PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I burped while upgrading a block of my shed and it was so sinchronized with the hit and sound of upgrade with stone axe, that a lumberjack came angry and destroyed me , I though he heard me via the mic. Fantastic .
Well done grasshopper! ;)

 
I've watched the videos on how the new system works, and a few streamers, but I cannot find anything (even searching 'flashlight weapon') about why you suddenly can't attach flashlights to level 2 weapons. I understand the lack of mod on level 1 items, but if flashlights aren't a mod anymore and mining hats are thin on the ground because workers no longer drop them, what are we doing for light at night now? you can't dual wield a gun and a torch (even though that really should be possible, as well as a club/torch combo.)

 
Well then role play you have some amnesia and forgot how to cook. You do wake up naked with a can of chili. What is up with that? In Ark you cant even make a campfire without a perk so don't feel bad.
dont forget Joel... also in Ark... the newly created character spawns with absolutely nothing! at least we have stuff on our belts here. :)

 
We wanted to get the basic combat feeling pretty good then do stealth. So stealth is kind of broken and missing, we can tune it in over the next few weeks.
Ah this explains why the zombies were so overly alert then and the suppressor not working. POIs should be much better once you have this up and running. Had a feeling that wasn't working as intended. Love all the new and updated POIs visually though.

Higher quality weapons have more mod slots. Each installed mod regardless of its type, add more damage. So higher tier weapons ultimately have more damage potential when fully modded out.
I understand that, but I just feel like making extra damage being down to exclusively mods a bit odd and could use some more balancing. A perfect quality compound bow fully modded (could only find 3 compatible mods for it) is only a bit over twice as powerful as a level 1 wooden bow.

Tools get hit to a much harder degree though, as a perfect steel pickaxe fully modded (only seems to be 2 mods for them) isn't even twice as powerful as a level 1 stone axe. Perfect steel pickaxe = 36 block damage (fully modded), level 1 stone axe = 26 block damage.

The sense of progression just feels near non-existant there considering how much time and effort it would take to get between the 2 beginning and end points I mentioned. I feel like certain chores like mining tunnels or opening safes should become less tedious after a sufficient amount of time and perk points has been put into your progression. But as it stands now it seems like even the best of the best weapons, mods and perks don't really lead to being a whole lot more efficient. Weapon and tool tiers really need to be more distinct instead of just being more durable in my opinion.

 
I'm a sneaky and stealth player and loved the bow and crossbow in the last Alphas for silent takedowns.It seems in A17 the bow is not completely stealth anymore and draws aggro? Is this intended?
The bow is silent, but arrow hits do make impact sounds.

Also, stealth x2 projectile damage does not actually do any bonus damage. That fix will be in next build.

 
Perks have attribute requirements and attributes have level requirements. You can see the requirements by clicking on the LOCK icon in your backpack. We're working on improving the messaging there so its clear when you click the buy button why you can't buy it.
Got it...thx

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I never used the slow metab stuff. Harvest more meat seems like a better choice if your on the go like me. This build changed me. I used to be the home body guy who built a big base, now I'm doing quests and traveling the country and clearing pois. I have loot caches all over the map now loaded with loot waiting for a vehicle to one day take it all to a trader and sell it.
Im a nomad player as well...guess i havent been lucky finding as much food....I like several bases over one large one

 
I'm fine with the number of sleepers I think, but sometimes they are WAY too alert and become active from several rooms away. Some looked like they probably came out of some neat hiding places too but the surprise got kind of ruined by them being alerted too early. Though I'm thinking this may have been because the From The Shadows perk wasn't working possibly? I noticed my sneak meter was still going up for every little thing I did even with the perk maxed. Playing sneakily just didn't seem to be working for me.
Well, the designers complained a lot about them not waking up, so I fixed that good. ;)

The perk should be working and reducing your volume, but you will still make some noise. Balancing continues.

 
I havent built vehicles yet but if i build one is there a way for someone else to own it and have it display on their radar and not mine? If i play with a friend i would like only one of us to spend points on that perk
In 16.4 it was whover placed the chassy and parts in it owmed it.
Whoever locks it gets ownership now. So you can lock, then unlock. That method needs some cleanup when I have the time.

 
Clothing doesn't have any negative values. In other words shorts keep you some warm, but keep you a lot cool. So in most cases you don't need to change clothing once you get enough good stuff.
I seen that but they do not cover the full range of each biome type talking mainly Desert and snow.

Not to mention added/subtracted weather values of having it be-day night shade wind cloud fog rain. or lack of these depending.

