PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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With all due respect Roland, I would like to present my idea or the management to take into account the skill system, so that one can be free of his way, as it was in the A16 is a mixture of both
A16 was not a mixture.

It was all about grinding up certain skills.

The skill points rarely were an issue.

Frequently I was mining with a stone axe or claw hammer just to grind up some construction skill to progress. Those were not good times.

 
@Trolland, omg lmao I laughed verily.

I suggest adding a couple of Tiers to I want it now and Stop forcing me:

Tier 3: Zombies drop a minimal of 10 bones upon death; unlocks Tier 4 for free

Tier 4: All rock nodes are fully gathered in 2 swings from a stone axe; increases resources gained by 9001%

Tier 5: All activities instantly refill food and water levels; chaining activities gives stacks of stamina regen. Each stack refills stamina 25% at a time for 60 seconds to a max of 900 stacks.

Stop Forcing Me:

Tier 4: Unlocks all perks in all trees

Tier 5: Zombies only attack your base when you choose to allow them to.

Tier 6: A horde of Zombie Engineers comes after each blood moon, apologizing profusely for damaging player base, repairs player's base for free.

- - - Updated - - -

Frequently I was mining with a stone axe or claw hammer just to grind up some construction skill to progress. Those were not good times.
That's the main reason why all of my friends on steam quit playing, and me uninstalling the game.

 
A16 was not a mixture.It was all about grinding up certain skills.

The skill points rarely were an issue.

Frequently I was mining with a stone axe or claw hammer just to grind up some construction skill to progress. Those were not good times.
Agree w that, and recall doing the same. Yet, and I'm not 'picking' on anything/one, wasn't that at least partially a balance thing? Like all the looting required?

I've not weighed in on the "Perk System", and I'm not intending to by the following;

We're curious creatures, we take things apart to see how they work, we get better at physical & mental tasks by doing them, or examining how others have attempted them.

And pretty much everyone I know gets a kick out of 'discovering' something on their own compared to someone else just giving them the answer.

To us old-school types it's the difference between an allowance, and going out and cutting the neighbors grass to earn the money to buy that thing you really want.

There's an element of that in a 'learn by doing' progression that isn't really there with a perk system.

 
Noob question:

When recently cleaning the "Bear Den Bar" POI, I noticed there were these glass chemistry sets littered throughout, even in hidden compartments. What the hell are those for? Hitting them with a stone axe or a wrench just smashed them to pieces.

 
Tier 6: A horde of Zombie Engineers comes after each blood moon, apologizing profusely for damaging player base, repairs player's base for free.
Then are so incompetent that they wreck the base anyway.

The perk is called "The Gang Gets Extreme: Zombie Makeover Edition"

 
Noob question:
When recently cleaning the "Bear Den Bar" POI, I noticed there were these glass chemistry sets littered throughout, even in hidden compartments. What the hell are those for? Hitting them with a stone axe or a wrench just smashed them to pieces.
I second this question. looks like an unfinished lootable stuff. Not just decorative.

 
To us old-school types it's the difference between an allowance, and going out and cutting the neighbors grass to earn the money to buy that thing you really want.

There's an element of that in a 'learn by doing' progression that isn't really there with a perk system.
Huh...I think what you describe more accurately represents the perk system rather than learn by doing.

Cut grass. Earn currency. Shop for desirables.

Play game. Earn skill points. Shop for perks.

 
@unholyjoe

I will try to repeat this as well, as it just happened to me on B240 today. Only one LCB. Gone from map, shows as inactive, and my bed roll was no longer active either (at least on the map). Will file a bug report if I can reproduce or catch it on vid. New save & world on NAV.

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(edit added comment by QA Tester-unholyjoe)


 


same with you, if you can, then please place the proper report in the correct thread, not here.


 


thanks
:)

 


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when you started game, did you set it single player only? if not and you have not logged in some time, lcb can turn inactive

 
Before I go try and reproduce, anyone have an issue where they can't shift-click into a container, only manually move stuff, but when you exit said container it disappears and you lose what you put in?

 
Before I go try and reproduce, anyone have an issue where they can't shift-click into a container, only manually move stuff, but when you exit said container it disappears and you lose what you put in?
Cant say that I have. However, occasionally I have had issues with swapping items out of my belt (i.e. wooden frames). The workaround I use is dropping the belt item using the drop key (G).

