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.
I got infected on day 1 when I started a new game two nights ago. It went up to infected 3 and I could not do anything. I wish these stupid devs would just fix everything already! Oh wait, I told Gazz and he fixed it in 5 mins. Will be in next release. ;)
Thats kind of the point of infections no? Hopefully the wink is sarcasm and not "dont worry guys faatal is here to make it easier for you"

b214 - Infections now buff loot chances. Go out and grab dem infectionz boiz.

 
Oh yeah they will be changing the infection to how it was in A16. Without any meaningful effect on gameplay, that is.

 
Thats kind of the point of infections no? Hopefully the wink is sarcasm and not "dont worry guys faatal is here to make it easier for you"
b214 - Infections now buff loot chances. Go out and grab dem infectionz boiz.
Take it easy on the difficulty level. I know you're extremely fond of a hardcore experience, which is why you have your mod, but precisely because there are mods, devs can make the game a little bit more open to wider audiences (and I say this while being a fan of hard difficulties myself). A17 is harder. The infection thing mentioned is a bug. Sills said that it immediately reduced your stamina by 60 points, which is insane for a stage 1 infection. From what I gather that's supposed to be the third stage. That's already much more than what it does in A16.

 
They possibly hit the tree because they did not have a path to you and entered destroy mode or if they get stuck they will jump and attack to free themselves.
The AI is complicated and there are many edge cases of odd behavior. Often fixing an edge case just makes other weird behavior.

The pathing cannot see every collision shape in the world, since it works at the 1 meter block size with limited accuracy below that. Obstruction code runs on top of that, but also has a limited precision. Higher precision would mean more CPU and memory use and we don't have CPU to spare.

I have some new obstruction sidestepping code I wrote today, that once finished, will help step around 1/2 and 1/4 block edges that the path grid cannot handle. An added bonus is that zombies can step around other zombies, which looks more natural and lethal.
Ah very nice ty. Yeah, I wouldn't want the game to get any more strenuous on CPUs than it is already. They didn't notice me at first. They were just doing it to be doing it lol, part of the group which were just haulin ass and haven't noticed me yet. Nice on the sidestepping, it sounds like that would be rather tax-free on cpu usage. Thanks for the info!

 
As far as picking up plants goes, I found it more enjoyable in A16 by using the E button, also liked the picking sound it does while doing so. If the reason for the change is to use stamina by punching they could simply make picking them use stamina, but I doubt that's the reason.

 
Every time I join my brother’s game we have to re ally and party up.

Am I doing something wrong or is this the way it is for now?

 
I believe ally status is supposed to save.

Party status wouldn't make sense because you may not want to automatically get grouped up with someone the game chooses for you. =)

 
Does anybody has an issue with the bicycle vanishing in solo mode ? I can't see any bug report about that and it happened 4 times to me... Once in B199, three in the actual version (fresh restart). Thanks ;)

 
You can already do that in the new stealth system, just in a different manner. When you make a noise, zombies who notice will go to the general location where you made it. If you are in stealth, you can just walk somewhere else without them hearing, since stealth footsteps make no sound. The zombies that went to your noise location will look around, not see you, since you left and then resume wandering.
Interesting, and good to know. What I was doing was digging straight down. Stealth meter showing the noise so taking a couple few swings then pause for stamina (and listen) and meter would go back down to 2. Was about 20 blocks below surface when I thought I heard an angry z, but sound was very faint so waited and listened. Meter back to 2. Waited & listened a good 30sec, seemed quiet. Dug again pause, z sound a little louder then started to sound like more than one so I started to nerd pole up, which makes a racket. As soon as I stood z sounds clearly indicated they were mad & coming. Got up 3 frames when they started landing on me head, heh. They weren't able to hit me from there but the smart ones dug down on the sides and I was zombie chow. Most of this happened in pitch black since I hadn't found a mining helmet. At very end I switched from club to flashlight, just in time to see the snarling faces of my killers :)

Have not tested it myself but zombies are supposed to not notice anything more than x blocks away (x might be 40, not sure). So if you are at bedrock it should be totally safe outside of blood moon.
Thanks for the tip! I'll give it a go.

hmm... How to do it? So first thing AM clear out z's around base. Then finish digging down to what? At least 44 blocks below grade? That'll allow for future placement of a reinforced concrete roof w a bit of a safety factor.

