PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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When weather survival was introduced, it was whacky and too extreme. Prior to a17 they've played with values but hadn't made any major changes.
A17 they seemed to have just given up and made all clothes cool AND warm you, so essentially you're going to be wearing the same thing in the desert and the snow.

I predict the entire thing gets removed, instead of fixed, because it'll be "not fun".
I had 16.4 weather fixed and working perfectly.... I reintegrated it back into 17.

What they did with weather and clothing in 17 makes 0 sense and there really is no point.

 
weather is fun, it rains and you still get hot. It rains and you still have no water to drink.. I mean just empty bottle in hand and right click in air block when it rain should fill it.

I have pouncho, tshort, shorts on... yet I get sweltering at 35C. Come on man, it is tough but not non workable.. they should increase range of temperature from to 55C and then it is unbearable above 40C .. and it should fall down 15-20C on rain if it happens.

 
There's a big issue where if you drag an item out of a chest, and close the chest while it's on your mouse, it'll disappear into the void.

.. their way of stopping Dupes I guess? :f

 
On Weather.

The catch-22 of limited Backpack space vs. 'rational' layering/taking off of clothes to fit the weather.

The 'Fix', to me, should have always been dedicated backpack slots for clothes only.

Add 'reasonable' ramp up/down of core temp so a couple minute shortcut across an extreme biome doesn't require re-dressing.

 
I think it worth that if Game Time is change from 60 minute day to 120 minute day, or reduce to 30 minute day then Horde night size should change accordingly.
The horde size scales with gamestage so it does that.

120 min days are still way easier because you get 1/2 as many hordes.

 
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I live in a country where you can stand in one place and need to change from summer clothes to winter clothes in a few minutes to maintain a stable body temperature.

Having a separate backpack slot for clothes negates the negative aspects of clothing entirely, there would be little point having a temperature system.

 
It shows you if the item you are mousing over is better or worse.
This issue is the same as inverting the mouse Y axis. You can argue all day that it's right or wrong but for some people it will feel right and for others wrong.

There is no such thing as a reason.

You can mod it, though.

There is a prefer somethingsomething parameter in ui_display.xml
Thank you for pointing me in a direction i can look at :)

 
The horde size scales with gamestage so it does that.
120 min days are still way easier because you get 1/2 as many hordes.
Yes, I know horde size differ for different game stage, but even that count should change with day length and "At once" setting. Currently with 16 zed max count, in my 120 minute day, I finish the horde by 12/mid night. So, I usually close game and restart it, so it resend horde and I get to play it twice :) . but I want it to do that by itself. maybe if you can bring back that 1/4 zed keep coming after initial horde is good too. like if I have 8 z setting then 2, if I have 16 then 4 will keep coming till dawn.

 
I live in a country where you can stand in one place and need to change from summer clothes to winter clothes in a few minutes to maintain a stable body temperature.
Having a separate backpack slot for clothes negates the negative aspects of clothing entirely, there would be little point having a temperature system.
Yes, but if we have to carry, 10 different clothes, then our backpack size is too small. Plus we cannot stack clothes. So it take lot of space which player want to use for stuff to carry. You can see the problem at level 1 and level 50 is, we are not well insulated, we cannot carry much stuff, we cannot have good weapon, everything is cannot. and with progression we can, but main challenge remain almost static, yes, we get ferral or radiated in building, but that is all about it. when you are level 50+ you don't need to raid building that much anyways, You simple farm food. Mine stone for complex maze and get feather from nest and bullet from trader and you are mostly set for horde nights. If they make weather more of static so it is not that harsh to beginner and remain almost the same throughout is better. if you are beef up guy or skinner you still feel similar heat, not a difference this game suggest at present.

 
I have pouncho, tshort, shorts on... yet I get sweltering at 35C. Come on man, it is tough but not non workable.. they should increase range of temperature from to 55C and then it is unbearable above 40C .. and it should fall down 15-20C on rain if it happens.
Does no one read the stats of items anymore? The poncho isn't the "coolest" piece now, the duster is much better even in hot weather.

It shows you if the item you are mousing over is better or worse.
This issue is the same as inverting the mouse Y axis. You can argue all day that it's right or wrong but for some people it will feel right and for others wrong.

There is no such thing as a reason.
No, but there are conventions, all shooters use asdw for moving, space is jumping .... and red means new stuff is worse. This is like a UI standard everyone is used to. I played dozens of RPGs and if comparisons are shown, it is always red = worse or alternatively minus sign = worse on the new item. Also WoW, Diablo.

I did adapt to the current style, but it always takes me a second more to interpret the display.

The fact Aiming costs Stamina is really dumb.
You're shooting Zombies, all of a sudden you fall or something, you're dead because of no Stamina. :f
Do you die on falling without stamina? That's a surprise

 
I live in a country where you can stand in one place and need to change from summer clothes to winter clothes in a few minutes to maintain a stable body temperature.
Having a separate backpack slot for clothes negates the negative aspects of clothing entirely, there would be little point having a temperature system.
yeah... I get your point Gronk. Other than the intial search for clothes. Which is quite different in A17; at day 19 atm, no BDUs yet, but a couple dusters. But yeah, once you have the 'right' bits.

Guess I was just thinking mainly of rl backpacking in the Sierras. You -always- carry winter gear. Sure the lightest most compressible stuff possible, but it's just a must have 3-4 pounds or so.

Though I could, could mind you :) , counter argue that the current clothes setup almost negates the weather as well. Who ever takes their duster off once you have it? Likewise the BUDs.

