PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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What about a quest to deliver to POI where you have to restock the vending machines. That would then answer the question of how do they constantly get restocked.
+1 for this, that's actually kinda awesome to take some unexplained things and make a reasonable player-made excuse for it. Same could be said of traveling between one trader to the next as a caravan quest, which would both explain how they restock, as well as aid in finding other traders on the map.

 
+1 for this, that's actually kinda awesome to take some unexplained things and make a reasonable player-made excuse for it. Same could be said of traveling between one trader to the next as a caravan quest, which would both explain how they restock, as well as aid in finding other traders on the map.
I work on a idea for a questrow to "Support" a trader. Inclusive deliver him vehicles.

Sadly i have no idea how i could make a "Clean the road" quest to the next trader

(Except kill x Zombies and move to next trader )

And i have no idea how i can make a upgrading questrow, i hope its possible (will arrive at that modpart in a few weeks)

to respawn a tradercompound, but a upgraded one.

I like the idea that a trader is only a npc on a small improvised tent camp that sells 2-3 items of his personal equipment and if you make quests for him his "Trading POI" and his offering upgrade.

 
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I work on a idea for a questrow to "Support" a trader. Inclusive deliver him vehicles.Sadly i have no idea how i could make a "Clean the road" quest to the next trader

And i have no idea how i can make a upgrading questrow, i hope its possible (will arrive at that modpart in a few weeks)

to respawn a tradercompound, but a upgraded one.

I like the idea that a trader is only a npc on a small improvised tent camp that sells 2-3 items of his personal equipment and if you make quests for him his "Trading POI" and his offering upgrade.
I like that idea as well; make it more of a "server achievement" perhaps, taking several quests per tier upgrade. Have the stock availability improve (much like secret stash does now) as the tiers increase.

 
When I am Hot I take off clothing.When I am cold I put on more clothing.

Previous weather just needed a tiny bit more tweaking and it worked just like end game(after spending points in) does now.

All I needed was to add or remove a coat. which Is why I reintegrated it back into this alpha.

I do not see this as a legitimate thing(skill/perk) to be forced to waste points on.

To me it is common sense.
And when I need to sh** I go around the corner, that's common sense too. Doesn't mean simulating such a trivial IF THEN automatism is beneficial to a game. (Not that I want to prevent you from modding the game in any direction, please do).

I also don't see A16 and A17 being equivalent in end game. In A16 changing clothes every 5 minutes was continuing add infinitum.

in A17 eventually the weather problem is either solved (if you spend perks points) or reduced to minimal problems in just one climate zone if you put mods into the armor (I assume, don't have full environmental mod-collection yet).

They talk about render path, so for me this means ingame, not generation. Also the performance improvement comes from a dramatic reduction in "Draw calls" which is one of the most expensive cpu tasks at any game.
Thanks for the info, it is indeed ingame. The other question is still a little bit open but from the sound of it the performance gain might really work (hard to judge from outside, maybe TFP does not use a special render path for terrain that could be changed to this, because: voxels. Maybe they do). Anyway not a subject I know enough about to make sensible guesses.

 
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And when I need to sh** I go around the corner, that's common sense too. Doesn't mean simulating such a trivial IF THEN automatism is beneficial to a game. (Not that I want to prevent you from modding the game in any direction, please do).
I also don't see A16 and A17 being equivalent in end game. In A16 changing clothes every 5 minutes was continuing add infinitum.

in A17 eventually the weather problem is either solved (if you spend perks points) or reduced to minimal problems in just one climate zone if you put mods into the armor (I assume, don't have full environmental mod-collection yet).
First I would not call it common sense when you just go around the corner to do your business. More like a lack of...

Common sense is going into the the bathroom and using the Toilet.

Second I do not know if it would be trivial or beneficial to have it in the game.

But heck nothing worse then being caught with your pants down. :)

I did say a few minor tweaks was just like end game.

This statement may have been a bit of an understatement. From start coat on when going into Snow or coat off when going into Desert

All other zones it made NO difference.

But lets take the Every 5 minutes coat on off to what we have now...Which is instant cold or hot.

Now lets stretch this out with okay your instant cold or hot Until you reach w/e level you need to unlock the stat then all those points spent in that stat and the perk to be okay....even though you have the same clothes on.

But just encase the game throws a RNG colder or hotter then normal area at you.... well now you need specific mods to be okay in those zones. Even though once again you are still wearing the same thing.

So now end game 17 you can be where ever wearing what ever and your okay. Winter coat and Denim jeans with a Hoodie in the Desert...OR

Shorts and a T-shirt in the snow...

No problems...Cause I spent points and have mods in my pockets that make me impervious to such things.

 
+1 for the idea of an in-game explanation for vending machines. My rainbow-farting unicorn would code it like this:

  • At start of game, public vending machines are all disabled
  • Along about gamestage X, a quest becomes available to "restock" (carry a special supply item and interact with) 5 vending machines. Trader says he's got a team of "hardy survivors like you" (Joel)/"almost entirely useless sacks of crap like you" (Rekt) helping to get machines working again
  • Complete the quest, from then on vending machines have a chance of having stuff
  • Extra credit: vending machines go empty after a while and a repeat quest becomes available

 
This I wouldn't necessarily classify as a bug, but it may be an oversight, or intentional, but the garage doors are too short for the 4x4. It's 3 blocks high. Is there any plans to change that?

 
I make a garage under house and a ramp to park a vehicle but the problem si that vehicles damage that ramp..damage blocks.

Can someone fix that or make some kind a mod ?

Thanks

 
This I wouldn't necessarily classify as a bug, but it may be an oversight, or intentional, but the garage doors are too short for the 4x4. It's 3 blocks high. Is there any plans to change that?
There is a decent garage door in CM menue

(sadly not buildable, i guess because exploitable)

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The weather thing was borked from birth due to the lack of biomes & the instant temp changes.

Even if more biomes are never added, adding a temperature gradient map so the polka-dot biomes at the borders are smoothed would be a huge win.

Though I'd much rather see more biomes -&- a temp map influenced by height. The current "desert", based on coloring, would actually be a temperate climate; quite livable. The 'real' desert in the valley floor of Arizona is where you see multiple 110+ degree days. Sedonas high desert is typically 20+ degrees cooler.

So could use the red-rock, current desert as a border biome: can touch Snow, Forest & "real" or 'low' Desert (old model). But Snow would never touch "real" desert but could touch Forest.

Burnt Forest & Wasteland could be anywhere and their temps set by temp-gradient map & height map.

 
While the Machete is a cool weapon, it is really hard to use against vultures. Trying to fight a vulture with a machete is like trying to hit a house fly with a hammer.

 
While the Machete is a cool weapon, it is really hard to use against vultures. Trying to fight a vulture with a machete is like trying to hit a house fly with a hammer.
I killed a fly with a hammer as a kid. On a wooden bench.

There are weapons of choice ingame, that are suitable for different creatures, nice try with the machette tho, I will give it a few shots against these flying things :D

 
While the Machete is a cool weapon, it is really hard to use against vultures. Trying to fight a vulture with a machete is like trying to hit a house fly with a hammer.
I'm just guessing but I'd bet their hit 'box' is more plate shaped; so head-on pretty darn small but if you can get underneath, quite a bit bigger.

At least it seems that way since I've managed to shoot them out of the sky w a bow quite often, but learned to never try to arrow them when they're in their attack run and coming in nose first.

 
So does AP Ammo work better on Zombies or just more for PVP against players with Armor?

Also what is the deal with the Rad remover mod? does it work?

 
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