But now I'm gonna need the 'Fast Ladders' Perk :peep: {sry! couldn't resist :biggrin1: }

 
I believe ally status is supposed to save.
Party status wouldn't make sense because you may not want to automatically get grouped up with someone the game chooses for you. =)
I too thought allies should persist but I do get the party not being automatic though.

It’s exp so I’ll keep testing and see what happens.

Thanks for the reply Gazz

I’m really enjoying this new game I seem to have bought myself.

I’m concentrating on gameplay more than visuals and I see something good emerging here. The perks seem to me to be just about right and I like that we are still getting xp for some actions other than killing zombies.

I also have devised a base plan that has the potential to make your puny AI look silly.... j/k

 
But now I'm gonna need the 'Fast Ladders' Perk :peep: {sry! couldn't resist :biggrin1: }
Yeah, it's under Agility.

I also have devised a base plan that has the potential to make your puny AI look silly.... j/k
The thing is, there is now a reason to make such a plan instead of putting up log spikes and having a nice cup of tea during horde night. =)

 
Yeah, it's under Agility.
(dang it! I -know- he's trolling me.... but now I -have- to go check! grrr...) Well played Sir! :loyal:

Edit: update. yep, I've been Rickrolled, again. <sigh> :D

 
Last edited by a moderator:
Yeah, it's under Agility.


The thing is, there is now a reason to make such a plan instead of putting up log spikes and having a nice cup of tea during horde night. =)
Oh we always had a plan mate. That’s our jam.

You are right though. It’s not just set and forget anymore.

We always used a combination of passive and active defence though no matter what we built so it hasn’t been a huge change.

A most welcome change though for sure. Watching them all go for that weak spot and pour through is just gold AND then there is vultures!

 
Take it easy on the difficulty level. I know you're extremely fond of a hardcore experience, which is why you have your mod, but precisely because there are mods, devs can make the game a little bit more open to wider audiences (and I say this while being a fan of hard difficulties myself). A17 is harder. The infection thing mentioned is a bug. Sills said that it immediately reduced your stamina by 60 points, which is insane for a stage 1 infection. From what I gather that's supposed to be the third stage. That's already much more than what it does in A16.
Im sorry, I didn't get the memo that we were ONLY allowed to make suggestions geared to a certain play style, or audience. I will continue to champion for what I feel is best for the game, even if you disagree with it.

Personally there are a lot of people around here who need to take it easy on the knee jerk condemnations and reactions to changes in week 2 of an experimental build where if things do not immediately go the expected route the pitchforks come out and demands for changes and balances echos the hills.

If people would sit down and think a little and plan out their first few days and not be married to one play style they have been holding on to since A11 they would realize that this so called difficulty increase is very much early game and once you get the gist of food and health and perks you can do all the things you used to love. Instead people want to rah rah for everything to be nerfed into the ground without really even trying to step outside of their box.

I mean people were already judging within 2 hours of Exp drop, and that continues to this very day.

 
Here my feedback after playing A17:

PROS

- The new food&hunger system feels nice and well balanced

- The additional items are great as always

- The new lighteffects look really nice

CONS

- The start of the game feels so underwhelming, you're weak as an infant and have to level up a lot to make the game enjoyable.

- The new leveling system is fine, but too restricted. Forcing the player level up to 20, before being able to raise intelligence to 4 and even craft a single forge felt boring and grindy

- Having every location being full of traps, Zombies hiding in wardrobes, breaking floor tiles, etc doesnt create suspense anymore. Every time I walk into a building, I already know that I'll get ambushed, so it's not exciting anymore. These mechanics are really great in general, but overdone in A17

-Doing anything but killing zombies gives so little EXP, it's completely irrelevant.

