PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Linear skill progression is a bad mechanic, it's better to use a system of diminishing returns.
I shouldn't have to play for five hours to get my first skill point, it's just far too slow. I should be able to get my first skill point within 30-60 minutes. The problem is at that rate it isn't long before you've maxed out a character.

If you require more xp to level up as the player gains levels it also helps to balance out the increased xp due to skill bonuses.

If MadMole plans to have it take six months to max out a character it's the only way the math-hammer works for lower levels, otherwise you're spending days seducing zombies for a single skill point as a first level bard.
I disagree 100 percent. And so does everyone else. We ALL have a different idea of how long things should last. So there is no right answer here. They have to pick a happy medium. Anything more than its going to have to require modding because if you win and it takes 30 minutes to get a point Ill be mad as hell, of they win and it takes 5 hours you will be mad as hell. SOMEONE will be mad as hell either way right?

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Who’s going to lose their ♥♥♥♥ about the game losing its ♥♥♥♥...?
I will.

Fertilizer offered a nice way to increase yields on farming. Buying a perk that gives you 6 extra veggies? I won't begin to laugh at how ridiculous that is. Looks like farmers role in this game is being reduced a bit which is cool if thats what they want.

That's what Ravenhearst is for. Realism.

Next thing you will tell me that there's a perk to unlock headshots...in a zombie game.

Oh...

Aside from those minor gripes MM you have excited me about this Alpha like no other before. Speccing and building a char is going to be immense fun and I cant wait to experience it in all its glory. Thank you for the videos.

 
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No more turds...oh well , I guess my brothers and I will have to find something else to throw at each other on our private server...lol

Pain Tolerance 5 is the first must have for me...since I constantly all the way into late game charge in and crush skulls . No chance of getting stunned is going to be nice!

The wording on Living off the Land , sounds like you will only get 1 crop per harvest period...unless you put points into it . Not 2 extra for level 1...just 2 total...correct me if I am wrong on that...

 
Hi Joel,

Thanks for all the videos!

I was wondering about the disease/injury-resistance perks. You say, at the higher tiers, that there's a x% chance to shrug off the injury/disease per minute. Is this an in-game minute? Or a real-life minute?

Thanks.

 
So after watching the last Joels videos about perks I was a bit sad, let me explain.

Currently in A16.4 you get better, the more you do with certain items, pistols, shotguns, shovels, picks etc and you level up a perk the more you use an item. Will we still be able to mod that feature back in A17 with the new perk framework so that using an item will give experience to a perk and level it up without spending points in the perk like it's in A16 and get better at using them? I love this feature in A16.4 and personally will miss it greatly from A17, but it is what it is.

Also will it still be possible to mod in a feature from A16.4, that by reading a book/schematic you learn a perk?

Thanks!

 
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So after watching the last Joels videos about perks I was a bit sad, let me explain.
Currently in A16.4 you get better, the more you do with certain items, pistols, shotguns, shovels, picks etc and you level up a perk the more you use an item. Will we still be able to mod that feature back in A17 with the new perk framework so that using an item will give experience to a perk and level it up without spending points in the perk like it's in A16 and get better at using them? I love this feature in A16.4 and personally will miss it greatly from A17, but it is what it is.

Also will it still be possible to mod in a feature from A16.4, that by reading a book/schematic you learn a perk?

Thanks!
Just in case that question gets lost, Sub asked a very important question for all modders. Most of the mods now are built on a foundation of extending the need to USE items. Being able to have a mixture of A16's ways of action XP and the perks from 17 would greatly open a door for an amazing combination of both systems, making the sky the limit for modding. Is this still achievable in the current setup? And is schematic learning a completely yanked out and dead issue or can you still technically create a book from which you can learn?

The answer to this I think is very important to us modders and what plans we have for the future.

 
Whew, finally downed the ketchup.

Whats wrong with a good old fashioned well placed shot? You can't shoot a gun while driving a vehicle so its not like that guy in the sky is causing problems for anyone.
To be fair, a flying target is harder to hit than one constrained to moving over land. It's an advantage that should be accounted for when balancing them.

