PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
That'd be pretty cool. Though I'd then be whining for a neck/animal-brain-stem hitbox :) 'adulah oblogava' (isck spelling :( ) thingy

Though just severing the spinal column could be more entertaining; head still lives, mouth and eyes move, doesn't despawn. Truly an ankle-biter :)
Ah, yeah true, for animals anyway. But getting to that medula section in most humans would be harder from the front, you'd have to hit them either through the mouth or in the back of the head, low, and well, how often are they looking the other way, lol. Would be possible to save a party members ass with a one-shot from behind, but most people would aim too high. Still it would be cool, a way to balance the new higher difficulty, and still hard to land the shot just right, which is why maybe just introducing a very small percentage chance to existing headshots would suffice.

 
Last edited by a moderator:
Hey folks, I'm curious to know which parameters are affected by the games difficulty setting in the main menu.
I've played a number of A17 games on a number of difficulty settings, and the most unfair and punishing horde action happened on the novice difficulty.

Sure, this might just come down to the curse of random generation, but I see no increased difficulty between these settings. In fact, it seems to work in reverse.

Are the settings nerfed, or am I missing something?
As far as i know the damage you do to zombies and the damage the zombies do to you is what changes .

So if 3 is 100 with 100 , insane(6) is something like you give 0.5 normal damage to zombies and they give 1.5 or 1.75 damage to you something lile that not sure on the actual numbers tho

 
Ah, yeah true, for animals anyway. But getting to that medula section in most humans would be harder from the front, you'd have to hit them either through the mouth or in the back of the head, low, and well, how often are they looking the other way, lol. Would be possible to save a party members ass with a one-shot from behind, but most people would aim too high. Still it would be cool, a way to balance the new higher difficulty, and still hard to land the shot just right, which is why maybe just introducing a very small percentage chance to existing headshots would suffice.
True, buggers are always staring at me like they want to eat... err, wait a dam minute! :)

Always kind of wondered about how straight on &/or distance a .22LR had to be within to pierce the human skull.

Worked on a remodel that was near a small slaughterhouse. First time I heard a shot I was ducking and looking; owner laughed at me said they were just slaughtering hogs using a .38. Anything smaller would just bounce off and piss off the pig apparently.

Weird the things we learn along the way huh?

 
Actually, with video cards in the new millennium, lowering the resolution too much can actually make your performance worse. GamersNexus has a video about this on YouTube.
Pretty sure that is only true if you are moving from a setting that is not pushing your GPU at all. So there is no performance gain to be had and the work in down scaling will cause a little degradation in performance. Normally that overhead is buried in the performance gain but if your card is not being pushed at all then there is no where for it to be buried. (Note: I have not watched the video yet.)

 
Ah, yeah true, for animals anyway. But getting to that medula section in most humans would be harder from the front, you'd have to hit them either through the mouth or in the back of the head, low, and well, how often are they looking the other way, lol. Would be possible to save a party members ass with a one-shot from behind, but most people would aim too high. Still it would be cool, a way to balance the new higher difficulty, and still hard to land the shot just right, which is why maybe just introducing a very small percentage chance to existing headshots would suffice.
You knock the zombies down with the club an Finnish them with 1 arrow through the mouth!

 
Question(s):

1. If container like a dresser or cabinet is open it will always be open or will it close/reset to close when loot respawns?

2. Loot respawn mechanics. in A16 if you were within 30 blocks or a container it would reset the timer for the loot. is this still the same for A17? can anyone share the mechanics?

PS: I love how containers are stashed or hidden in false floor or wall panels and how Zs just pop out of areas. like the hidden guy in the hunted house - scary.

 
That is how terrain blocks work. They slope into adjacent terrain.
Ah, okay. Is there a good way to do it so it's flat, completely, for vehicles? Even with the plates, I still damage them and my vehicle since they are higher than ground and blocks, lol. At least I don't get wheels stuck on the slope, heh.

 
Hey folks, I'm curious to know which parameters are affected by the games difficulty setting in the main menu.
I've played a number of A17 games on a number of difficulty settings, and the most unfair and punishing horde action happened on the novice difficulty.

Sure, this might just come down to the curse of random generation, but I see no increased difficulty between these settings. In fact, it seems to work in reverse.

Are the settings nerfed, or am I missing something?
Maybe the fun pimps are trolling us. To the XML cave Robin!!! 😅

 
Hey folks, I'm curious to know which parameters are affected by the games difficulty setting in the main menu.
I've played a number of A17 games on a number of difficulty settings, and the most unfair and punishing horde action happened on the novice difficulty.