In previous alpha I was able to make the core temp of my character change gradually over time so that once I step into a different Biome it would take anywhere from 2 to 15 minutes before the first temperature debuff even hit me.

Now If i step back and forth between 2 blocks right next to each other it changes instantly.

 
I'm sure this has already been brought up, but is moving fast up/down ladders gone? I hold shift and I actually seem to move slower. Figured this was such an obvious thing, I would post here instead of submitting a bug report unless this is new news. Anyone?

 
Its highly likely you made noise.
Agreed, I had a wandering horde spawn at night and I puckered up and didn't breath. They didn't touch my POI base... Morning came and took them out one at a time with my iron club. Living this! Thanks MM and crew!

 
Higher quality weapons have more mod slots. Each installed mod regardless of its type, add more damage. So higher tier weapons ultimately have more damage potential when fully modded out.
Despite the haters of this, I love it (along with I'm sure most). The highest anything I have is lvl 2 and no mods yet on Day 3. Just knowing I have a long time before I am OP makes me happy.

I would love to get working on a serious build but with the slow progression, I'm guessing I won't be ready to take on a horde at a base until at least day 21 horde. I have a love hate with that idea, but mostly love because it will feel AWESOME when I finally get there. The accomplished feeling will be much more real in A17.

 
Is there a way to make the old vehicle steering controls the default. The mouse steering is just not nearly as good
Hold down shift I believe. Then the mouse becomes look and you steer with wasd. It might also be holding down one of the mouse buttons. At any rate you hold something down and mouse shifts from steering to looking like before. I can’t check atm.

Of course that doesn’t make it default like you were asking.

 
@Fun pimps i have to say thank you, i am loving A17. the difficulty and penalty's for dying are awesome. finally back to it being a great challenge again!

so far everything is perfect.

i have only run into some minor terrain issues with pois, but i having found anything that would break the game for me :)

 
We added attributes that govern your perk choices. If your attribute gets damaged you lose the perks if you no longer meet the requirements. This allowed for us to make more interesting debuffs and death penalties than only having health and stamina to deal with.
Long story short, we had skills sandwiched between attributes and perks and all it did was confuse everyone and add clutter to the UI. So Attributes governed skills which governed perks? It was so confusing Everyone hated it.

I had considered making attributes gain through actions but at the end of the day its not that much fun to grind skills in order to buy perks. When it reaches 100 you cannot gain any skill doing what you love, like in Skyrim it suffered that problem. Once your skill is maxed you are leveling skills you hate just to raise your level. They later added the ledgendary reset thing, but I'm not a fan of it so much. You lose all your perks and started over at 15 skill. So suddenly you were a horrible swordsman after being the best of the best.

With this system you can play how you want to play and buy what you want. No spam crafting junk you don't need, no jumping off of bridges to raise your athletics (Oblivion), no sneaking in the corner of a bar to level your sneak (Oblivion/skyrim)... that stuff is bs. I can argue that skill grinding is even more unrealistic than what we have now because nobody learns how to chop off heads by punching grass. Think of it as reading a book and learning a new skill to go try out.

In real life you fundamentally walk through a new action in your brain before your body does it. Think of the perk as deciding to walk down a path and then doing it.

At the end of the day I'm playing the game how I want to play it. Crafting exactly what I need, specializing in the perks I want. Why have to jump 13,588 times to reach agility level 5? Is it fun bunny hopping? Nope. Sorry but this is the best system IMO.
Yeah the debuffs and losing skills although temporary remind me of the Old days in MMORPG's where you could lose enough exp to de-level.

The sandwiched perks attributes etc. and Gates where how you all made it. At that time you said it was the best system too.

A lot of us questioned it and gave suggestions to expand upon it.

Like why would/Do you gain points to spend when you could've just gave the perks outright for what the player was doing.

Also why would you need to stop gaining exp. just because you bought everything or mastered that particular branch? the Exp could've still been given out for doing the same thing.

Why if you say it is better this way and we have freedom to do what we want......Than why do we have to buy things we do not and wait for levels on things we do?

You still have sandwiched perks and skills and gates its just arranged differently than before.

It is still going to need a lot added and a ton of adjusting to get it right.

I'm not saying the old system was better I am just saying this is NO better than the old system.

 
My story so far, I found a poi with a work bench near a trader. I am killing every zombie I see. I try a quest from the trader and it takes me to the desert where my stamina went to ♥♥♥♥ and I died doing the quest. The creepiest poi I found was a house full of boars, I got a ton a meat tho so it was worth it.

 
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