PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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lol I do that too. I'll name one something like hellwalk (hard mode) and one something like Jigglypuff (easy mode)
Jigglypuff - I giggled. I might just steal that from you for my A17 dual installation once RWG is fixed up. :-)

 
Are here still people playing A16? I think i'm switching back until A17.2 drops.
I'm in the process of restoring back to A16 with all the players in my group. We're probably gonna stay there till something like A18. There's just too many fundamental changes that are too hard to mod out to make fun or work properly. (Generally a17 is too grindy, and we miss: a16 RWG map size and generation, a16 perk system, a16 schematics, a16 dumb zombies, a16 POIs, a16 building and base defense, etc.)

I figure they're probably going to release at least some of this stuff and fix it at some point, but right now my whole group has abandoned the game so going back to a16 is my only option to keep the group playing.

 
I'm in the process of restoring back to A16 with all the players in my group. We're probably gonna stay there till something like A18. There's just too many fundamental changes that are too hard to mod out to make fun or work properly. (Generally a17 is too grindy, and we miss: a16 RWG map size and generation, a16 perk system, a16 schematics, a16 dumb zombies, a16 POIs, a16 building and base defense, etc.)
I figure they're probably going to release at least some of this stuff and fix it at some point, but right now my whole group has abandoned the game so going back to a16 is my only option to keep the group playing.
knowing they are working on RWG what I miss the most is the old skill system, specially leveling by action. I miss some other stuff that are modable however.

EDIT: I'm thinking about it and I guess it felt less grindy (?) because we were constantly getting rewarded something. We would get the manual skill points (usually for perks) on level up but we would also get small improvements through skill use all the time, and by skill use I remember even agility from running long distances.

We had 5 perk levels, 100 action levels and 6 quality levels affecting mining, for an example. All this split between 200 levels.

Now we have 5 perk levels between 300 levels. No action leveling and although quality gives mod slots, we often go days without finding a mod that fits that new slot on that specific tool.

 
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@Faatal, @MM, @Ronald, @Gaz
I have several things to say, I hope the developers can read it, I think more than one would agree, I go on day 15 level 98 I have the Lucky Looter in 4/5 and I still find weapons level 1 or at most 2 , I do not know if this is broken, but it does not matter because I can manufacture level 6 weapons, then lose total thanks to looting, since there is not much to buy in the merchants, I have the 4x4 also, game is in 2 hours per day , and kill 1741 zombies for this, I would like that this could be fixed, since it does not make sense to play it if you have it all fast, here are some points that could take into account

-Remove the movement of weapons

- That the current weapons could only be found in booties

- That we could make weapons as an example, Pistols guns, shotgun rifle, cacero rifle, rifle actomatico cacero.

- Add more weapons to the game please

-The mods do not add much variety to the weapons, they are the same weapons that from ancient betas, please add the weapons caceras,

-Many traps

-Mas Vehicles

-Ballesta Composite

-Escopeta automatica

-Fishing

-Mother medicinal and edible plants

-Climate changes

-Bandidos (post-graduated from alpha 14) it's time to have them :)
Crafting weapons should require a sample of the weapon desired that would be consumed in the process (similar to how schemtics now work). It would make sense that you were repairing/upgrading an old gun rather than manufacturing one out of scrap metal and duct tape.

It would also make more sense that instead of schemtics (that inexplicably self destruct after one use) you found broken weapon mods that you could then fix if you had sufficient tech skill.. and perhaps re-usable manual/schematic.

 
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Crafting weapons should require a sample of the weapon desired that would be consumed in the process (similar to how schemtics now work). It would make sense that you were repairing/upgrading an old gun rather than manufacturing one out of scrap metal and duct tape. It would also make more sense that instead of schemtics (that inexplicably self destruct after one use) you found broken weapon mods that you could then fix if you had sufficient tech skill.
Like this approach +1

 
heh, on the attachments bit; I've only found one Trader, he's only had an attachment a few times. Only managed to loot a handful.

Now making Tier 5 across the board (Steel). Machete has dye & burning bush. Axe has dye & woodsplitter. Pick, dye & iron crusher & a handle thingy. Shovel dye & gravedigger. MR10 has 2x scope, bipod & stock. Shotgun has dye & stock. Armor? couple blankets, couple single pockets & the boot gel'in insert:less-fall-damage. Oh and one advanced attachments(fittings).

If I wasn't selling gear for coin and only upgraded to have enough slots, well I don't think I'd have needed to 'upgrade' anything... The Int for Steel means T5 and none of my tools are full. Can't recall what Tier leather armor unlocks at, but wouldn't have needed anything past that.

Would be really nice if a few of the attachments, like the better handle one, were a "learn" instead of a single use schematic.

 
Jigglypuff - I giggled. I might just steal that from you for my A17 dual installation once RWG is fixed up. :-)
Well if you don't, I will. :)

- - - Updated - - -

Like this approach +1
Same - it makes more sense to me than just using repair kits.

(That's weird - I swear this was two posts, not an edited post.)

 
(That's weird - I swear this was two posts, not an edited post.)
If you post 2 Posts in less than 3 minutes in the same Thread (and no one post in the meantime) your posts are merged

Really funny if you need for a thread over 50 Placeholder ^^

 
Day 86 just used trader for the first time in at least 2 alphas.

Selling some nuggets and got like 6 levels in experience.

XML's list no way to change experience for this.

Great another failure of follow through I have to fix myself.

 
Day 86 just used trader for the first time in at least 2 alphas.Selling some nuggets and got like 6 levels in experience.

XML's list no way to change experience for this.

Great another failure of follow through I have to fix myself.
My modlet collection offers a 0XP bandana

 
My modlet collection offers a 0XP bandana
That's cool but I'll just add in a fix of my own that doesn't require anything extra.

Sad the first time I use a trader and it leads me down another rabbit hole.

It's just upsetting to find another hole to fill in.

 
I just want a) the thing mad mole showed on twitter for random world and b) information on how mods will be officially supported by the game.

 
I have been in the hospital for the past 2 weeks - Are there plans for another update for 7 Days?
They work on 17.2

No info until now, looks like they work on the rwg. If so then its unforseeable how much time they need

 
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