Sure, this might just come down to the curse of random generation, but I see no increased difficulty between these settings. In fact, it seems to work in reverse.

Are the settings nerfed, or am I missing something?
Easier settings:

You die less (staying alive longer with less deaths)+ you level up easier and faster= higher gamestage

I guess the lower setting does not cancel or negate the lower gameDifficultyMultiplier.

Look into the gamestages.xml for a more detailed description.

Code:
gameStage = ( playerLevel + daysSurvived ) * gameDifficultyMultiplier


daysAliveChangeWhenKilled="2"
scavengerGameDifficultyBonus="1.0"
adventurerGameDifficultyBonus="1.2"
nomadGameDifficultyBonus="1.5"
warriorGameDifficultyBonus="1.7"
survivalistGameDifficultyBonus="2.0"
insaneGameDifficultyBonus="2.5"

startingWeight ="1"
diminishingReturns ="0.2"
 
Last edited by a moderator:
Just listing some fun observations of Alpha 17.

I'm running a local game with 200% loot and cheat mode. (I only used cheats to give myself a motorcycle, some crappy clothes, a handgun, maybe 20 rounds and a knife. I didn't even give myself a cooking pot. My wife won't play without cheats, she gets too scared. 😉)

- Steroids are fun. I fill my inventory with junk and kill zeds with my knife.

- There seems to be a delay with the zed animations and hitting them. Not sure if this is intentional or not. Can't say that I hate it. When they're moving around alot or reacting to a strike, they become much harder to hit. I've figured out the timing where I can drop one or two with a knife no problem. If theres more, you will become a worm feast pretty easy if you try and mele.

- The silencer schematic doesn't work. Not too worried about it. I haven't figured out how to mod stuff yet anyway.

- I like the new "jumpscare," direction the game is going. I get sweaty palms playing in the dark by myself. Yes. This sounds exactly as bad as it should. You thought it, not me.

- I see saw from clearing buildings by myself with a knife to getting killed by a stray I didn't see behind me. Its scary good.

- If you die during a quest, you fail the quest. I think this is awesome. It gives the quests real consequences.

I'm sure I have more but I have to clock in at work. Alpha 17 is alot of fun so far!

 
Haha.... totally agree! Best post I've read on here in days ;) (and it wasn't even in all caps with huge yellow font, LOL)

- - - Updated - - -

For some reason I read your post as I would the final journal entry found in a diary being held by a corpse in the top room of a ruined building overlooking the city...
this post, that is..

 
@Faatal @Gazz @Madmole @Roland, "no sell price" for concrete blocks, is this intentional or a bug?

***************************************

 


(edit added comment by QA Tester-unholyjoe)


 


WIP and is sellable once again in current test build





 
Last edited by a moderator:
I disagree, 2 story poi's with the staircase knocked out are still stupid easy to survive in, and much easier to prepare. Even with complete lack of reinforcement these things will last quite a few horde nights before they finally collapse (even more if you don't move around upstairs which forces the horde to destroy the supports beneath you)
It'd be great if there was some sort of fuzzy logic that caused large portions of these prefabs to randomly collapse regardless of the integrity programmed for the relative material. Something like this would really strike fear into the bravest of POI sitters each horde night.
That would be awesome indeed. This is the easiest way to survive all nights, including horde nights. But when u know that enough damage to ur structure, walls or floors could make parts of the building collapse u have to to decide whether to take the fight to them or prepare ur house better with defenses or just ride it out with the risk of losing it all...

 
@unholyjoe, sorry my ignorance, but what is "WIP"?
yep what wolf said... Work In Progress

:)

any ways, its not ignorance to ask if you dont really know... ignorance is not asking and pretending you know the answer. :)

 
yep what wolf said... Work In Progress
:)

any ways, its not ignorance to ask if you dont really know... ignorance is not asking and pretending you know the answer. :)

Thanks man.

Day 17 and I finally got my cement mixers working so I was expecting to make some cash because I'm a builder first type player so selling concrete blocks is essential.

 
Thanks man.
Day 17 and I finally got my cement mixers working so I was expecting to make some cash because I'm a builder first type player so selling concrete blocks is essential.
Well.... I notice you need Stone to make Cement, but need Cement to make Stone... And you need those to make Cement. I haven't been able to figure that one out yet, lol. Then my game bugged to where I now need to make a new map. It's lovely, heh.

 
Status
Not open for further replies.
Back
Top