PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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But food in early game is the only means to heal. I find myself running out of food if I get to bold in looting and needing to heal mid POI
Take the passive healing perk and go do something safer while your health regens. Or be more careful.

 
I ate at 11 pm, mined all night long, rode bike a few km, meleed zombies and by 11 am I was still at 75% with no perks. That is a non issue to me so we increased it. We overshot it too much and are dialing it back.
Interesting.

My own b221 results were:

I dug dirt and mined for almost 60 straight minutes and used 11+ charred meat (i.e. multiple large animals worth of raw meat), only eating when it would not pass 100% (close but not overeating); I say 11+ as at the end I was not at the 100% I started the test with. That worked out to one charred meat every 5.45 minutes.

The removed space was 5x5x7 (175m) of dirt and 3x3x4+1 (37) of stone.

Perks were: Miner 69'er, Pack Mule, Mother Lode, Healing Factor, Slow Metabolism (all level 1).

I was specifically testing the viability of a new base design and how much food/water it would take to get the materials and set up the area.

I have not yet attempted to replicate this test on b231 (work and all).

 
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Aloe cream is just to the south...in every world....
Physician 1 requires Intellect 4, so 4 points to make the aloe bandages.

I'll likely wind up getting Phys-1 at about the same point as previous system; to many other things to get in SP :)

Edit: doh! when the heck did Aloe Cream start healing?? Ok, that's a good one, which I totally missed.

 
Personally, I think the game should favor co-operative multiplayer and single players should turn down the difficulty if necessary in order to cope. That makes it fun for both styles. Play Nomad as a SP for a challenge or play Adventurer for a more normal SP experience. Play Warrior for a tougher team challenge or Nomad for a normal team challenge.
Well, I disagree. Game should go both ways and even B197 I didn't feel the need to turn difficulty down (nomad, 16 zombies). The hidden lvl gate would give a much more fair game to the sp that don't like to rush something up.

 
Cool. I was hoping you would get a good boost.
Thanks mate! Yeah its running much smoother now overall. Inside buildings is equal to outside, which is good!

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I eat way more than that IRL. Just sayin.
Lol!

Me too man, me too. But then again, one power attack with a club in real life would leave me with no stamina for a day or two..

 
Latest Update (1.2GB) Starting a New Game ( RandomMap 8144*8144)

Walking on Day 1 through the Desert and Died in a Radiated Area.... but there was no Marker or Warning or anything else on the Map....

idk if this is a bug or new to the game or whatever

but it would be nice when u see a radiated area.. i run backwards and the player menu says to me 1H Radiated....

WOW :D

 
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good to hear you will be dialing it back. day 1 hunger drain was way too severe, especially on 90 minute days. 6 cans of food, 1 bacon and eggs, and 7 fried meats. end of day stamina, 71. and the bacon and eggs was last meal before 11pm. hunger is still at 68%

I dod no power attacks, no mining. chopped only 1 tree. cleared 1 poi. the rest was just getting to the trader quest and killing only what followed me. snow biome. them dudes are a pain.

so yeah, good call, fix the food. rest of it is fun so far, will comment more later as things come along.

 
Not sure if it was mentioned yet, but something I just noted was that seeds take 4 of their crop.... so to have a positive yield of crops by only +1 I have to max out Fortitude? That seems a bit out of reach. Especially for all other things considered. I think it would all be fair if maybe only it didn't take 4 crops for one seed. Make it back to 1 or 2. At least then anything more positive out of a yield is like "planting less crops for same food" reward. Make it a bit of an extra perk.

The leveling and how you guys are trying to limit what players can do really needs to be re-evaluated. Because you need to consider how LONG it takes to level. I've been playing this new save for 3 hours and I'm only level 4. I'm not someone who enjoys rushing a game, grinding. I like to take my time. For me having to sit and grind xp would not be fun so I enjoy a slower pace. Still, considering all things, I wouldn't be able to farm anything and get a reward of farming after how many hours of game play? 10,20? Considering all other things that also need to be leveled to even progress in other aspects of the game, how many more hours until I'm able to do basic things of a survival/crafting game.

Thank you for the read.

Edit Note: Its not like I avoid Fighting Zombies either. I clear houses and fight zombies in the streets because I know that's the best XP.

 
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So that would be easiest way, to just mess with the perk for it?
actually getting ready to post a modlet for it. it is in entityclasses.xml, they more than doubled the drain rate,

 
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** Apologies for the super long post...started tagging those I wanted to reply to and barely made it through all the pages I had unread :( Most of what I've said has been mentioned so you can feel free to gloss over this post if you like.