 
Cant say that I have. However, occasionally I have had issues with swapping items out of my belt (i.e. wooden frames). The workaround I use is dropping the belt item using the drop key (G).
Yeh that one I've had too, and enough times I figure someone else already reported it. =)

 
To us old-school types it's the difference between an allowance, and going out and cutting the neighbors grass to earn the money to buy that thing you really want.
There's an element of that in a 'learn by doing' progression that isn't really there with a perk system.
Now I'm confused.

You want the "allowance type" reward which in A16 meant being inactive, sitting on your butt and crafting 5000 stone shovels or running a macro to fire an inventory full of crossbow bolts overnight?

I'm not at all against picking up perks or traits while playing the game but the A16 design for it was soul-destroying. That can not happen again.

(besides, Cookie Clicker already has that particular market cornered)

 
Is it possible to import a base into a new map?

I saw Hated's video on how to export and save builds and I was able to successfully do so, but cannot figure out how to import that base to a new location in the same map or in a different map. Can anyone help?

I'm still using my original map from the first experimental build (Navezgane) and it is having some issues... Yeah yeah, I've been reluctant to do a fresh wipe and say goodbye to my progress, but with POIs being absent of sleepers and corn as a vending machine giving free food but not being destroyed, I think a fresh wipe is in order. I absolutely love the base I've built. It took FOREVER and would hate to have to try and duplicate the effort if I don't have to.

Any ideas?

 
Before I go try and reproduce, anyone have an issue where they can't shift-click into a container, only manually move stuff, but when you exit said container it disappears and you lose what you put in?
I just experienced this. I had my chainsaw on my toolbar, and for reasons I am not sure yet I tried to shift click it from my toolbar to my chest and it didn't move. Then I couldnt take it off of my toolbar period. Couldnt put anything it its slot, either. Not sure if restartting helps, for I got busy. It didn't vanish after leaving container, but I still couldn't remove it from my toolbar.

 
when you started game, did you set it single player only? if not and you have not logged in some time, lcb can turn inactive
This wasn't directed at me, but since ShadeX and I seem to have the same issue, I'll reply to this too.

I do not play MP at all, so I have always set up my games to be single-player.

However - you might still be on to something. With A17, there is less distinction between SP and MP. SP also sets up a server, it's just private - the idea, I guess, is that you would be able to turn a SP game into a MP game just by inviting people.

If it's true that MP games deactivate LCBs after some timer, then that might in fact be the issue, I hadn't noticed the problem until after I had taken a break from the game for several days.

And, to me at least, what you're describing doesn't make sense in MP either, so it might be a bug as well.

@UnholyJoe - does this sound plausible to you? Or, at least, plausible enough to turn this into a bug report, even if I can't hunt down the logs for the time when it happened? (I did look through all the logs since updating to the latest build, and nothing jumped out at me.)

 
Huh...I think what you describe more accurately represents the perk system rather than learn by doing.
Cut grass. Earn currency. Shop for desirables.

Play game. Earn skill points. Shop for perks.
heh :) true, not a great example of learn by doing. It was my poorly worded attempt to trigger the idea that the things we 'earn' for ourselves are usually more valued than those simply 'given' to us.

And yes, at the core of it there aren't any 'freebies' in the perk system, we're all still 'earning' every point we recieve, however we might choose to spend them, they were earned.

Could be argued that simply finding a magic book & shazzam, now you can make a Minibike, is fairly silly, yet it follows the general idea of 'learning' that we're all used to; have a goal, make an effort, "study/read-a-book", learn how.

Going to the gym to get stronger, eating healthier to feel better & have more energy, training for a 10km fun run by, well, running.

Even though it's pixels on a screen those are easy to equate to and, likely, feel more 'right' or 'natural'.

However, those are the easy ones. While I might like a system where we could wrench multiple cars and gradually learned how they worked, resulting in unlocking how to fix up a wreck to a drivable state, others may not, or the time required to put in is too high.

So, maybe, to me, a mix of both would feel better. So what?, it's TFPs game & they clearly didn't like the old system.

I'll concede that in the end it's all silly, and very, very subjective, which is mainly why I've stayed away from this whole area. :D

 
I just experienced this. I had my chainsaw on my toolbar, and for reasons I am not sure yet I tried to shift click it from my toolbar to my chest and it didn't move. Then I couldnt take it off of my toolbar period. Couldnt put anything it its slot, either. Not sure if restartting helps, for I got busy. It didn't vanish after leaving container, but I still couldn't remove it from my toolbar.
See if u can drop it via the "G" key. Poor man's workaround.

 
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That (really annoying) bug can be worked around by either using the item if consumable or tapping scrap/cancel.

 
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