PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Someone with the know how please do me a favor.

look into the rwgmixer and tell me if the higarashi building, the crack a book admin building and the other sky scrapers are still in. did 6 worlds, havent seen em. and if they are in, are they just too low a % chance to spawn?

 
that is exploiting ai and also are you a magician and can see in the future that 5 zombie dogs spawn in front of you in that aprticullar poi doors were even locked open on purpose you cant close them and run im talking about dogs inside poi dogs outside aggro range are easy to deal with but when they spawn rigth in front of you no way you can live
Yes, mad wizard skills. Seriously though, I did see them before setting up my defense. I've yet to run across a poi that had dogs I didn't see before they saw me. Not saying it doesn't happen, just not in my experience thus far.

It does sound like there needs to be tuning done on what zombies spawn and when. As I understand it though certain pois have harder zombies and better loot from the start. I was satisfied with the loot at the end of the poi I took out with the dogs.

As to the original point I actually agree. I like to build bases, it's way too long a slog now to get a base up and running unless you want to dig a hole and hide for the night. Surviving a night in a poi is one thing, being forced to do it is another.

 
Someone with the know how please do me a favor.
look into the rwgmixer and tell me if the higarashi building, the crack a book admin building and the other sky scrapers are still in. did 6 worlds, havent seen em. and if they are in, are they just too low a % chance to spawn?
this is what i found, is it what you were after? they dont go by names for the skyscrapers.

<prefab rule="skyscrapers" min_count="2"/>

<prefab_rule name="skyscrapers">

<prefab name="skyscraper_01" max_count="1" prob="50"/>

<prefab name="skyscraper_02" max_count="1" prob="50"/>

<prefab name="skyscraper_03" max_count="1" prob="50"/>

<prefab name="skyscraper_04" max_count="1" prob="50"/>

i use notepad++ to open my files... did ctrl + f and list all in document to show this.

 
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that is exploiting ai and also are you a magician and can see in the future that 5 zombie dogs spawn in front of you in that aprticullar poi doors were even locked open on purpose you cant close them and run im talking about dogs inside poi dogs outside aggro range are easy to deal with but when they spawn rigth in front of you no way you can live
Thats not an AI exploit at all. I always keep 10-15 spikes on toolbelt for stuff like that. Have to sneak into POI's carefully. Saw one that when you went in the floor had collapsed and there were multiple dogs inside so I set up spike blockade and then sneak attacked and pulled em out.

 
My dearest madmole, gazz, and Faatal...
As I write this post, I am reminded that we don't always see eye to eye, but on this one point I'd like to show my solidarity in one particular vision...

...and that's difficulty.

The General threads are filled with cries of "it's too hard", and "waa, my hoo hoo hurts, it's not a cakewalk anymore", and yet a large number of these people also REFUSE to lower their difficulty level, citing "new users will die, the game will fail!".

And I'd simply like to help bolster your morale by pointing out that these same folks will be compaining that the game lacks challenges in 5 months, and that what makes this game great in the first place IS it's toughness...

So please, although you can feel free to revert the perk system, and I'm grateful levelled loot is no longer an issue, please don't cave to the loud few and nerf sleeper counts, irradiated zeds at GS 27, the New AI, vulture "death from above", or any other factor that makes zeds deadly.

Thank you.
It had to be said - and it's even better when Guppy says it.

I've played more than 4000 hours, and now A17 is beating me, making me cry and rage quit.

And that's what I wanted : the opportunity to be challenged and humiliated by the game. Of course, one of these days, i'll be able to start a new map without being a miserable coward, fearing at each second to be killed. Or maybe not.

I'm amazed by the work TFP has done. The game has never been so immersive.

A big thank you for your work, dudes.

And as usual "sorry for my french"...

 
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Re: difficulty

...sincere question.

Do people really want a game where there's little chance of failure?

Do people want a game where there's NO chance of a "crap happens" moment that's out of your control?