Conclusion:

I'd prefer a lot to start out with a full inventory and have every action drain less stamina, so the game is fun right from the start.

The leveling should strongen the benefits of the charakter (faster running, more inventory slots, better mining, etc) instead of freeing you from artificial burdens. The skill system should be less restricted. I personally would remove any levelrequirements for skills at all.

At last, non-killing-activities should earn the player more EXP.

 
Here my feedback after playing A17:
PROS

- The new food&hunger system feels nice and well balanced

- The additional items are great as always

- The new lighteffects look really nice

CONS

- The start of the game feels so underwhelming, you're weak as an infant and have to level up a lot to make the game enjoyable.

- The new leveling system is fine, but too restricted. Forcing the player level up to 20, before being able to raise intelligence to 4 and even craft a single forge felt boring and grindy

- Having every location being full of traps, Zombies hiding in wardrobes, breaking floor tiles, etc doesnt create suspense anymore. Every time I walk into a building, I already know that I'll get ambushed, so it's not exciting anymore. These mechanics are really great in general, but overdone in A17

-Doing anything but killing zombies gives so little EXP, it's completely irrelevant.

Conclusion:

I'd prefer a lot to start out with a full inventory and have every action drain less stamina, so the game is fun right from the start.

The leveling should strongen the benefits of the charakter (faster running, more inventory slots, better mining, etc) instead of freeing you from artificial burdens. The skill system should be less restricted. I personally would remove any levelrequirements for skills at all.

At last, non-killing-activities should earn the player more EXP.
I don't agree to full inventory, I think it is good as of now, you get stronger and can pick bigger bag. Though I too feel that basic 5 ability should not be tied to Level, at least not until level 100. forge most of player are ready by 4th -5th day, but then it is low time to build proper base... but in general everything is good to go.

Like you said trap don't excite you more, think if game become further easier as you suggest this whole game won't excite you. it is hard that is why you like playing it... after you get to know POI.

 
@meganoth that ~40 blocks seems to work!

Grade is at 61, I'd dug to 39 earlier, so just for giggles I waited till 22:00 and started digging down from 39. No z's came. Got down to 17 around 01:30, cheated in a mining helmet. With light on but not swinging pick, Stealth showed 80+. Stood up and started mining a horizontal tunnel. No z's came by for tea.

Went up ~5AM. As I was placing ladders around height 50 a z started to break in. Nerd poled up and ran outside to scold him for coming by so early. He was the only one focused on my activities, but there were 6 others near-ish (25~50+ out?) the side & front. So chased them off as well.

Sidebar: the oversaturation seems to work quite well. At Food 92 ate a Bacon&Eggs (+36) and it felt like I got all the ~28 over 100 before it started to go down again. (similar w water btw) So that's a real winner to me, thanks guys!

So it seems nighttime mining is quite doable, once you're down 40+ blocks. Though I'd recommend digging your access when z's aren't running, and immediately heading up at the first sign they've spotted you.

---

On Stealth. Current system makes a lot of rational sense. Afterall zombies aren't really supposed to have a mind to read, even if we were mind readers, right? :)

That said, and I don't have any good suggestions, if there were some mechanic that could indicate something about if the z's are locked on & coming? Thought of this while 40+ down in the dark. Could I even tell if they'd aggro'd to me?

I'm not conveying this well... ok, our ways of telling if z's are pissed are Sound & Sight. If I can't see them then I'm dependent on hearing them. But it feels like they can aggro from a significantly greater distance than I can hear them from.

Maybe that's it. When Crouched sound volume goes down (which is great when mining) so, effectively I actually reduce my 'spidy-sense', when what you'd expect is that you'd hear 'more', or further; you're focused on listening so more likely to catch things further off. Hope that makes some sense, heh.

 
Status
Not open for further replies.
Back
Top