PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Yes, and one of the fundamental principles that I worked from is that to make a fantasy world believable there must be a fundamental set of logical rules to the universe. They may be wildly different than the ones in our universe but they must still be there. If memory serves this little nugget was first stated by Tolkien.
If you want to make a bullet do more hydrostatic damage take a drill and make it a hollow-point.
Then you must not like many rpg's (or movies).

 
Then you must not like many rpg's (or movies).
I have a stack of RPG books going back to a complete set of 1st edition AD&D which would say otherwise. They're full of complicated rule systems that impose a logical order to the fantasy world in which they're based, logical enough to have mathematically based algorithms.

 
There seems to be two camps on this issue. There are those who think it is horrible to not be able to tell the difference between a knocked down enemy and a truly dead enemy. I saw lots of comments about this in past videos where (because of the removal of the looting text on zombies and the addition of the ragdolling) it was very very difficult to tell if they were out for the count or not. Lots of people wanted some kind of indicator to know.
Then there are those who really enjoy the uncertainty and would love to never know for sure if that zombie will rise once more. I am firmly in this camp. I was so excited when ragdolling was added to knocked down zombies and then when the looting bodies went away with its dead giveaway of looting container text flashing on the screen. It was almost impossible to know. The only tell was the death scream and once you listened for it and heard it then you knew once again when they were dead.

I suggested to Madmole possibly mixing that sound up so that it played for knocked down enemies as well and that is when I learned the horrifying truth. Madmole is firmly in the other camp. He said he would not do that and that he was already planning to make sure there was a visual way to tell the difference between dead and not dead because he felt it was important to know.

Ah well....maybe a mod will be able to make this a reality. It was so close....
I have not seen the video, but for me it is just keep hacking at the body until it is carved up.. but maybe I can't do that in A17? THAT to me would be the 'definitive' "It's dead, Jim" moment! Just sayin' :cocksure:

 
Same as A16: Harvesting, chopping, mining, building, trading, killing.
Only one of these I don't do much is the trading, everything else I spend a LOT of time doing (and enjoying) which sounds really strange coming from a 65 year old woman talking about killing.. my weapon of choice will always be a bow, simple, quiet, and I can make from next to nothing both the weapon and the ammo for it! LOL

 
Only one of these I don't do much is the trading, everything else I spend a LOT of time doing (and enjoying) which sounds really strange coming from a 65 year old woman talking about killing.. my weapon of choice will always be a bow, simple, quiet, and I can make from next to nothing both the weapon and the ammo for it! LOL
Now we know what you all get together to talk about when you tell your family you are going to 'bingo' :D

 
I have a stack of RPG books going back to a complete set of 1st edition AD&D which would say otherwise. They're full of complicated rule systems that impose a logical order to the fantasy world in which they're based, logical enough to have mathematically based algorithms.

I kill something with a sword, get some xp points and raise my lockpicking,speechcraft,sneaking,etc - this is in almost all those games and is what your complaint was against 7DTD - get xp points and upgrade something totally unrelated to the skill used.

 
Only one of these I don't do much is the trading, everything else I spend a LOT of time doing (and enjoying) which sounds really strange coming from a 65 year old woman talking about killing.. my weapon of choice will always be a bow, simple, quiet, and I can make from next to nothing both the weapon and the ammo for it! LOL
Carol is that you?

 
I kill something with a sword, get some xp points and raise my lockpicking,speechcraft,sneaking,etc - this is in almost all those games and is what your complaint was against 7DTD - get xp points and upgrade something totally unrelated to the skill used.
Just because a mechanic is popular that doesn't make it the right choice for every game engine.

I'll limit myself if there are no rules imposed on spending skill points. I love characterization and unless the character has done something to earn the raise in skill then they don't get points put into that area. I have little doubt I'll be doing the same for 7dtd.

 
Just because a mechanic is popular that doesn't make it the right choice for every game engine.
I'll limit myself if there are no rules imposed on spending skill points. I love characterization and unless the character has done something to earn the raise in skill then they don't get points put into that area. I have little doubt I'll be doing the same for 7dtd.
Don't get me wrong, I'm on the fence with how it'll be out of the box - I am very into where the modders will take it from there.

 
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Don't get me wrong, I'm on the fence with how it'll be out of the box - I am very into where the modders will take it from there.
I am very interested to see where it is taken also. Especially by Valmod and Undead Legacy.

 
Only one of these I don't do much is the trading, everything else I spend a LOT of time doing (and enjoying) which sounds really strange coming from a 65 year old woman talking about killing.. my weapon of choice will always be a bow, simple, quiet, and I can make from next to nothing both the weapon and the ammo for it! LOL
65? Seriously? I've followed your comments and such for a very long while in these threads (well, relatively speaking), and I have to say...I know age is nothing but a number, but you're still one SERIOUSLY awesome individual for continuing to pursue something that you enjoy when so much of society might judge you for it.