Cause those deaths are the best moments for me...

 
this is what i found, is it what you were after? they dont go by names for the skyscrapers.
<prefab rule="skyscrapers" min_count="2"/>

<prefab_rule name="skyscrapers">

<prefab name="skyscraper_01" max_count="1" prob="50"/>

<prefab name="skyscraper_02" max_count="1" prob="50"/>

<prefab name="skyscraper_03" max_count="1" prob="50"/>

<prefab name="skyscraper_04" max_count="1" prob="50"/>

i use notepad++ to open my files... did ctrl + f and list all in document to show this.
Is that supposed to be 50 or 0.50? Just curious with all the other probabilities not going past the number 1, just 0.** leading to 1

Also:

skyscraper_01 = Dishong Tower

skyscraper_02 = Crack A Book Corporate

skyscraper_03 = Higashi Pharmaceutical

skyscraper_04 = Joe Bros Builders
 
this is what i found, is it what you were after? they dont go by names for the skyscrapers.
<prefab rule="skyscrapers" min_count="2"/>

<prefab_rule name="skyscrapers">

<prefab name="skyscraper_01" max_count="1" prob="50"/>

<prefab name="skyscraper_02" max_count="1" prob="50"/>

<prefab name="skyscraper_03" max_count="1" prob="50"/>

<prefab name="skyscraper_04" max_count="1" prob="50"/>

i use notepad++ to open my files... did ctrl + f and list all in document to show this.
yep, but not finding any generated. no cities actually, but sprawled towns a plenty.

 
For the love of god.. please don't let the crybabys convince the devs to decrease difficulty.

TURN DOWN THE DIFFICULTY IN SETTINGS!

USE THE LONGEST DAYLIGHT POSSIBLE!

MAKE ZOMBIES ALWAYS WALK!

BE A MAN AND LEARN2PLAY

 
i wont be ashamed to admit it... but i have paid and played games where i just had to set the difficulty down to diaper stage.

point is... the option was there and as i advanced i raised the level up.

our game basically starts in the medium difficulty setting by default so people need to make their own adjustments as you hinted.

we did throw out warnings and hints about changes and rethinking how to play.

so yeah guppy... a few months from now will be an all new complaint.

and I love the vultures... the little SOBs always trying to sit on my shoulders. :)

 
Re: difficulty
...sincere question.

Do people really want a game where there's little chance of failure?

Do people want a game where there's NO chance of a "crap happens" moment that's out of your control?

Cause those deaths are the best moments for me...
I'm loving the new difficulty/challenge, perk system and progression feels slow but all the more rewarding, the newly designed pois made a jump scare and it was super effective it's been so long since a game has done that for me. Kudos to the pimps they took their time and it's paid dividends.

 
Re: difficulty
...sincere question.

Do people really want a game where there's little chance of failure?

Do people want a game where there's NO chance of a "crap happens" moment that's out of your control?

Cause those deaths are the best moments for me...
Be careful what you ask for. The question may shock you. To the core.

And just to be on record with my own thoughts, weird spawning issues aside Im loving every minute of rediscovery in this alpha. Its what I dreamed for. Its WHY I made the mod I did. And I'm proud to say that this alpha has already defeated me several times. Something 16 NEVER could do.

Please do not change a thing. If anything I see areas for increasing difficulty (way too much gun loot, ores in surface boulders) but Im a sadist at times.

Thank you for making me a fan of vanilla again, something i was aching for.

 
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Is there any chance we can get an update on being able to generate larger maps? please? I know this is experimental... I'm mainly concerned about getting stuck with smaller maps in stable....

 
Been playing the new Experimental path that released last night.

Is the rate of swing meant to be this slow? I only ask because on occasion my char does like three very rapid swings every so often and then just goes back to a very clunky swing. It wasn't like this in the previous 17.experimental.

 
I'm not sure if I'm just unlucky but all my random gen maps seem really flat compared to a16. What height difference there is seems to be small hills not the large mountains that im use to in a16. Just wondering if anyone else is noticing the same issue?

 
Is there any chance we can get an update on being able to generate larger maps? please? I know this is experimental... I'm mainly concerned about getting stuck with smaller maps in stable....
Edit the rwgmixer file. Change the 8k number to its 16k equivalent. So... 8192 to 16384?

 
?fter updating to the latest version I cannot use my mouse anymore to walk.. The ♥♥♥♥ is that.

Edit: Never mind, it fixed itself it appears.

Holy smoley, you guys have to fix the delay in swinging your fists.. it's horrible.

Wow, the game just reset its own resolution.. What the..

 
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