Anyway, guess to much 'real' in my thoughts, heh. Keep wishing for stuff sacks to corral up all the fiddly bits instead of 1 feather taking up a slot. :)

 
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I think the benefits of the duster may be overstated in extremely cold weather. The duster is essentially a leather trench-coat, not a woolen great-coat. Plenty of mid-European soldiers found out to their dismay that one is significantly warmer than the other.

 
And most of what I'm reading in the last few posts is , "I don't know how to invest xp points properly or play a17 as intended, so I'll just change it."

Imho its FAR better to play the new system long enough to see where they are going with it, and THEN offer useful criticism.

At level 75, I have zero problems with stamina and temperature management, and whe gotten to the point we need to finally use traps to thin the horde night herds. We still want the defense xp, but there are just too many and too many higher tier ones to clear them during the night, which is good.

The things I'm seeing that needs tweaking are

Loot bags are quite rare, and they NEED to stick around long enough to get after horde nights as the reward for defending. Thankfully we can do that in the xml.

The bike needs to be earlier game, maybe found in garages? The minibike could be earlier... the timeframes between getting the minibike and motorcycle is too short, and in many cases the trader only offers quests early game that are tough to get to and make it back in a day even with the minibike.

Imho the gyro should also be available earlier as well.. level 100 seems a bit high, possibly past the point where you want to reroll a new world. Maybe unlocked at level 80 instead?

Lights are still screwy... the spotlight should be pretty bright like streetlights, and the mining helmet is too bright close up... the mining helmet should cast light the same range. ...but not completely wash everything out to white in front of you. I read lightning is possibly changeable in the xml now, so I wasnt to look to see what's possible tweak wise.

Oh, and the mod to nerf irradiated healing is great! We've yet to find the jump boots mod or the softer landing mods, but I'm wanting mod really gun game changer mods like them!

I've seen head smashes, but not limb dismemberment... that would be great for the machete.

A jump mod for the ground vehicles would be fun, and maybe also a jump barrel roll mod that dismembers zombies that are hit while it's in play? You barrel roll over them. Knocking limbs off if you hit them.

If the gyro is driven on the ground, does the blade chop off heads ....if it doesn't, it should.

That might be a fun later game horde night defense gameplay mechanic. Maybe the gyro could take minor damage from the hits that so after a time you would need to get out and repair it? Maybe .5% health loss per hit?

We'r are having more actual fun with a17 than all of the a16 run. A15 was more fun than a16 imho (the spinning AI shouldn't have been allowed in the stable) but a17 is back to the "we REALLY want to play again" state.

A few things I'd like to see in pont releases are:

Being able to encounter static survivors (much like the traders) with quests, and rare rewards for those quests (like the jump boots, or the spiked club mods) to make finding survivors a good reason to explore poison. They could just be found in safe rooms (like the traders) ...and the player models could be used as place holders until really nice looking new ones are created.

Being able to create and save pois is great, BUT it's just a start. We need the capability to tag them as residential, inner city, farm, wilderness, desert, snow, woodland ect for rwg placement, as well as mark sleeper positions, cache locations, and road/gravel path connection.

Once we have those, we need the random world generator to be able to add those new saved pois to a new world roll.

I'm thinking some thing like the modlet system... saved pois are in a new poi folder, and those are added to the potential poi mix on world generation.

Once that is in place, adding a poi library with a thumbnail in game would be a way for a player to add steamworks downloadable pois (like empyrion ships or bases) enter the game, look at the added poi library, and manage deletion or inclusion in check marked pois to be included in rwg. (Thumbnails could be generated from the street view connection, so creators would know how to orient the creations. Placing a street connect block containing the poi type and biome/city building type info would also let creators choose how the thumbnail would look.

I know the rwg is in a state of development right now, but these features might be included in its roadmap.

Once those features are in play, a mini world generation of just one poi in a defined micro world size would be a great way to preview or edit buildings.

 
And most of what I'm reading in the last few posts is , "I don't know how to invest xp points properly or play a17 as intended, so I'll just change it."

Loot bags are quite rare, and they NEED to stick around long enough to get after horde nights as the reward for defending. Thankfully we can do that in the xml.
1f914.png


That bit of irony aside, why do you think they've afforded us so much ability TO mod the game if the intention isn't to change what we do/don't like? Just because a system can be worked around does not mean that criticism of it for the sake of improvement isn't valid. Temperature is leagues better than A16, but still has some weird quirks. People are allowed to talk about it.

 
I have to imagine it was brought up in testing and SOMEone thought it was fine.
It would be like having the default key for reloading a gun be "M" it just doesn't fit.

#ReverseStatColorGate
Not to mention those who are Red/Green colour blind...I'm sure this is a nightmare :p

 
The fact Aiming costs Stamina is really dumb.
You're shooting Zombies, all of a sudden you fall or something, you're dead because of no Stamina. :f
take a metal or what ever material bar about 5kg (10 pounds), hold it like rifle and try to aim firmly at 1 point. see how long you can hold it steady. in reality, aiming is stamina consuming.

 
It shows you if the item you are mousing over is better or worse.
This issue is the same as inverting the mouse Y axis. You can argue all day that it's right or wrong but for some people it will feel right and for others wrong.

There is no such thing as a reason.

You can mod it, though.

There is a prefer somethingsomething parameter in ui_display.xml
Wait what, you've got to be kidding.

When looking at an item in your bag, if you see "6 (+3)" while wearing something that has "3 armor" or whatever, that should mean..

"If I equip this and replace my current clothing, my armor will go up from 3 to 6."

It's completely in reverse.. inverted mouse axis has nothing to do with this :f

Please Gazz you could not honestly believe the current iteration is correct.. it basically says to the user "More is less", and "Less is more".

What it SHOULD be like is "If you equip this item, the following changes will occur"

Seriously! Look at it! :C

https://i.imgur.com/AnhYtpO.png

 
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