PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I'm sure not everyone would like it. I'm not even sure *I* would really like it since it also removes choice. It should not occur that you are level 180 and you have no choice where to put your points in because anything else is blocked off. But maybe a weaker version or just contrary perks being paired that way could make the skill system a bit more "interesting".
And "making sense" is such a difficult subject for games. Does it make sense that reload speed is governed by "perception"? :cocksure:
You can spend on any attribute you want. It's always like that in games that have attribute system. Only limiting factor is how much skill points you can get, so you need to choose what you need more.

If you want to have strength and perception on max lvl let it be.

 
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I see what you are saying. He went to level 9 and gained 8 points. That would lead me to believe that level 1 does not have a skill point.
I will add though, that the Perception Attribute starts at 1 and not 0 so you do not have to 'buy into it'. And if all 5 attributes are like that then that is 5 points that you do not have to spend and level one not having a skill point is negligible.
Actually every attribute have 1/10 lvl at the beginning.

 
who is "manu_x32"?should i know him and missed it?

some known mod project or a newcomer?
All of the above. I believe he's been getting some help from a few vets, but has really started to add a lot of vehicles.

 
Making the zombies rise immediately removes the uncertainty of whether or not they're truly dead. I've had many wonderfully scary moments not realizing that the zombie I just knocked down had risen again behind me.
See, I like that unpredictability and those jump scares. Maybe MadMole could find a good compromise between the time zombies get back up... something in between the A16 time and what he displayed in his latest video. I want that penalty for being too complacent, but I don't want to have to wait around for 20 seconds ~ just to see if they get back up either.

 
See, I like that unpredictability and those jump scares. Maybe MadMole could find a good compromise between the time zombies get back up... something in between the A16 time and what he displayed in his latest video. I want that penalty for being too complacent, but I don't want to have to wait around for 20 seconds ~ just to see if they get back up either.
Random with thresholds would be best.

 
Never got jump scared by knocked down zombies in A16. It's very easy to recognize if zombie is dead or not. Also zombies have special sound when they die.

 
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My guess is that everything that gave xp before will give xp now, but into a generic xp pool instead of a specific one.

Before you would use your pick axe and get mining tool xp.

Now you use your pick axe and get xp.

 
My guess is that everything that gave xp before will give xp now, but into a generic xp pool instead of a specific one.
Before you would use your pick axe and get mining tool xp.

Now you use your pick axe and get xp.
I hope you're right, but at the same time, I hope it's adjusted to the new system. I don't want to gain 5 levels by crafting arrows, but I don't want the only way to gain levels is killing zombies.

 
I hope you're right, but at the same time, I hope it's adjusted to the new system. I don't want to gain 5 levels by crafting arrows, but I don't want the only way to gain levels is killing zombies.
Can't wait to improve my skill with a sniper rifle by hitting a boulder with a primitive axe... just like I do in real life.

 
Is it possible to think about characters having specific points based on unique characteristic. When choosing the character/skin it could come with specific ability. Like a cop character has initial points in guns, or an athletic wrestle or runner has intitial points in encumberance and endurance respectively. I think it might be easier to decide on a tree class before you start the game.
Or you could play through the first week and not spend any points and then in celebration of surviving the first blood moon you could choose your class. Or you could just let your class emerge as you go.

 
Can't wait to improve my skill with a sniper rifle by hitting a boulder with a primitive axe... just like I do in real life.
I cant wat to build my own 4x4 from scatch just like i do in real life.

I cant wait to build a skycraper in 2 weeks just like i do in real life.

I cant wait to....ehhh im tired ill stop there

 
Something else I have been thinking about is that without wellness there will not be much of a difference between the food types other than how much they fill you up and heal your fatigue.
All that time figuring out the least filling food with the highest wellness boost gone by the wayside. :( ;) All good if anything it will be easier. Make the cheapest (In ingredients) food you can.
All back again and even deeper than before if they decide to attach buffs to certain foods or food types. The new system can handle the concept of wellness much better than the old without it being tied to your HP max so that people aren't min/maxing food to directly increase their HP. HP max is now a function of paying into Fortitude.

 
I cant wat to build my own 4x4 from scatch just like i do in real life.
I cant wait to build a skycraper in 2 weeks just like i do in real life.

I cant wait to....ehhh im tired ill stop there
OH OH I love this game!

How about carrying 27 stacks of 6,000 rocks and being unencumbered? :)

 
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