PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Simple problem is that the early stages are so penalizing that you simply want to reach lvl 60 or so.And i dont speak about guns or zombies
Not everyone sees it that way Royal. Many people actually enjoy playing through the primitive stages and very much enjoy a slow pace in their progression. They are happy to reinforce an existing structure at first and then start their own modest base after a couple of blood moons. I don't see your particular play style as being exactly mainstream.

Its understandable that for someone like you who just wants to tunnel for kilometers under ground and build a bedrock to sky tower right from the get go that you would feel very crimped during the early game. But you can't expect that particular play style to rule the balancing of the game. There is no way they can create a compelling survival and rpg game but at the same time let people be powerful enough to start epic constructions on Day 1. In a game that is largely survival oriented doing epic constructions are necessarily endgame activities once you've progressed to the point of being able to do them easily.

 
i built my first horde base with flagstone upgraded to brick. no need any extra perk or anything. it easyly lasted through 7 and 14 day horde. no real damage dealt. so i guess, you need to change your building architecture and design. be creative.
You need to see screenshots of Royal's constructions. He goes for epic. Surface rectangular base of flagstone upgraded to brick is not really his mojo. He's plenty creative but he's also "go large or go home" and that isn't fitting well with the A17 early game.

 
one of the things that needs balancing is the gamestages themselves. some types of zeds are showing up far to early imo. feral wights shouldnt be seen before level 40. at least not in random hordes even is most poi's. we have 300 levels of character progression, showing top end zeds at the first 10% of character growth is afar to early.

 
They can always gate things through other means. If they make the bellows recipe out of more advanced components for example that would delay being able to get your own forge. They could also make the bellows be a reward for a tier 2 quest and they could make it a very expensive item in the trader's secret stash. Multiple ways to get the bellows but all of them more difficult than now meaning that whether you purchase the perk or not you still have to track down the component to build it and it isn't going to happen during the first few days.
The current forge is both too powerful and too useful. Another idea may be tiered forges, limiting the creation of higher level materials while giving the players primitive tools reasonably early. Maybe a separate smelter to split up the recipes a bit?

We build tools to make better tools with which we can make even better tools.

 
I love the new AI, love the new vehicles. Hated the unecessary graphics improvements, cant play with some friends cause the game just dont run on their computers..

By what i know about TFP, they will never fix it.

from A16 30-40 fps to 10 fps on A17.
The new PBR rendering is pretty expensive, which is why lowering video resolution is helping so much, since there are less pixels doing all those calculations.

I spent today looking at our main block shader and made this change that should help:

Changed video option reflection off to actually disable the probe and specular part of Overlayed_TA shader.

 
The current forge is both too powerful and too useful. Another idea may be tiered forges, limiting the creation of higher level materials while giving the players primitive tools reasonably early. Maybe a separate smelter to split up the recipes a bit?
We build tools to make better tools with which we can make even better tools.
^ indeed. Believe Jax's mod does that. Something like an Advanced Forge to make Steel? Not sure been a while.

Another way could be along the lines of the Campfire yield vs. Chem Station. Edit: to finish the thought; so normal Forge could still make Steel, but for large quantities you'd really want an Advanced Forge (or something, maybe Forge Upgradeable?)

 
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The new PBR rendering is pretty expensive, which is why lowering video resolution is helping so much, since there are less pixels doing all those calculations.
I spent today looking at our main block shader and made this change that should help:

Changed video option reflection off to actually disable the probe and specular part of Overlayed_TA shader.
That ought to help - but won't that make everything a bit too dark?

 
The testers talked at length about this issue so it is on their minds and it is something they will be working to balance. They very much want people to experience each progressive stage.
I like this idea. Maybe the leveling could be in stages, rather than skill trees. But the skill trees still exist, so you can still climb the trees independently to specialize.

