NukemDed
New member
extend the concept a bit.Aww no brutal exploding crashes ? You're no fun.
Kamikaze gyrocopters wohoo!
dropping one on a zombie will be fun.
extend the concept a bit.Aww no brutal exploding crashes ? You're no fun.
yup if the bodies just disappear it would break the atmosphere from the game i mean 7 days to die is a zombie survival game and not a arcade shooter like house of the deadTalking with a modder he thinks that the decay rate can be increased, cause yeah having bodies poof in front of you or 5 minutes later is totally immersion breaking.
What we see time and time again is that players tend to lack imagination. They know the systems they’ve already played, but they can’t imagine a new system they haven’t experienced working as well or better than the old system. We won’t get an unbiased before and after comparison until people can play Alpha 17.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.
I’m not picky about how it’s categorized, but yes, I would like to see an ‘iron stomach’ perk that makes unsafe food and water safer to consume as part of the survival gameplay.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.
If I may deduce from what the devs have said, it’s more that the lower-level code needed an overhaul to enable them to create these kinds of perks. Madmole vowed to not show things until they were definitely viable for this Alpha. I’m sure they’ve been on paper for months, but that wasn’t shown before the framework was in place to make all these perks actually implementable.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.
There are two basic tracks to doing new research: theory and experiment. I’m sure they have a nice design document or spreadsheet somewhere showing how fertilizer works in theory, just like they had for the crafting grid, the minimap, etc. But you don’t know if it actually works until you do it and get it in front of players. That’s what early access/Alpha is for. I don’t want to sound glib about it. Of course you want to implement the ideas you think have the best shot at success. You want to avoid rewrites whenever you can, since they take time and resources. But sometimes your ideas have too many problems in practice to sustain them.Said it before and I'll say it again...
I really don't get this putting systems in, refining them and removing them. Looking at the fertilizer on this one.
However, in THEORY it should be possible to put it back in if people wanted to.
I hope that will change.Right now there is no player damage from vehicle collisions, so going splat would not matter.
Make it so!!!! As a side note, new video today? You have spoiled us rotten these past few days.Maybe I need to make my video entrance driving it![]()
This is why we can't have nice things!Make it so!!!! As a side note, new video today? You have spoiled us rotten these past few days.![]()
I like that idea. Then the fertilizer and tending and such is implied. It does not matter who picks it.I wonder if the Living Off the Land perk could be modified slightly to make it more palatable to some people. What if you change it to planting rather than harvesting....like in 16.4. So if you buy the perk, the plants that you grow give more pieces rather than picking more pieces. That way the perk is exactly what fertilizer did. Just my 2 cents.
The changes to the game from one alpha to the next are too fundamental to allow a patch to bring your savegame to the new version. The game world is different. Character skill system is different. This isn't the sort of update where they add a few new items and call it good. They changed almost everything that affects the type of information that would be in your save files. And it would be a waste of the developers' time to make portability from one alpha version to the next. That's the sort of thing you expect to see when you get DLC on a game that has already gone gold.Just an idea but you should be able to take advantage of new patch updates on previous games. Not having to completely restart. If that was the case I guarantee everyone would be patient and happy with what we got and get. Not to mention it would prevent burnouts and resentments thus bringing in more numbers via word of mouth. Gotta stay relevant.
Changes from one Alpha to the next are so fundamentally different there's no way for them to be backwards compatible. A17 is probably the Alpha that fits this even more than any other change.From what I know, you have to completely restart fresh with a new game to take advantage of said updates.. is that true? If so, it would be nice if that was not the case.
Just an idea but you should be able to take advantage of new patch updates on previous games. Not having to completely restart. If that was the case I guarantee everyone would be patient and happy with what we got and get. Not to mention it would prevent burnouts and resentments thus bringing in more numbers via word of mouth. Gotta stay relevant.
+1 for this one.I wonder if the Living Off the Land perk could be modified slightly to make it more palatable to some people. What if you change it to planting rather than harvesting....like in 16.4. So if you buy the perk, the plants that you grow give more pieces rather than picking more pieces. That way the perk is exactly what fertilizer did. Just my 2 cents.
Actually the gryo does fairly good damage ramming vultures and vultures have fairly low health.Dogfights confirmed in A17. Ok, your gyrocopter is the toothless dog in this fight, but still -- good times.
Yep. That is the dev process.Welcome to game development. In most games you just don't see it happen because you don't have early access and only get the final version, but I guarantee that systems being introduced and then replaced is not unheard of. In fact, Stellaris, the devs of which have been working on the next update for a looong time, has done this same thing in basically every major update, and that is a *strategy* game, where it becomes even more alienating (and it's still a great game, because the new systems are just overall better).
Awesome!!! The stealth perks looks fun. Also, were those hotdogs in your hot bar?Check out agility attribute and perks!
Question: Will "Rule 1: Cardio" regen extra stamina when I am using tools?Check out agility attribute and perks!