PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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What an odd thing to have a passion for as a former modder. I would think his passion would be expansion of ideas, not removal and consolidation of them.
It is odd which should have clued you in to the fact that I was joking. Plus, I never said he was giddy about removal.

It's one thing to see it as a necessity, as you describe it, it's another thing for it to be someone's passion, as described by Roland.
Well...that was 95% percent joke. Who really gets passionate about consolidation?

Joel looks for optimization and ways to consolidate steps that he as a designer feels are part of a bloated unnecessary process. Not everyone is going to agree with his design choices and thats okay. Design your own mod to bring back what you feel is necessary.

Joel: Wood --> Frame blocks

Others: Logs --> Planks --> Frame blocks

Joel: Wood, Feathers, Stone --> Arrows

Others: (Logs --> Planks --> Sticks), (Stone --> Sharp Stone), Feathers --> Arrows

Joel: Clay Soil

Others: Clay and Soil

Others who have a different design philosophy than Joel can make a mod to complexify wood and arrows and have separate stacks for clay and soil and I will have fun playing those mods and appreciate them. I also have fun playing Joel's product.

 
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I really hope so! Otherwise, those perks for jumping higher aren't going to be very useful at all. Sure, some block shapes are less than a full block high, but that wouldn't come up often enough for the perk to be worth much, unless the level designers have been deliberately using those shapes with a 1.5-block jump in mind.
The parkour perk has changed. It is no longer an incremental percentage of jumping. Perks in the tree now grant different abilities and one of those is just an outright ability to jump two blocks high. Should be fun.

My suggestion to Joel was to remove nerdpoling and make the fifth tier of parkour the ability to nerdpole but he didn't listen to me. He's obviously passionate about nerdpoling... <--This is a joke.

Well, no, because there's still dirt under the snow in Alpha 16, so there will probably be clay soil under the snow in Alpha 17.
yep.

 
The parkour perk has changed. It is no longer an incremental percentage of jumping. Perks in the tree now grant different abilities and one of those is just an outright ability to jump two blocks high. Should be fun.
Great! Sounds like a solid improvement. I’m definitely in favor of more perk levels that introduce different abilities, and fewer perk levels that are the same as the previous level, but with bigger numbers.

 
Great! Sounds like a solid improvement. I’m definitely in favor of more perk levels that introduce different abilities, and fewer perk levels that are the same as the previous level, but with bigger numbers.
That's not an improvement. That's replacing the proof of concept with an actual design.

How could anyone think that TFP would consider a 10% increase in jump height a perk?

 
This actually makes me a little sad. I liked that I had to search out different areas to find different resources. I'm all for streamlining, but this feels like it might be a bit too far. Won't judge 'til I play it, though.
^^ my feelings exactly

 
Well the word "perk" IS tossed around loosely in modern games these days...
The term perk used to be synonymous with one-off abilities such as jumping two blocks high whereas a skill was used to denote something that improved incrementally such as a ten percent increase in mining yield. Originally the word skill was used for both but that seems to have had a complete reversal. Splitting bonuses into skills and perks does help to organize things for balance, you can tell at a glance if you have more of one than the other for a particular stat.

 
Welcome to the forums. Your question would be better off in the General Discussion or Questions sections, but I'll answer it here.
You can imagine they were left by bandits, who apparently work in mysterious ways. The random ones only appear in the wasteland, which is meant to be a more dangerous biome than the others. They are not necessarily an instant kill; a bit of armor can make the difference between life and death here. They're in the game basically for the same reasons any other trap is in the game.
I remember when madmole mentioned that land mines would make proximity warning sounds, so that at least players have a chance to notice them, and that they could deactivate the mines by playing a deactivation minigame, similar to the lockpicking one.

Which reminds me, what happened to lockpicking?

 
since IDs are no longer a concern, does "clay in dirt" really need to be in all biome?

why not make 2 dirt blocks?

dirtClay = only found in water biomes

dirt = found in all other biomes.

No more ugly patches.

No extra texture.

still not super realistic, but more so than getting it just by putting a shovel into the ground anywhere.

not a complaint^^ just a [sug].

 
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The parkour perk has changed. It is no longer an incremental percentage of jumping. Perks in the tree now grant different abilities and one of those is just an outright ability to jump two blocks high. Should be fun.
My suggestion to Joel was to remove nerdpoling and make the fifth tier of parkour the ability to nerdpole but he didn't listen to me. He's obviously passionate about nerdpoling... <--This is a joke.

yep.
If you want to stop nerd-poling just remove the ability to place a block while jumping, you then _have_ to build a staircase to climb anywhere.

How many times have you tried to hammer a nail in while airborne?

Update: Yeah, you can still nerd-pole alternating between two blocks as you climb but at least it'll slow people down and the extra tedium is negative reinforcement conditioning in this scenario.

 
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We need an ejection seat option or mod...would love to be on our private server and launch my brothers out into a horde!
Yes please! Make it possilible in future... It would be nice if you can modify heigh of catapult.

 
I've seen a lot of people concerned about how vehicles will be crafted in A17. IE no longer having "parts" but using "materials" to craft. Some are also concerned that it will be immersion breaking or cheesy to be able to pick up the vehicle in your backpack.

Isn't this the same mechanic that has been used for years on forges, workbenches etc? I can't recall any #gates about how cheesy it is to pick up your forge and carry it across the map.

Now I for one hope that the materials needed to craft a vehicle remains engines, tires etc and not generic mechanical parts and iron. But the difference between placing my fully constructed vehicle in my backpack is no more immersion breaking than disassembling and placing an entire engine and 2 tires in my backpack pack is.

 
I've seen a lot of people concerned about how vehicles will be crafted in A17. IE no longer having "parts" but using "materials" to craft. Some are also concerned that it will be immersion breaking or cheesy to be able to pick up the vehicle in your backpack.
Isn't this the same mechanic that has been used for years on forges, workbenches etc? I can't recall any #gates about how cheesy it is to pick up your forge and carry it across the map.

Now I for one hope that the materials needed to craft a vehicle remains engines, tires etc and not generic mechanical parts and iron. But the difference between placing my fully constructed vehicle in my backpack is no more immersion breaking than disassembling and placing an entire engine and 2 tires in my backpack pack is.
I agree 100% with you here. Honestly it felt like being a grease monkey working on your ride in the garage, and with the extensive overhaul with the buff system I think now they are better equipped to make the various parts more meaningful and fun. Each piece of a vehicle could be designed to do something meaningful now. I also think it's really important to have something like the gun modification system on vehicles as well, and being able to paint them different colours would actually really help players on pvp and multiplayer servers. Stuff like spot lights, front and rear mounted rams, bladed hub caps, gun turrets, noise maker/siren, and anything else you can think of.

How cool would it be to have multiple jeeps with clan colours having high speed shoot outs with other clans, plus guys on bikes weaving through the battle firing off hand guns and stuff. This should be totally possible and would make this game head and shoulders above any other zombie survival experience!

That being said, I think they should just finish their current plan for vehicles just to get a17 out now at this point, it's been long enough and I think everyone just wants to experience all the new content they've already added. If they really expanded the vehicle system in a18, and did something similar to what you and I have suggested here I think it would really help their games popularity.

 
The parkour perk has changed. It is no longer an incremental percentage of jumping. Perks in the tree now grant different abilities and one of those is just an outright ability to jump two blocks high. Should be fun.
If zombies cant jump 2 blocks then Parkour is a "WOW!" Otherwise, depending on the abilities, it will be OK.

The Jump skill can be level 5 (needing max attribute), as its potential can make 7d2d an extremely exciting and wild game! :D

 
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