PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I also like the replanting factor. My major argument against the new changes being put in place has to do with time - it takes time to replant; time you can't do anything else like build, scavenge, or fight zombies. Time is a key resource to surviving.
So instead of spending the time on re-planting you spend the time harvesting - instead of running a keyboard macro that scoops up 10 plants per second and runs 10 full stability checks on the chunk.

I don't think we're tossing darts at a board there. =P

 
All this food spoilage talk like its a big deal? Really? Once u get electricity and a frig it will be all over anyway. Its a temporary issue at most, just like this air quality BS people want underground.

 
So instead of spending the time on re-planting you spend the time harvesting - instead of running a keyboard macro that scoops up 10 plants per second and runs 10 full stability checks on the chunk.
I don't think we're tossing darts at a board there. =P
It takes me like 30 minutes to an hour in game (30-60 seconds) to harvest all my crops - usually 6-7 rows of 12 plants.

It takes half a day to replant everything.

From the video it didn't appear Joel to take any longer than it does now to harvest; are you saying the plan is to make it so the harvest action now takes significantly longer?

-A

Edit: I know that you don't just toss darts at a board. But since I don't get to watch the game, let alone throw anything, I'm curious about the details.

 
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How is this different than before? You still need empty slots in order to harvest in a16. Yes maybe you kinda have one slot less on toolbelt because you need to use hands but I dont see it being any different unless your only harvesting one type of crop. And have they specified if it has to be hit by hands? What happens if you hit it with a hoe or shovel? Would that just destroy it and only give you a seed even though its fully grown?
Im saying add a spot that doesnt fill, not take one away for it.

Why not have boars seek out and destroy player crops. Just like in Texas!
Thats an interesting idea

 
All this food spoilage talk like its a big deal? Really? Once u get electricity and a frig it will be all over anyway. Its a temporary issue at most, just like this air quality BS people want underground.
The idea is to have those things so you can't immediately build an underground base, you would have to level and gain some perks that would allow you to do that first.

You know? Playing the game as it was intended instead of going for the most immediately safe option and bypassing much of the actual game content?

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Why not have boars seek out and destroy player crops. Just like in Texas!
This is a great idea and I think most animals should try to attack different types of crops... you used fence crops off to stop zombies from breaking them... now there is no reason to try and protect them at all aside from players stealing your stuff

 
The idea is to have those things so you can't immediately build an underground base, you would have to level and gain some perks that would allow you to do that first.
You know? Playing the game as it was intended instead of going for the most immediately safe option and bypassing much of the actual game content?
Gateing going deep underground behind perks and things like ducts, could be kinda cool. More immersive start and more progression, but still leaving you the possibility...

This is a great idea and I think most animals should try to attack different types of crops... you used fence crops off to stop zombies from breaking them... now there is no reason to try and protect them at all aside from players stealing your stuff
Well... That would just mean an easy source of meat, would it not. Unless only zombie animals like crops...

 
Why not have boars seek out and destroy player crops. Just like in Texas!
This is the sort of balance that's needed, an erosion of the resource producing mechanics.

Even with the new system farming is essentially additive, if you're not using any of the crop for food it's quite easy to get a reasonably large farm up and running with little danger of failure. At that point there is nothing to endanger the system, it will keep producing crops ad infinitum.

Having boars and rabbits destroy plants at the edge of your field unless it's fenced off would erode the ability of the farm to produce a constant supply of food.

 
This is the sort of balance that's needed, an erosion of the resource producing mechanics.
Even with the new system farming is essentially additive, if you're not using any of the crop for food it's quite easy to get a reasonably large farm up and running with little danger of failure. At that point there is nothing to endanger the system, it will keep producing crops ad infinitum.

Having boars and rabbits destroy plants at the edge of your field unless it's fenced off would erode the ability of the farm to produce a constant supply of food.

From what I understand, you won't be able to get a large farm up because seeds are not craftable from the crop harvest.

EDIT: Wait, nevermind, it takes "like 5" thingies to make a seed. However, if there was ever a build that didn't need erosion or crop decay, it would be this one.

 
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Well... That would just mean an easy source of meat, would it not. Unless only zombie animals like crops...
I like the idea. Animals eat crops all the time. This may put much more emphasis on fences and gates, whether its added vanilla or it becomes a mod. The zombies could care less about your garden, but the wildlife are as hungry as you are. In terms of meat, you could just balance it out so killing the invading wild boar is bittersweet at best.

With alot of the zombie lore, you always have your passive traps or chain link perimiter fence up for the zeds. Its expected that the zeds do block damage in the game, but I like how they just kinda pile up against the fences in the shows and just kinda lean and linger. I think this would be alot more intimidating in-game if they just piled up outside of your base and lingered without block damage. Just knowing theyre piling up can be just as scary as if small groups are doing mindless block damage constantly.

This would encourage the player to lure the wandering horde away from the base, rather than try and cut through them all and risk triggering them to bring the fence down. If you choose to leave them, when it gets dark, they go feral and tear the fence down, possibly attacking your base if they detect you.

 
IDK I like the crop blight deal, but make the zeds spread it.

Maybe have it when zombie entities collide with the crops hit box, it changes them to a tainted crop? You know, from all bits-n-pieces-n-gooey stuff falling off of them onto the crop.

Would anyone want to risk harvesting the crop then?

 
Yes but honestly I'd rather them put the effort into the zombies being the threat and not make this a farm simulator.
There are those of us who would prefer they spend their time making this different from both survival games and zombie shooters. There are plenty of zombie shooters on the market if you don't want the survival aspects at all.

Think what is best for the game, not what is best for you. You have your personal play style just like everyone else. If you don't want to use the farming mechanic then fine but there are plenty of people who like the idea of defending their farm from the zombie hordes.

 
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