PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I loved the desert in A16, plenty food plenty water and plenty easy resources. Now finally it has become a love/hate relationship AS IT SHOULD BE. Thank you Funpimps for that (still need to re-balance the ore underground as it is now though)
Thats the other side of A17. There are soo many nice changes

I wouldnt call the game "difficult", but it feels now far more like survival. At least the first days. Just at end of day one and i consider if i fill the traders Forge or if i try to get some additional food. Because its scarce. In A16 i simply would have had 200+ Yucca fruits in my backpack instead

 
Page 3000 guys, we made it. I know that is awfully akin to "First!" but I figured it should be stated for posterity. :D
It will drop back under 3000 most likely. Very few posts on the last few pages will make it through Roland's first read through this morning. Lol

 
You can still dig tunnels just as always. Use supports.
Do miners just dig in the dirt and expect dirt, rocks, gravel, sand, etc. to just stay in place? No.

They build supports to prevent a collapse.

This game is not a simulation, but it still takes cues from the world. The devs want the digging game to have some risk which can be mitigated with some planning. It's not that hard to mitigate and you can still take the risk of mining without supports if you want and never experience a collapse. This isn't a controversial thing.
Not once did I say "We cant dig tunnels" or "I'm to stupid to support my tunnels as I go" The discussion was about the danger being higher simply digging 1m tunnel vs fighting/dying to zombies. Because the blocks do more damage to you than zombies and often destroy your backpack as well as kill you.

 
... Yes, I know you didn't use the actual word moron but you did basically say we were all just too stupid to see your point several times in the last couple pages.....
Because i dont speak about intelligence, i speak about experience.

As soon as your 60 Hour Death is Death game ends by this bug you will/would understand me. And if this happens 5 times you will post the same as i do.

-------------------------------------------------------------------

And really

Mining in A16

Dig block 1, Dig block 2, Step forward

Mining in A17

Dig block 1, dig block 2, dig block 3, dig block 4, dig block 5, dig block 6, Switch to frames, place frame 1, Place frame 2, place frame 3, place frame 4, switch to tool, step forwward

System 2 simply is the definition of dull tediousness.

Tediousness is NOT necessary for a challenge.

arg, and i said i am out of the topic, i try harder now

 
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Because i dont speak about intelligence, i speak about experience.
As soon as your 60 Hour Death is Death game ends by this bug you will/would understand me. And if this happens 5 times you will post the same as i do.
If you're playing dead-is-dead that means you're playing SP. Why not just hop into the xml's and adjust the SI for sand and soil back to the old settings? You can't really break SI by making the ground stronger.

 
As soon as your 60 Hour Death is Death game ends by this bug you will/would understand me. And if this happens 5 times you will post the same as i do.
Or I would learn after 4 deaths to build supports.

 
If you're playing dead-is-dead that means you're playing SP. Why not just hop into the xml's and adjust the SI for sand and soil back to the old settings? You can't really break SI by making the ground stronger.
Because i play SP only in experimental

Or I would learn after 4 deaths to build supports.
edited my last post

 
Not once did I say "We cant dig tunnels" or "I'm to stupid to support my tunnels as I go" The discussion was about the danger being higher simply digging 1m tunnel vs fighting/dying to zombies. Because the blocks do more damage to you than zombies and often destroy your backpack as well as kill you.
Some people here says xp should be connected to risk.

Soooooo digging sand tunnels should skyrocket your lvls :D

 
Not once did I say "We cant dig tunnels" or "I'm to stupid to support my tunnels as I go" The discussion was about the danger being higher simply digging 1m tunnel vs fighting/dying to zombies. Because the blocks do more damage to you than zombies and often destroy your backpack as well as kill you.
Support your 1m tunnel. Zombies aren't that big of an issue to avoid their damage and it's just as easy to avoid the digging damage. This doesn't seem like a real problem to me. Sorry that we're not seeing it the same way.

 
Could anyone please tell me how to activate Dynamic Prefabs for MP server? I, nor the Server Owner, have the option to use it.

Here is a shot on SP.

E62E81F0950BFFF3F9871F62206404E4281254D3


and here is a shot on MP

unknown.png


is there some setting somewhere that we are missing? He has All permissions and still can't see it.

 
Hey, Navezgame map will be updated with this new build ?

I'm playing Random Gen but maps have some POI destroy and so can't take the pleasure to discover the new POI. I just take a look on the net at Navezgame map at A17 launch so i'm no spoiled but i just wanna know if Navez map will be good on SP with the new build to discover the news POI. Are they all present ?

Thx for your answer

 
Support your 1m tunnel. Zombies aren't that big of an issue to avoid their damage and it's just as easy to avoid the digging damage. This doesn't seem like a real problem to me. Sorry that we're not seeing it the same way.
So spend a ton more time digging the same length of tunnel as before (an already tedious task) in order to gain an unsafe area zombies can still dig down to or risk losing every item im wearing and using permanently by digging a normal 1m tunnel.

My argument was never "I cant adapt to this, Im confused, Please teach me how do it now, senpai" It was "Does this make sense for game play?"

Walking away from a zombie (or even running) Does not compare to digging out 7 extra blocks and placing frames in order to progress 1 block forward to prevent losing items permanently (nothing in game makes you risk that)

 
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Walking away from a zombie (or even running) Does not compare to digging out 7 extra blocks and placing frames in order to progress 1 block forward in order to prevent losing items permanently (nothing in game makes you risk that)
Just putting 1 frame above you is not 7 to my account. And for the record, I already dug 3 high because you walk/run better then. So As wood is still an easy resource I don't see it as that much of an extra job (still get experience from chopping trees AND constructing).

 
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Just putting 1 frame above you is not 7 to my account. And for the record, I already dug 3 high becaus you walk/run better then. So As wood is still an easy resource I don't see it as that much of an extra job (still get experience from chopping trees AND constructing).
If that actually works, then I concede that part of my concerns. That is hardly building support for a tunnel though, like has been suggested.

Losing backpacks to falling blocks is still a concern especially with the looser SI of ground in general. Ive lost them just trying to dig a 2m tall hole into the side of a cave entrance. (only 1 of the POI caves has the over hang that collapses I think)

 
Not only that but the majority of the time its way more punishing than dying from zombies because the falling blocks kill you AND destroy your backpack. (bye bye mods you spend your whole playthrough gathering and crafting)
I'm with you that the bag should survive a cave-in.

The big question is: Is there a fast way to differentiate between a safe digging area and an unsafe one? I.e. if you dig through stone you should be safe, if you encounter sand you should change to adding supports.

If that is possible, even digging kilometre long tunnels is possible because you can dig at normal speed and only need to slow down with sand passages.

By the way, is desert underground completely sand or the usual gravel with more sand as usual inbetween?

 
I'm with you that the bag should survive a cave-in.
The big question is: Is there a fast way to differentiate between a safe digging area and an unsafe one? I.e. if you dig through stone you should be safe, if you encounter sand you should change to adding supports.

If that is possible, even digging kilometre long tunnels is possible because you can dig at normal speed and only need to slow down with sand passages.

By the way, is desert underground completely sand or the usual gravel with more sand as usual inbetween?
Not sure, I havent actually tunneled the desert in experimental. Just been playing on the surface except for digging a forge room through stone on one play-through to test it a bit. Once stable hits I would be, just re-learning the game until then.

 
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