PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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1) Removes zombie loot from zombies, since 'you don't want to receive crap from zombies', 'you will get good loot once it drops', 'zombies aren't providing you with crap all the time'.
2) Kills a zombie, said zombie drops a loot bag.

3) Loot bag contains 1 corn meal.

Can someone explain to me why zombie loot is A) not completely removed, or B) zombie loot actually drops useful/valueable stuff.
Its supposed to be good stuff. It is game staged though, so maybe there is some junk in there yet. On some mid game chars I got some pretty nice stuff.
 
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.
Don't quest reset pois for the quest? seems forges would be rest in them as well, no?

but I understand.

 
Can someone explain to me a little better how the concept of 'Loot Bonus' works in regards to Lucky Looter perk and Lucky goggles. I never really got a chance on my last playthrough to progress properly through it to get a better feel for the system.All I know is, I had reached level 10 on day 3, had picked Lucky Looter 1 & 2, and was wearing Lucky goggles. I didn't really get a feeling that I was getting any more loot than previous playthroughs, and I was still only looting level 1 & 2 tools/guns/items whenever I did loot speciality crates.

Before I start again on new build, I would like to get a better idea on the functionality of this before deciding on whether or not to spend these perk points this early again. My previous assumption was that if looter 1 & 2, plus lucky goggles is giving me +150 loot bonus, I should be expecting to loot mainly level 2 or 3 items instead of level 1 or 2.

I would like to try this out, as a ruthless scavenger/barter expert style, seems it might be a fun build to experiment with, but if its not working quite as I assumed, then it might be worth concentrating on core basic perks first, and then specialising later.
The goggles are like being 50 game stages higher, and the perk T5 is like 250 higher. I think the goggles alone increase your chance to find a pink x10.
 
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.
i hear a cuddly puppy barking :)

get in there and test it for yourself you chicken. :)

<rubs puppy's neck>

 
Its supposed to be good stuff. It is game staged though, so maybe there is some junk in there yet. On some mid game chars I got some pretty nice stuff.

Madmole, why loot timer? I like loot being something that you feel rewarded, but not being able to get those bags during horde night is a bit unfair. Imo, those bag should last all horde night and then a timer to get it, let's say one game hour.

 
I'm really surprised b238 wasn't released as stable, it's playing really well for me, got to day 8 so far (been playing all day), and it's pretty good, nothing game breaking at all, that I've noticed.

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(edit added comment by QA Tester-unholyjoe)


 


there are other issues that might need attention too.



thanks for your insight, glad to hear you have no game breaking issues.


 


enjoy
:)

 


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Trader Jen still has a deep voice... because he is a guy in drag trying to hide from the bandits he double-crossed on the other side of town...

 
Trader Jen still has a deep voice... because he is a guy in drag trying to hide from the bandits he double-crossed on the other side of town...
are you judging him/her? :)

oh... the bandits stole the shipment of steroids that Jen needed. (cant trust no one anymore)

 
Run speed = random? That could be cool. I mean per zombie too, not global.
IMO that would be ideal, each zombie would have a range of speed... (min and max) or a factor of "up to bonus %".

+1 to +5% variance would add a lot of randomness to their movement changing timings and making us on edge often rather then swing-power-step back-swing-swing routine every time.

 
Madmole, why loot timer? I like loot being something that you feel rewarded, but not being able to get those bags during horde night is a bit unfair. Imo, those bag should last all horde night and then a timer to get it, let's say one game hour.
The first thing I do each new build is go into my entityclasses.xml and change the "timestayafterdeath" values for animals and loot bags to 3600. Then at least I can survive until morning and then skin all the dogs that died during a bloodmoon and loot all the bags.

Maybe it's an idea to give us a dropdownmenu/slider for this in the menu when making a new game?

Also another suggestion: A "trader restock" setting in the options when making a new game. So we can change it from the default 3 days without having to modify the xml file. (just like the airdrop option we already have).

I like to have my trader restock every 7 days, just like my airdrop is set to 7 days. I consider it my reward for surviving a blood moon.

 
The goggles are like being 50 game stages higher, and the perk T5 is like 250 higher. I think the goggles alone increase your chance to find a pink x10.
Yeah. I've been running some tests (using the console obviously) to get a better idea of how it functions. Opened 50 working stiff crates for each variant of my skill setups to see how noticeable the perk points were.

I tested:-

Level 1, Gamestage 1

Level 10, Gamestage 10 - perks spent on Perception 5/Lucky Looter 3

Level 10, Gamestage 10 - perks spent on other perks

Level 50, Gamestage 50 - perks spent on Perception 10/Lucky Looter 5

Level 50, Gamestage 50 - perks spent on other perks

Level 100, Gamestage 100 - perks spent on Perception 10/Lucky Looter 5

Level 100, Gamstage 100 - perks spent on other perks

Level 150, Gamestage 150 - perks spent on Perception 10/Lucky Looter 5

Level 150, Gamestage 150 - perks spent on other perks

Each category, tried using them with and without goggles.

