PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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1. Making the game an asia-MMO grindfest is not on the feature list and I won't even look if that is still supported in code.2. Anything that has a trigger can count up a variable and you can define something like "landing after a jump while holding raw meat and having more than 73% stamina and a sprained ankle" as your skill gain event that eventually unlocks whatever you want either automatically or by making a perk level available for purchase.
Well, at least it will be modable...

But seeing the same questions and comments appearing again and again that many players love the skill development-system in A16.4,

maybe you should consider it, while working on your new perk-system.

 
It does not take balancing after release when the flaws in the system are even now visible. Frustration from lack of damage, potential heavy punishment ( even more impact on beginning characters ), AI more aggressive, Zombies able to put a lot of hits, step-over headshot is weakened ( head shot perk + Zombie do not lie down anymore + Zombie can attack when on the floor), Lack of Stun on Zombies.
Yes, the game will be harder for veterans but for new players it will be hell on earth and i see people easily quieting.
Just imagine that there exists a difficulty setting of "easy": Damage to zombies 200%.

Now tell me again why a novice player would need a headshot multiplier if ANY HIT on a zombie is like a critical hit.

 
So, thanks for the video! I'm impressed with how much can be done by the perks now, love the harvest one! I also like the change to loot you mentioned :)
I was writing feedback on every perk but realized my judgement will probably be off as certain mechanics change in A17. Specifically I'm worried for the injury and disease perks, as I pretty much never get those in a16. Are we going to face those more often now?

edit: turds won't be missed. :p
There is a lot of cool stuff we can do now with diseases and injuries so I'm sure they might make sense to some players.

 
Well, at least it will be modable...
But seeing the same questions and comments appearing again and again that many players love the skill development-system in A16.4,

maybe you should consider it, while working on your new perk-system.
(imo) I see this as one of those areas of "wait and see" how it plays out.

Since TFP already know how to make the new system play like A16.4 as Gazz hinted at, I don't even see this as a modder issue either.

If you devise a way in a mod to play similar to the skill progression of A16.4, like Gazz has hinted can be done, then your mod will just be that much more unique compared to vanilla.

If enough ppl really don't like the new heavily involved perk system, it can be revised to feel like the old system, or it 'could' just end up evolving into a system to end all systems.

I just don't see it as an issue on any level atm.

Edit: ofc I'm just looking at it on the side that, I can change it as well if I really don't like it..

 
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If I'm understanding the new skill system correctly, you no longer need to DO anything in order to unlock skills. You don't need to even see a knife in order to become a master knife-guy, you just have to pay the points. This means the entire gameplay will now boil down to just killing a bunch of zombies since they tend to give the most XP for your time. There is no longer incentive to go out and do varied things in order to improve that one skill you need, no need to go and search for that one schematic you're missing, just kill a bunch of zombos and buy it. Is that true?

 
If I'm understanding the new skill system correctly, you no longer need to DO anything in order to unlock skills. You don't need to even see a knife in order to become a master knife-guy, you just have to pay the points. This means the entire gameplay will now boil down to just killing a bunch of zombies since they tend to give the most XP for your time. There is no longer incentive to go out and do varied things in order to improve that one skill you need, no need to go and search for that one schematic you're missing, just kill a bunch of zombos and buy it. Is that true?
If it makes you feel better u can sit in your base and build 300 stone axes before u level up your crafting skill

 
Am I really the only one that finds a harvest perk in the Fortitude tree way out of place? Wouldn't the Fortitude perk tree be a better place for something like Iron Stomach: Lvl 1: 15% resistance to food poisoning. Lvl 2: 25% resistance to food poisoning; 10% more benefit from uncooked/spoiled food. Lvl 3: 40%.........

The "Living off the Land" perk could be renamed to "Farmer Joe" or something and moved to the Int tree. That seems a better place for something like that.

 
We're most likely going to add some kind of head shot bonus, but you perk into it to do more.
Suggetion, don't change the damage bonus for head shot and make the perk a % of instakill with headshots (independent of damage), like head explosion or something like that.

Could be something like 2%, 4%, 6%, 8% and 10%.

 
Am I really the only one that finds a harvest perk in the Fortitude tree way out of place? Wouldn't the Fortitude perk tree be a better place for something like Iron Stomach: Lvl 1: 15% resistance to food poisoning. Lvl 2: 25% resistance to food poisoning; 10% more benefit from uncooked/spoiled food. Lvl 3: 40%.........
The "Living off the Land" perk could be renamed to "Farmer Joe" or something and moved to the Int tree. That seems a better place for something like that.
Totally agree and had a similar thought about iron stomach :)

 
Am I really the only one that finds a harvest perk in the Fortitude tree way out of place? Wouldn't the Fortitude perk tree be a better place for something like Iron Stomach: Lvl 1: 15% resistance to food poisoning. Lvl 2: 25% resistance to food poisoning; 10% more benefit from uncooked/spoiled food. Lvl 3: 40%.........
The "Living off the Land" perk could be renamed to "Farmer Joe" or something and moved to the Int tree. That seems a better place for something like that.
No, you're not the only one. It does seem off for me as well.

 
If I'm understanding the new skill system correctly, you no longer need to DO anything in order to unlock skills. You don't need to even see a knife in order to become a master knife-guy, you just have to pay the points. This means the entire gameplay will now boil down to just killing a bunch of zombies since they tend to give the most XP for your time. There is no longer incentive to go out and do varied things in order to improve that one skill you need, no need to go and search for that one schematic you're missing, just kill a bunch of zombos and buy it. Is that true?
it is true in most parts. but still crafting items, you need to get books or other materials. so you still need to do more than just one thing.

i like idea for new perk trees, but i also think, doing something to get better at that is important part. so, my idea is, mix it up. you can buy first perks with points as soon you get points, but to get last level perk, you axtually need to use that item, run, mine etc. so for lvl 5 miner69'r yo probably need some time spend on using mining tools. most likely you use them anyway, so not big difference. but it restrict you become master without doind it at all.

 
It's a shame that turds are going away. I mean I did not like the idea of fertilizer and all that. But I was hoping that they would be used as a distraction or even a way of blinging or confusing zombies if you hit them with it.

 
About the video.

The rider on the bicycle looks very thin. I bet it would be very easy to get through narrow places fast on that thing.

But would the rider be knocked off and rag rolled if they were hit by a zombie?

Will we be able to carry stuff on it?

Thanks for the video, I like hearing about the perks.

 
I wonder if all the changes to the perks were the original holdup from the July estimate or if it was other bugs/ issues and during the delay to fix those they started tinkering with the perk overhaul. Seems like we would have been hearing bout the new park changes in June if they were already planned. Just my two cents. Still playing my new seed noalphayet whilst I wait impatiently, lol.

 
Just wanted to say that i love the game. I had an awesome idea, although it was probably mentioned before. Maybe in a later update you could add abandoned ships in the water that would function just like the houses and give us a reason to swim :p

 
We're definitely getting rid of fertilizer... I didn't know poop fights were a thing.
They would be if you added an Effect for being covered in Poop, maybe Z,s can sense you until you wash it off in Water.

Add Z Flies to the Game & you have to Run to Water like you were escaping a Bee Swarm...

 
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