PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Honestly I think they real change needed here, is to not spawn a new player in the desert or snow biomes - in most games I tend to restart if I'm not spawned in the forest.
Although that's what I liked about the RWG in the previous experimental builds - you spawn in the snow, head south, spawn in the desert, head north - now god knows where the forest is.
Honestly if you need a perfect start to survive, you already removed the first real random event from your game. The old RWG with 100% success rate to find a forest in less than ~2 hours is practically the same as if the game guaranteed you to start in the forest. Why bother making your starting point random then?

Yesterday in a new game I started in wasteland and cheated a little by looking at the coordinates on the map and knew I was very far to the SE. So I went NW (walking, running and collecting for the starting quests) and got into a desert, another wasteland and finally found forest. Made a collapsed building my home and still on the first day looted one house. I'm very low on water now though and need to find a water source.

Plus, since we cannot good without cooking pot, and desert has only snake which are easier to kill but give low meat. Surviving is comparatively too challenging, and it is not player choice to start there or waste land. Some player get forest and some on wasteland and desert, and it make it hard for them and imbalance a little which effect a MP game.
No, but it is your choice to stay or not stay in the desert. Yes, it is a disadvantage to start there, but on the other hand you will have a stack of aloe vera from day 1. One point in the medicine perk and you have a head start on health care

Can someone explain to me a little better how the concept of 'Loot Bonus' works in regards to Lucky Looter perk and Lucky goggles.
As far as I know it means you get a loot roll as if your game stage was 50 points higher. It doesn't mean you will get lvl 3 weapons consistently but your chance to get them might be double as high as without the perk or googles. Observe your game stage for a few days in game and you will know what 50 means in terms of playing time.

 
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Hey!
No kink-shaming!
haha! back before all this politically correctness, (early 80s) my company baseball team was called "The Masochist" we drank a lot and lost all our games except the last one, when we realized that if we drank after the game we actually were able to play the game.

 
Screamers now have a small delay between seeing you and screaming, so you can surprise them.
Ah, okay. I was figuring that when I'd throw open a door and be able to kill them without her screaming. Or when you kill them in the distance. I just wasn't sure about that 2nd one where I knew she saw me, was walking towards me, and even swinging at me to hit me, so I figured she would scream being that she aggroed onto a player, not just "heat"

 
Well, that's really just another way of saying: "Play the game how you like".
But yeah... I have had similar thoughts :)
It is, but the real point was showing that it isn't new. I wonder what the SMB forums would have been like...

Also, clearly it needs to be said again...

The entire point of the game is to "get to the top," where "top" means "I can be safe from zombies and not die." That is what drives the perception of progression in a game without a storyline.
My only point: Roland shouldn't criticize players for doing what the game, itself, is motivating the player to do. If "rush[ing] to get to the top" causes the game to be less enjoyable, that's not a problem with the player, that's a problem with the game.
Somebody didn't read my Super Mario Bros. example.

why can't I make a corn feeder ( Barrel, electrical, battery, pipes, plastic + Corn) that attracts deer?
That would be awesome!

 
Hello everyone, can someone help me understand one of the changes in the latest patch notes?

"Sleeper volume padding of .9 in xz for when passive is disabled"

I have no idea what this means:upset:
It means russian agents in hiding will get issued 9mm ammunition when they get activated.

"The woods are lovely, dark and deep. But I have promises to keep, And miles to go before I sleep, And miles to go before I sleep."

 
Agreed. There are some very interesting notes in this release. This time I'm reserving all opinions until I get in and make it to day 7. Looking forward to it. Thank you for the hard work Pimps and Testers. It's not easy during the holidays but here you guys are still knocking it out of the park, my opinions aside ;)
I like this change. And they lowered the attribute costs.

People say no level gates. But you need some kind of gate. Level gates, rng gates, or skill point gates. Something has to be there to tell the player "no, you cant have that now, work twords it"

Without that there's no progression.

 
I like this change. And they lowered the attribute costs.
People say no level gates. But you need some kind of gate. Level gates, rng gates, or skill point gates. Something has to be there to tell the player "no, you cant have that now, work twords it"

Without that there's no progression.
This is just me but, I would like certain things like the 'Forge', not able to be made till you find a working one the player can take apart.

Once you fully break it down (like a reverse-engineering), the recipe for it becomes unlocked and notifies the player a new recipe is available.

Also would like for these types of 'Items' that have the capability of shifting your characters tech stages, to be placed in highly dangerous places filled with zeds or whatnot.

Still has a gate of sorts, but not necessarily level gated.

 
So y'all gave no level caps a try for what, 10 minutes before returning to the old system?
It was an experiment. We thought that it could work. Would work.

It did not.

As far as I know it means you get a loot roll as if your game stage was 50 points higher. It doesn't mean you will get lvl 3 weapons consistently but your chance to get them might be double as high as without the perk or googles. Observe your game stage for a few days in game and you will know what 50 means in terms of playing time.
Between GS 1 and 200 your chance of finding a T6 weapon increases 10x.

It's still low. This is not A16 where you get showered in a purple rain of items but +50 is meaningful.

 
It was an experiment. We thought that it could work. Would work.It did not.

Between GS 1 and 200 your chance of finding a T6 weapon increases 10x.

It's still low. This is not A16 where you get showered in a purple rain of items but +50 is meaningful.
The big thing for me was no level caps for attributes. You can still specialize now, but anything too game changing will get a level gate behind it.

 
I think the level gates for stage-defining technology is good!
It wasn't needed for solo play so much IMO, but with team EXP bonuses people were unlocking INT10 features on day 5, which gives their group end game tech, so we had to put level gates in. I have no problem with level gates on super powerful perks, I just didn't like them on attributes. There are still plenty of good perks to enjoy at attribute level 10 so specialization is rewarding.

The only other option was to make rare ingredients in the crafts, or make recipes super grindy, and noone wants to go there.

 
I like this change. And they lowered the attribute costs.
People say no level gates. But you need some kind of gate. Level gates, rng gates, or skill point gates. Something has to be there to tell the player "no, you cant have that now, work twords it"

Without that there's no progression.
Glad team Kage likes it. As mentioned I don't mind level gates on perks, I just hated attribute gates because I'd spend points I really wouldn't otherwise.

 
This is just me but, I would like certain things like the 'Forge', not able to be made till you find a working one the player can take apart. Once you fully break it down (like a reverse-engineering), the recipe for it becomes unlocked and notifies the player a new recipe is available.

Also would like for these types of 'Items' that have the capability of shifting your characters tech stages, to be placed in highly dangerous places filled with zeds or whatnot.

Still has a gate of sorts, but not necessarily level gated.
Then you would join a server and can't find one to break down because someone else broke them all down. Then we'd need to put more in everywhere and that would look silly. Its literally the same as "forge ahead" which noone liked.

 
Hoping it becomes sth like a box of chocolates where we don't know what we gonna get. I picture a 7dtd where some zombies are faster than us and make me fear stepping out instead of roaming the map 24/7.
Run speed = random? That could be cool. I mean per zombie too, not global.

 
Has the "Big" performance Madmole has been hinting at been implemented yet? Just curious because I see some people saying there are gains. I haven't been playing much... waiting on stable.. so I haven't really tested.

 
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