Now, I get that by only testing it this way, and not levelling naturally, the difference in gamestage is going to be vastly different, so the results may be less obvious than if comparing level 50 and 150 in a real game, but that is not likely to be testable until we reach stable branch, so maybe the best I could manage for now.

However, whilst it was possible to notice a difference in loot quality as the tests progressed, the difference between spending the perk points on Lucky Looter, or spending them elsewhere, seemed relatively negligible. In fact, out of the 850 crates that I opened, I only looted 1 level 6 item, and 2 level 5 items - the level 6 item coming in a set when I didn't have Lucky Looter perks.

As I said, I understand that whilst the method of testing I have used is of little comparison to natural gameplay, my conclusion is that becoming a Lootmaster specialist early on is definitely not a worthwhile strategy compared to a jack-of-all trades build that occasionally picks a looter perk.

Although may I say, seeing its the first time I have really bothered to use the console for anything significant, I figured I would test a fully specced and equipped archer stealth build, and am really happy to discover that it is a beast, so will be looking forward to working down that route when the time comes to actually be able to play a lengthy game again. Great work TFP.

 
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The first thing I do each new build is go into my entityclasses.xml and change the "timestayafterdeath" values for animals and loot bags to 3600. Then at least I can survive until morning and then skin all the dogs that died during a bloodmoon and loot all the bags.
Maybe it's an idea to give us a dropdownmenu/slider for this in the menu when making a new game?

Also another suggestion: A "trader restock" setting in the options when making a new game. So we can change it from the default 3 days without having to modify the xml file. (just like the airdrop option we already have).

I like to have my trader restock every 7 days, just like my airdrop is set to 7 days. I consider it my reward for surviving a blood moon.
I like both of these ideas. I'd been thinking about having the airdrops tied closely to survival of the blood moon horde as a concrete reward. I mean it's literally the name of the game, and I've always felt there needed to be a little more pomp tied to it.

 
Love the changed you did so far and the new features, including the level gates (btw in my opinion the previous system where all main atributes were level gated was great, but this one is good too, it pushes end-game to become a lot later, which is needed). I would like to see farming a bit more difficult, there is way to many plants in world and setting up a farm is rly easy compared to older versions.

Is there any chance we will see stable before christmas? :D It would be great since most of us will have a lot of time to play and wipe after long holidays would be unfortunate. I would realy like that, especialy since I cant find any game-breaking bugs - game is running great atm in my opinion.

 
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Unfortunately there are still no minerals underground, only stones (and few iron from stone nodes).

I dug for 20 minutes in creative mode with lot of explosives at bedrock level + 10-15.

no iron nodes

no coal nodes

no nitrate nodes

Maybe I'm very unlucky but I don't think so...

 
Love the changed you did so far and the new features, including the level gates (btw in my opinion the previous system where all main atributes were level gated was great, but this one is good too, it pushes end-game to become a lot later, which is needed). I would like to see farming a bit more difficult, there is way to many plants in world and setting up a farm is rly easy compared to older versions.
Is there any chance we will see stable before christmas? :D It would be great since most of us will have a lot of time to play and wipe after long holidays would be unfortunate. I would realy like that, especialy since I cant find any game-breaking bugs - game is running great atm in my opinion.
with all the balance issues they are having right now, i doubt we'll see stable this month

 
Unfortunately there are still no minerals underground, only stones (and few iron from stone nodes). I dug for 20 minutes in creative mode with lot of explosives at bedrock level + 10-15.

no iron nodes

no coal nodes

no nitrate nodes

Maybe I'm very unlucky but I don't think so...
Did you choose to dig underneath an area that had surface boulders. From what I understood, the ore nodes are supposed to be directly beneath these areas.

 
Did you choose to dig underneath an area that had surface boulders. From what I understood, the ore nodes are supposed to be directly beneath these areas.
NO. I dug directly under spawn point to bedrock, then more or less 50 blocks in every direction (N, S, W, E) with caves 10-15 blocks high.

 
I have found everything there is, but it took some time ... dig under boulders. I am using map to figure out witch way to dig, and on every version of experimental I found everything, eventually. You might be just unlucky or dig in a bad area.

 
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.
No it won't be for a while yet.

 
Madmole, why loot timer? I like loot being something that you feel rewarded, but not being able to get those bags during horde night is a bit unfair. Imo, those bag should last all horde night and then a timer to get it, let's say one game hour.
For performance reasons and risk/reward reasons.

 
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