I don't mean to sound patronizing at all (so I'm sorry if it did), but I think that is AWESOME. Also, as an avid archer in 7D myself, ARCHERS UNITE!

 
Modders truly do have some amazing stuff out there for sure! I was going to ask something, but I read a few more pages and forgot what I was going to ask. LoL.

Will having a broken arm slow your ladder climbing?

Why does the game start to blur when using iron sight/scope?

I too sort of liked the mystery of "is it dead now?", even in 16 I would still shoot something in the head just to make sure it was dead, lol.

Has the ability to make "floating" bases been resolved? I would really love to not see any for a17. (especially the ones using draw bridges).

Is the bed system getting changed at all? Like if I place a bed down, it's my respawn point, but if I place a bedroll down when I'm 8000 km away from my base, and then pick it up, I can never again spawn at my bed unless I destroy it and place a new one. (maybe a system like Ark where you can pick a spot to spawn? or maybe have the option of 1 perma spawn if you place a bed and temp/1 time use spawn as the bedroll)?

will items stack better? like Keystone blocks? lots of items have a "1" in the corner, as if it were stackable, but they don't stack.

Is the electric system being overhauled to? we enjoyed working with it ,but when you got solar power involved, it would freak out and mess up.

Is farming going to be changed as well, will we be able to plant snowberries? :)

 
65? Seriously? I've followed your comments and such for a very long while in these threads (well, relatively speaking), and I have to say...I know age is nothing but a number, but you're still one SERIOUSLY awesome individual for continuing to pursue something that you enjoy when so much of society might judge you for it.
I don't mean to sound patronizing at all (so I'm sorry if it did), but I think that is AWESOME. Also, as an avid archer in 7D myself, ARCHERS UNITE!
I'll be sure to show my Mother this who called me, amused, at 6am to tell me she just "concurrently owned" a wolf "and" a snake while trapped in a hole with her beloved sniper rifle. Also adding, "..you couldn't pry this thing from my cold dead hands." Yes.. this is true.

Unite! :joyous:

- from the only archer in the family

 
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Did I just understand this correctly, there's Strength, Agility, Perception and something else..

And once you buy into one, the others are locked or something?

You focus into one tree? :f

 
Did I just understand this correctly, there's Strength, Agility, Perception and something else..
And once you buy into one, the others are locked or something?

You focus into one tree? :f

Icons from left to right:

Perception, Strenght, Fortitude, Agility and Intellect.

The rest is plain wrong.

 
Didn't check in for 2 days and 2 videos have been uploaded, talk about my luck..

Anyways, it was mentioned that it could be viable to fight zombies unarmed in one of the videos, but do you need to keep an empty slot on your toolbelt to be able to do that, or is something else planned?

 
There seems to be two camps on this issue. There are those who think it is horrible to not be able to tell the difference between a knocked down enemy and a truly dead enemy. I saw lots of comments about this in past videos where (because of the removal of the looting text on zombies and the addition of the ragdolling) it was very very difficult to tell if they were out for the count or not. Lots of people wanted some kind of indicator to know.
Then there are those who really enjoy the uncertainty and would love to never know for sure if that zombie will rise once more. I am firmly in this camp. I was so excited when ragdolling was added to knocked down zombies and then when the looting bodies went away with its dead giveaway of looting container text flashing on the screen. It was almost impossible to know. The only tell was the death scream and once you listened for it and heard it then you knew once again when they were dead.

I suggested to Madmole possibly mixing that sound up so that it played for knocked down enemies as well and that is when I learned the horrifying truth. Madmole is firmly in the other camp. He said he would not do that and that he was already planning to make sure there was a visual way to tell the difference between dead and not dead because he felt it was important to know.

Ah well....maybe a mod will be able to make this a reality. It was so close....
Thanks for the insight, Roland. It is nice to hear about some of these internal conversations. If I'm not mistaken, Madmole has mentioned his consideration for noobs/dificulty level so I guess I can see it his way (if that is his reason). I may not agree with it, but I can respect his decision... fingers crossed someone will disrespect it with an awesome mod like you said.

Just to add - I went back and watched all of the knock down/recover animations in the last video and it is quite good so props, Madmole. The animation looks smooth and fairly natural. I just hope it looks that smooth when they ragdoll down a hill or fall off something. I see some potential for awkward looking moments in different situations that a pause in recovery time would avoid. Only time will tell I guess.

 
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