After giving it some thought I've removed XP bonus from INT. You can craft faster and higher quality items with more INT. There will still be consumables that give you a short duration XP boost, but we don't want min maxer delight.
This change serves as a testament to both your willingness to consider people's feedback, and to the healthy state of the game where you can make a change like that from one day to the next. :hail:

Zombies have a chance to drop loot, but honestly the game is playing fine without meals on wheels bringing you all the junk and food you'll ever need. Now when they drop its something probably pretty good. Now I NEED stuff and have to get off my ass and go get it, which is great for game play. Food is an issue early game now and the more energy I expend the more food I need. Before I could get plenty of canned food from zombies from the fat ones and soccer mom zombie.
I must point out that soccer moms and other female zombies dropping canned food was a long-standing bug in the xml, where they pulled from the fat zombie loot list instead of the generic zombie loot list.

I'm pretty sure passengers are pushed back to a18.
For my two cents, passengers are the 'killer feature' for the 4x4 that would make it more than just a minibike with (presumably) better stats and different art.

 
Jax

I think Tin was posting something about that in an abstract manner earlier. To provide a tangible mode for legacy schematics, and I posted a possible addendum, To have the readable content Randomly generated, only in crack'a'books and libraries, to keep them as a viable part of the story lore. Don't know if this helps but hope so.

THe one thing i recently thought of for blending perks, from old and new is, instead of a singular point value, Exp is still grants greater skill to the buy in point of a perk. if you have 5 levels, and 100 is the complete increase, using the perk wuld slowly build up to the 20 point increment, which then unlocks the ability to buy the next tier, which inturn allows you to build damage or skill percentage to the next 20.

The major difference from the preview is if fighting you will still do progressive damage, instead of a fixed value until enough kills achieved. This would offer flexibility to the players, some may be able to run well at a 39% increase or 29%, the previewed way may be seen as too stringent or restrictive, do 0 extra damage for this time period, do 20 extra during this time period after purchase and so on. The way I posted allows for making the max if thats your play, or getting to a comfortable level to be upgraded later if desired, with the new balancing of the perks and skill trees, I personally see me trying them out. Prior I killed often as possible, and put my points in two thing scavenging and quality joe. Then i would scavenge houses, pois etc.

 
The armor perks make any armor you wear more effective. Imagine it as you know how to move just right so a blow glances off you instead of sinking into your flesh.
Stated that way i see it differently, I originally had idea only of a severly damaged low yield armor suit, suddenly being repaired by buying perk. The way you stated it makes sense to me now. thanks

 
I smell some #Gate forming so I'll just say: Options.

TFP can have an extensive list of options and group them to 3 or 4 presets: Easy, Normal, Hard and... "Die you toilet looting scum!" :)

Also allow the player to modified individual options, so, no one could possibly complain, right?

 
I disagree 100 percent. And so does everyone else. We ALL have a different idea of how long things should last. So there is no right answer here. They have to pick a happy medium. Anything more than its going to have to require modding because if you win and it takes 30 minutes to get a point Ill be mad as hell, of they win and it takes 5 hours you will be mad as hell. SOMEONE will be mad as hell either way right?
Of all people I'd have thought you'd get the concept of non-linear progression. It could take both 30 mins _or_ 5 hours, depending on your current level.

Raising levels quicker for new characters gives them a chance to reach a reasonable skill level in a reasonable amount of time whereas slowing progression for established characters prevents them from becoming uber-powerful Gods striding across the server too quickly.

Finding the right parabola of xp requirements to make development smooth and fulfilling is going to be the hard part.

 
Finding the right parabola of xp requirements to make development smooth and fulfilling is going to be the hard part.
This is the part where we can be in help for the pimps. When experimental is released I bet there will be rebalancing and big debates on XP and ballance at all, so we must be ready not only to play, but to give proper feedback.

 
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