PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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yeah but the suggestion they target claim stones is kinda silly. I mean what if you build your base and you don't bother with claim stones? What if you mass produce them and spread them around your base so the horde never attacks you.
Is that really how it works? They wont attack the closest block towards you? I mean eventually they will destroy all your blocks and attack you.

 
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I hope when they start working on balancing in Beta that they put some serious work into difficulty settings and what they mean for the game play.
Going through the various levels of difficulty from easiest to hardest should change more than just how much damage a zombie can take before it dies (over simplification but not far from the truth), it should affect all aspects of the game play and the game shouldn't play the same at all in fact it should be nearly unrecognizable going from the easiest level to the hardest.

You guys can use your imaginations on what this might entail but more importantly the Devs need to dust off their imaginations and figure out what they can do to make our lives miserable as the difficulty level increases.
Looking at the future, a big difficulty setting will be faction attitude toward the player. Having Bandits hot for your blood from Day 1, could make for a short game. :)

 
Oh come on, when will the alpha 17 finally be released? A lot of people would like to play it and in the meantime I have had 2 holidays and once an operation. a little joy would be nice.

gentle greetings: D

 
When has one played through A 16.4 ? ? ?
I'm not sure what you meant, but A16 has no end. There are no coherent quest chains, so there is nothing to play through except for the starter quest set.

So, no one has "finished" A16.4

 
I'm not sure what you meant, but A16 has no end. There are no coherent quest chains, so there is nothing to play through except for the starter quest set.
So, no one has "finished" A16.4
I modded my game to roll end credits after completing the starter quest. I’ve finished the game many many times and also played through the bonus content quite a bit.

 
I hope when they start working on balancing in Beta that they put some serious work into difficulty settings and what they mean for the game play.
Going through the various levels of difficulty from easiest to hardest should change more than just how much damage a zombie can take before it dies (over simplification but not far from the truth), it should affect all aspects of the game play and the game shouldn't play the same at all in fact it should be nearly unrecognizable going from the easiest level to the hardest.

You guys can use your imaginations on what this might entail but more importantly the Devs need to dust off their imaginations and figure out what they can do to make our lives miserable as the difficulty level increases.
Well, in a sense, they really just need to change "difficulty" to something like "damage done/damage received" and name them different. Because you can make the game harder by doing "always run", longer nights, 25% loot, longer delays in loot respawn (30+ days), more days till supply drop, but still have it on the easiest "difficulty" and the game would be inherently harder than say always walk, 6 hour nights, 200% loot, 5 day loot respawn, 1 day supply chest, and "insane" difficulty. That's the thing about this game with all the options. So really the only way a difficulty would do anything would be that they are presets.

So like the easiest presets everything to always walk, 5 day reloots, 1 day supply drop, 200% loot drop, 18 hour days, maybe faster leveling etc. and the hardest be always run, 30 day reloot, 7 day supply drop, 25% loot, 6 hour day, slower leveling, etc. while also keeping the damage done/damage received as it is now for each level. Then have the difficulties in between.

There's really no point in hard coding in a difficulty when all the options are available and so much of the game difficulty can actually be modded or changed in the options (and be really cool when they have an xml of many variables with better explanations of each option, lol)

 
Fataal, MM, o Ronald some questions
1 * It is very difficult to add scorpions in the biomes of deserts?

2 * Is it very difficult for the wasp to return and that we can see it in some biomes? without losing the vulture?

3 * Polar bears and white wolves in snow biome?
i doubt adding new monsters is hard at all, its likely very easy. with that said, whether they want to do so or not, is another story.

also, starvation mod has scorpions :)

 
Geeze, what's with all the people whining about a SURVIVAL game making them have to, you know, survive? This game is Naked & Afraid, zombie edition, not "survivor: hawaii" come on.

The servers I play on are well into day 6000, closing in on day 7000. I cannot tell you how many bases there are that pretty much defend themselves. Spikes, Blade Traps, Turrets, electric Fences. A good bit of those players just piddle around getting off a couple shots for the xp, but they don't have to panic or worry cause the base does it all. And I will tell you this, those players are typically the most bored ones on the server. The excitement and the rush of trying not to die is gone when you have a solid self sustaining base.

That's one of the issues most of our players ran into. They hit max level, have a solid base, they can craft everything they need. Suddenly they don't know what to do with themselves because they roflstomp everything now. We've even had some spend hordenight outside in the dark, with a machete for some form of challenge.

I've had a solid base, and I've had bases that started to fail. I'll tell you that I enjoyed freaking out nd defending my base as it collapsed bit by bit, more than I enjoyed just walking around on my walls shooting zombies as they were being wrecked by my defenses.

Everyone has their own play style for sure, and can play however method brings them joy, but a good many people need more of a challenge, especially at "end game" levels, when you run out of things to do. However, if you merely want to "survivor: hawaii" then you can just turn off zombies, or go play Roblox, Minecraft, or Trove.

