PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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It's the stamina breaks that gets to me.I wounder how mining would feel if they connect the fancy new slow animation to mining, So when stamina is low you hit slower but actually never stop hitting.
The mining gets sorted as you level up. At 3/5 sexy saurus and ergonomic grips on my Steel tools i can go on forever.

 
Exactly. If you are lucky enough to find/buy all parts of a minibike it should be possible to get it to work aka assemble it. Otherwise finding minibike parts in the world would be practically useless.
Either only crafting the parts is gated behind the perk, or the perk can be bought from the start and crafting the parts is gated somewhere else, for example behind steel crafting. But I don't see where the gates for all the vehicles in the game should come from so I really don't see an alternative to the former solution.

No, the simple fact that I as scavenger reached level 13 while the miners/builders in our group were still level 4 (in b199) is the reason zombie xp should be nerfed. Now sure, because of gamestage they also still get easier zombies, but co-op play simply doesn't work well when the scavenger can buy the crafting and mining perks long before the miners/builders.

Also the developers have to make a decision. Is it more important to support stealthy scavenging playstyle or a straight fighter (without scavenging) playstyle. But the fighter without scavenging isn't really possible anyway as you need to scavenge for ammunition and food anyway, And zombies should not be a "loot" bring-in service anyway and xp is just another form of loot

So at least 75% or more of the xp a scavenger gets must come from looting and not from zombie xp. So a stealthy scavenger doesn't fall too much behind a fighting scavenger. And that goes for other "classes" as well: A player specializing in mining should get 75% or more of his xp from mining. Not from stray zombies hitting his base.
I could see the building of a vehicle being lower, but just because I have all the parts doesn't mean I know how to put it together. Give all the pieces to me now, no manual, nothing, and I'll look at you like "wtf do I do?". I still think they'd need to put it say, behind lvl 3 int. It's still lvl 1 (if you do all the starting quests without leveling and put the points into int) and means you have basic knowledge of how putting those together works, even if you don't have the knowledge of how the individual pieces are built. It's kind of one of those back n forth things of how quick do they want it possible to get to "end game" right now.

As for the xp, it's kind of all over the place. Increase range of shared xp and they'll be higher than you, then the scavenger gets behind the builders. The only real way to fix it all, is to get rid of shared xp, but then that brings back whoever is best fighter gets the killing xp because they'll kill faster or headshots more. Could fix that by xp from a zombie is based on percent damage done to said zombie with final kill getting 10% bonus xp to xp that would be gained (so even if the person who did least amount of damage gets the kill, they may still not get the most xp from that zombie). There's just a lot that needs to be done and balanced, woohoo, lol.

 
Or gas mask. Either way I dont see it as a problem. It's like starving? Set up a farm..then???

Low stamina? Buy perks or build a vehicle...then?

You might enjoy an constant struggle but I enjoy to overcome the struggle and then thrive.
You described it as the MAIN threat and then you compare it to building a farm?

 
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Could you add masks for weapons/tools so the coloring applies only to specific parts of it?? It feels weird whed scrathed stuff without color has clean green look. (for example: nailgun bolts)

 
I could see the building of a vehicle being lower, but just because I have all the parts doesn't mean I know how to put it together. Give all the pieces to me now, no manual, nothing, and I'll look at you like "wtf do I do?". I still think they'd need to put it say, behind lvl 3 int. It's still lvl 1 (if you do all the starting quests without leveling and put the points into int) and means you have basic knowledge of how putting those together works, even if you don't have the knowledge of how the individual pieces are built. It's kind of one of those back n forth things of how quick do they want it possible to get to "end game" right now.
As for the xp, it's kind of all over the place. Increase range of shared xp and they'll be higher than you, then the scavenger gets behind the builders. The only real way to fix it all, is to get rid of shared xp, but then that brings back whoever is best fighter gets the killing xp because they'll kill faster or headshots more. Could fix that by xp from a zombie is based on percent damage done to said zombie with final kill getting 10% bonus xp to xp that would be gained (so even if the person who did least amount of damage gets the kill, they may still not get the most xp from that zombie). There's just a lot that needs to be done and balanced, woohoo, lol.
I don't care about your reality argument at all but find your idea to need INT 3 to assemble the bike a fantastic idea. Double plus good. :encouragement: :encouragement: Makes even a lucky guy pay some price (in perk points). And someone planning ahead could get the idea to keep back perk points if he has just one piece missing.

Shared xp is the idea that if you do something (like quests) as a group you share the xp as a group.

It is not a substitute for giving xp to all relevant play styles equally and the way you changed it is ultimately the wrong way. A character that does absolutely nothing but just sit in the base should not get xp any which way.

The right way is to lower xp for zombie kills as much as possible and give out most of the xp for mining/scavenging/building/farming...

 
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I kind of miss having some skills you build just by doing activities. Practice by repetition with marksmanship, improved mining, stuff like that seemed understandable to progress by doing.