Yes I absolutely do. Is that a good thing or a bad thing? If you ask JUST me I think its a shift in the wrong direction. Compare the first Exp release of this Alpha to this one. A VERy different beast altogether. Did adjustments need to be made? Sure they did, but removing it completely isn't the answer. I think there's a way to keep portions of player gating in without it feeling so punishing, but it seems the go to answer here is always tell people to accept it or yank it out. Never an in-between.
And while I like being able to choose our own destiny when we want it I also thought we were going to see some sort of return to reward by DOING along with gating removed. THAT would have been much better. But removing the gating while keeping in the 100 percent get better by spending points system feels unrewarding to me.

TLDR to your question: A17 at this stage right now is MUCH easier than 16.4 unmodded.
Granted my partner and I are playing with 200% loot abundance, but that's just for the experimental stages to be able to push through to horde nights faster...it does completely bork us on day 1 with encumbrance but it is overall manageable.

We also tend to play harder settings on 'normal' games (or RH :p ) so like most on these forums are seasoned when it comes to this game. Last week's playthrough on B221 wasn't much different to last night's B231. There is still some gating to perks which is totally fine, but my only complaint is not knowing WHAT is gating them...is it level, is it that perk tree (Strength, Perception, Agility etc) or what? Having a few more meaningful tooltips would be helpful in knowing whether it is better to save that skill point you just got with a level to perhaps use it somewhere in conjunction with another skill point/s acquired, or just spread them willy nilly and hope for the best.

They ignore this. Cherry picking at it's best. It's a tradeoff and I think its an interesting one. Do i sacrafice cardio 1, on day 1, to get iron tools I probably dont need so early. What about packmule? Healing factor?
The forges arent going to just fall out of the sky people. Lol
Forge houses, traders, working stiffs, random boxes - they can and are in abundance if you know where to look.

Last night we set up a temp base in a water well bunker close to a trader that had a forge (my trader quest) and not too far from another trader with a forge and cement mixer (my partner's forge quest). We were just commenting that it would be better if we had the cement mixer closer (particularly with my partner running the building and crafting perks and not having them 'work' if he's not around the station to use them)...anyway, I bust open one of the boxes in the bunker and BOOM RNGeesus answered and we had a working cement mixer in the bunker.

One thing I am forever saying to people on MP/Dedi servers (which is applicable in SP) is move. Animals won't spawn near you and you need to go hunt them. Don't just run through a bush area, stop...listen...bunnies are freakin' everywhere (although granted, little buggers to kill). Snakes are prevalent in deserts and loot all the POIs. There's butchers and kitchens and cafes that have a metric ♥♥♥♥e-tonne of food and water available.

My answer is yes to all your questions. Haven't taken cardio or healing factor before level 20 in any of my playthroughs yet. Pack-mule might be an option; but pack-mule vs. iron armour/iron tools? That's not even a fair comparison.
Maybe there should be a poll after a week, to see what people invest their first points into.
My partner and I play as a duo on a local game (or as part of a group in MP/Dedi when we can). He goes for building perks, I go for cooking/healing/gardening perks

In A17 you could easily find a house with a working forge on day 1 anyway and set up your first temporary base there. That's what we've done on two of our last three games.
So it's not a contrast between "day 1 forge vs day 15 (or whatever) forge". It's a contrast between "spend your starting points to build a forge on day 1" or "find a forge on day 1 and spend your starting points on something else".

I was in favour of level-gated perks rather than perks with escalating costs, but being able to rush the forge is hardly a huge deal. If people want to do that then let them. I'll be happily spending my points on something else.

It would be different if you were able to rush motorbikes, solar panels, and blade traps on day 1. But an early forge is nothing special.
^^^ THIS!

One of the best games to play and play with. Now if only I could find more time.
You and me both ;)

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Aloe cream a day keeps the vultures away.
It puts the lotion on its skin or it gets the hose again?

 
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actually getting ready to post a modlet for it. it is in entityclasses.xml, they more than doubled the drain rate,
Nice. Yeah, just found a post in the mod section showing where it's at, but having it as a modlet will be nice. Means no digging around for it and don't have to mess with it again when they update, heh.

 
Not sure if it was mentioned yet, but something I just noted was that seeds take 4 of their crop.... so to have a positive yield of crops by only +1 I have to max out Fortitude?
You don't have to replant harvested plants, after harvesting the seed is already planted.

 
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