Personally I enjoy playing on servers with 15+ people, and spending horde nights at different bases. :)

Also, if your frames are less than 0, then you likely need some new hardware. 3D games like this are demanding. Go fry that potato and get a real machine. (My pc plays alright I've had it for 5 years, got it from BestBuy, but I have to play on lowest graphic render, I don't experience too much lag or FPS drops like that. now if I crank it to ultra my machine freaks the F out. lol)

 
A fair point although if a horde can get through my defences and I actually have to start killing them myself I tend to feel I've failed in some way.
People with a low framerate also rely on the defence of their base because it's hard to shoot something when your fps is less than one.
Moar towers? Don't know any TD out there that allows you to build one or two towers and puff, you win AFK. ;x

 
I modded my game to roll end credits after completing the starter quest. I’ve finished the game many many times and also played through the bonus content quite a bit.
How can you do that?

I'd like to roll them when a player hits 200 level...

 
Id like to throw something into the Hunter/ Builder discussion. I think those terms are being painted VERY narrowly and to the extremes of both play styles.

There is an HUGE amount of hybrid possibilities that the VAST majority of player fall into. I consider this game a building game with zombies. That speaks more to my play style and focus than the game itself. Yet when I think of a horde night when I have to do nothing and the base does everything I would be bored to death.

I build my base to protect me while I fight from within its walls. I use horizontal poles to keep them back and give space to shoot through. I use electric fence to keep them still enough to shoot reasonably. And if all that fails (If I fail) I will turn the turrets on and 'clean up' then do it all again.

SO even though I would easily classify myself as a builder, what has been presented here as a builder making a participation free base is completely foreign to me.

 
That's one of the issues most of our players ran into. They hit max level, have a solid base, they can craft everything they need. Suddenly they don't know what to do with themselves because they roflstomp everything now. We've even had some spend hordenight outside in the dark, with a machete for some form of challenge.
Somewhere after Steel the game gets a lot easier. (40-80th level.) Then most just stockpile and build until lvl200.

I know first thing I do is sell all weapons and parts(except Sniper) to get coin to buy a machete blade or full machete and usually craft one at about 20th lvl @150quality and then even on the hardest servers melee and survival is good from there on.

I know its still alpha but a smoother balance from 0 to 200 instead of 0 to 40 would help keep players from being bored so quickly on second play through.

(Then again we are talking about those experts who have played through to 200 about 10-20 times already.)

Quests should help some, and the new buff system will be interesting to work into things.

 
Somewhere after Steel the game gets a lot easier. (40-80th level.) Then most just stockpile and build until lvl200.I know first thing I do is sell all weapons and parts(except Sniper) to get coin to buy a machete blade or full machete and usually craft one at about 20th lvl @150quality and then even on the hardest servers melee and survival is good from there on.

I know its still alpha but a smoother balance from 0 to 200 instead of 0 to 40 would help keep players from being bored so quickly on second play through.

(Then again we are talking about those experts who have played through to 200 about 10-20 times already.)

Quests should help some, and the new buff system will be interesting to work into things.
I just never use the trader for anything. Scrap or smelt whatever I don't want/need. I've noticed it is a bit too easy using the trader. It seems to make the game last that much longer in general.

 
Definitely NOT happening in the month of September and most likely NOT the first weekend of October and probably NOT the second weekend of October and maybe NOT the third weekend of October. And beyond that-- who knows?

It's NOT done when it's NOT done...?

Big thanksThat allows me to plan
May i ask the same again, was perfect last time, sadly SCUM cant hold me longer for the moment, so i will buy a other game as gape filler. Or is it now too hard to be sure that it needs longer than a week ?

 
You're making it sound like building a base to prevent having to face a horde is some kind of deep mystery to be solved and those who can accomplish it are masters of their craft.
There are probably MORE Players who use indestructible base setups then don't at this point.

I wonder when people are going to just embrace the fact that horde nights are not intended to be 100 percent cheesed. I know people want to make these crazy bases to try to overcome the horde, but this has never been that style of game. There were shades of it, but it was never going to be the greatest tower defense game out there, and the second diggers and the AI were improved and worked on you had to know that the main focus is now zombie trying to kill you and you reting to see how long you can stay alive.
Prior preparation prevents piss poor performance.

I know the current system can easily be cheesed but with rebalancing being done as we speak now is the time to prevent future cheese.

If someone has a fighter build then by all means let them fight, what I'm advocating is making the specializations mean something. If someone has put perk points into fighting they really shoudn't have the time or resources to build a very secure base. Conversely, if someone has put perk points into construction then the construction should be their main form of defence without actually having to use their poor combat skills very much.

It'll be a hard balance to get right but having the ability to specialize in different play styles adds more to the game than it takes away.

 
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