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I just wish there were a way to set a battery bank down for stuff, then have a solar panel or two linked to recharge the banks during the day. Or a way to set up an auto-fueling for Generators.

 
You described it as the MAIN threat and then you compare it to building a farm?
Because I thought you meant. "If it can be overcome it's not a threat"

Starving is a threat building a farm fixed that.

More appropriate analogy would maybe be the weather/climate system.

 
I don't care about your reality argument at all but find your idea to need INT 3 to assemble the bike a fantastic idea. Double plus good. :encouragement: :encouragement:
Shared xp is the idea that if you do something (like quests) as a group you share the xp as a group.

It is not a substitute for giving xp to all relevant play styles equally and the way you changed it is ultimately the wrong way. A character that does absolutely nothing but just sit in the base should not get xp any which way.

The right way is to lower xp for zombie kills as much as possible and give out most of the xp for mining/scavenging/building/farming...
Yeah, I know, but really only way to keep people up atm. Lots of things need to be worked on. Shoot, I'd almost say the best way to do it is just everyone gets all xp at all times, haha. Not really, but for me, where I always play with the same people at the same time, it'd be best, but I see the issues and complications of doing that in any other scenario. But I'll just keep waiting to see the next update they do.

Most of the complaining and issues I read typically have already been answered by either "yes, we already fixed it" or "no, we're not doing it that way for our game". Very little has actually come back as a "maybe, it's in the talks" (yes, I know there is some of that and some of the yes/no are then put back into that category). Or even if it hasn't been told, they've already answered it to their team, lol.

 
It would be interesting if weather could be more lethal. A massive sandstorm or blizzard that requires shelter from the elements but also brings with it zombies that are tied to that storm. Zero visibility, extreme hot/cold, and special mutant zombies? What's not to like?
i need ice storms like on hoth. with decreased mobility!

also i want AT-AT hordes on day 777
 
I just wish there were a way to set a battery bank down for stuff, then have a solar panel or two linked to recharge the banks during the day. Or a way to set up an auto-fueling for Generators.
In over 2000 hours, I've never found a use for either the battery bank or found/ made solar panels.

 
Because I thought you meant. "If it can be overcome it's not a threat"Starving is a threat building a farm fixed that.

More appropriate analogy would maybe be the weather/climate system.
I was more hung up on you saying air should be the MAIN threat underground. Don't get me wrong, Im not against it, I just think it won't add much. If I have to build a gas mask before going underground so be it. Its not really a MAIN threat in the loosest sense of the word.

A horde of zombies trying to eat my face day after day is a main threat. Building a gas mask once and done.. not so much.

 
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Shoot, I'd almost say the best way to do it is just everyone gets all xp at all times, haha.
i still dont know if u get xp for stuff in the forge/workbench, or if u have 2 watch it, or if u get xp at all for crafting, since they re changing it every other alpha. :apathy:

 
So, regarding farming and the lack of fertiliser, I take it you still need to till the ground with the hoe before planting crops? I ask mainly because the tilled ground for me is a very ugly low res texture, anyone else getting this or is it just a glitch?

20181203180535_1.jpg

 
So, regarding farming and the lack of fertiliser, I take it you still need to till the ground with the hoe before planting crops? I ask mainly because the tilled ground for me is a very ugly low res texture, anyone else getting this or is it just a glitch?
View attachment 25989
Same here (but once you get your plantations, you don't see the ground anymore). Work in progress ;)

 
I was more hung up on you saying air should be the MAIN threat underground. Don't get me wrong, Im not against it, I just think it won't add much. If I have to build a gas mask before going underground so be it. Its not really a MAIN threat in the loosest sense of the word.
A horde of zombies trying to eat my face day after day is a main threat. Building a gas mask once and done.. not so much.
Fair enough semantics and different views.

I dont venture out in the snow or desert biome in early game because I see the climate as the main threat to my health not the zombies. But that's how I see it.

 
Ok, but this is still only half the equation. If for example you lose a constant amount of fullness (I assume 1 to make it simple) whenever you expend max stamina once, then the calculation is:
With 100 stamina and 100 fullness you would use up 100+99+98= 297 stamina to get to fullness of 97 and max stamina of 97.

With 130 max stamina and 100 fullness you would use up 130+128+125= 383 stamina to get to fullness of 97 and max stamina of 117

That is, with 130 stamina you have expended about 50% more stamina and your max stamina is still higher.
I'm not sure where you got these numbers from. I just did a crude test and it took about 378 stamina to reduce fullness by 1%.

 
i still dont know if u get xp for stuff in the forge/workbench, or if u have 2 watch it, or if u get xp at all for crafting, since they re changing it every other alpha. :apathy:
lol, right now, for b208, you have to watch it on completion unless it's crafted in personal inventory.

 
I feel like having more stam and using less stam per swing drops my fullness faster due to the fact I don't have to stop to wait for my stam to regen as often. So I have to eat more and more often, but I do harvest, fight longer, etc much more consistently instead of waiting for stam to come back.

 
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