So "stone age" is lvl 1 - 30? As you climb, the stone age stuff unlocks at the bottom of the trees. The forge is endgame for the "stone age," but you can climb the tree by dumping points to unlock it early, but you'll unlock nearly nothing else that isnt automatically unlocked by leveling. As you climb levels, certain perks at the bottom of the tree will unlock regardless, without using points.

So the bottom of the skill trees for stone age is stuff like basic cooking, leather tanning and armor. Stone arrows, (maybe xml tier different variations of stone arrows, making them gradually better with each tier. Maybe they do more damage and break less often?)

Mid tree is iron age (lvl 30 to 70?) Same concept that certain perks will unlock as you level. Others can be obtained early by dumping points to climb the tree early. Iron armor and arrows? Iron tools and traps. More exotic food recipes. Basic farming. I'd say bicycle and mini bike for sure. Iron is obviously superior to wood, but iron is easy to deform and bend. Durability is not great. You could xml tier tools and weapons for better versions as you level, but iron has naturally poor durability. (Maybe you can't even rivet wood blocks with iron until iron age?)

The riddle of steel (steel age lvl 70 - 150?)

Steel age. You can make steel tools/arrows. Steel arrows don't break, but can penetrate the zeds and stick in the ground. (Eww) You can plate your iron riveted blocks with steel plate. Advanced gardening. Steel is inheritantly strong, so it has good durability. You can build a motorcycle pretty early. 4x4 is steel age endgame. Requires basic electrical components.

Lvl 150 +

Electrical age. Advanced electronics. Sensors and turrets. Traps. Power tools. Concrete. (Helicopter?) Radios for communicating with crew long distances. Can call in airdrops at will, twice a week(almost exclusively ammo) Zeds are actively hunting you constantly. Lots of ferals and rad zeds. Maybe possible to make biological weapons that can drop zeds 10 to 20 at a time? Endgame is you make a cure for the zed virus that stops the spread?

Maybe when you make the cure with the chem station, you can shoot the zeds with darts that make them explode or something? You do a final mission where the zeds don't respawn as you shoot them. You fight a boss that renders your base toxic and uninhabitable. Endgame message:

You've managed to contain the virus here, but it is still active around the country. Time to move on to Cali, Canada, East Coast, or my preference, Colorado!

 
^ indeed. Believe Jax's mod does that. Something like an Advanced Forge to make Steel? Not sure been a while.
Several mods do this in a slightly different ways. But idea is the same.

I really would like to see the overall progression slowed down. Especially considering that world is much smaller. Need to have players stay in same place longer. But not an artificial ways like slow running speed or no access to transportation. Need good reasons to stay in one place.

 
I just wish we could get rid of working forges and stuff on PoIs and traders.

but I'm excited to test the update. We should wait to see how much points it would cost before we complain about it being too easy to do this or that

 
I just wish we could get rid of working forges and stuff on PoIs and traders.
but I'm excited to test the update. We should wait to see how much points it would cost before we complain about it being too easy to do this or that
Working workstations are one of the few bits of randomness left in the game that can have a meaningful impact on a play through.

 
I just feel like we're going back to a16.4 with the forges up and running before the first 3 days, completely bypassing the first part of the game.
The new level gates are the level it takes you to get enough attribute points to buy what you want - It just doesn't explicitly tell you what level you need to be - so people are tricked into thinking they aren't level gated even though they still are. I like it either way as long as the attribute points are expensive enough to balance it out and not make it too easy I'm happy.

I just realize I'm level gated either way.. but hey if it makes people happy to think they are not level gated.. then shhhh don't tell them they need to hit level X to have Y attribute points to buy the skill they are looking to get.

 
depth of field + ironbars

34579110tx.jpg


The option depth of field works as it should be...

The game looks very nice with this active, but not when i'm looking thru my "windows"

i have to disable it at night in my base :upset:

Is it possible to change it?

Or is this a bug

 
Fatal should we be playing a lower rez right now for higher FPS? Until it gets resolved?

I'm running a Ryzen 7 1700 and 1060 6gb and 16gb RAM. 2666

 
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