working down there and it's not unusual for me to ask him about how certain details were meant to work. Or if they do. ;)

 
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