PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I dont think the new weapon level system get's enough credit. It only seems awkward on paper when mod slots are empty and all levels appear equivalent. But once you start populating the slots, especially with choice mods that are really powerful and have great synergy with your playstyle, a fully decked out high level weapon becomes incredibly powerful. Experimenting with different mod combos has become a new in game hobby. Building mods at night has become a great way to pass time at night too.

The new system could use some tweaking but the core mechanic is quite good. I like to think of gun parts as a horrible nightmare that never happened.

 
I loved the A16 quality levels from 1-600 more then the current A17 1-6 levels. We had a reason to collect gun parts and clothes to merch them together. I never bought weapon parts and clothing from the trader to get that extra immersion feeling.

Also the wrenching part for materials was pretty epic. Endless long loot runs to gather everything you need for your next epic base build. Love it.

Right now, my loot runs turn out pretty boring quite fast.

 
I loved the A16 quality levels from 1-600 more then the current A17 1-6 levels. We had a reason to collect gun parts and clothes to merch them together. I never bought weapon parts and clothing from the trader to get that extra immersion feeling.Also the wrenching part for materials was pretty epic. Endless long loot runs to gather everything you need for your next epic base build. Love it.

Right now, my loot runs turn out pretty boring quite fast.
I agree with that. At least you had more chances to be excited about loot when there are 600 levels of it. You still are at least mildly excited to get a 175 quality if you already had a 109 quality, rater than currently where you get a 1, 1, 1 1, 1, 1, 2! yay! Plus quality levels actually did something back in a16, so now you aren't even excited if you find a 6 vs a 1.

 
I agree with that. At least you had more chances to be excited about loot when there are 600 levels of it. You still are at least mildly excited to get a 175 quality if you already had a 109 quality, rater than currently where you get a 1, 1, 1 1, 1, 1, 2! yay! Plus quality levels actually did something back in a16, so now you aren't even excited if you find a 6 vs a 1.
Yeah sure. In one sentence you complain you only get 1,1,1.... And in the next sentence you don't care if you get a 6. Totally believeable

 
Yeah sure. In one sentence you complain you only get 1,1,1.... And in the next sentence you don't care if you get a 6. Totally believeable
Right, in once sentence I'm talking about one thing:

(that a 1 to 6 quality tier system results in fewer instances of finding better items)

And in the other sentence I'm talking about another thing:

(that ultimately the quality in a17 is irrelevant because it doesn't effect stats.)

It is in fact totally believable! :D

 
I agree with that. At least you had more chances to be excited about loot when there are 600 levels of it. You still are at least mildly excited to get a 175 quality if you already had a 109 quality, rater than currently where you get a 1, 1, 1 1, 1, 1, 2! yay! Plus quality levels actually did something back in a16, so now you aren't even excited if you find a 6 vs a 1.
You may not be excited but I am. 5 mod slots to fill that actually do something other than just raising damage is far more interesting and exciting to me.

 
I dont know if that was ever mentioned or if it ever occured in the previous like...10000 posts, but would it be possible to just add simple logic gates like a OR gate, so you could cover a bigger area with sensors etc? The electricity and stuff is cool but its kinda underwhelming with just the possibility of creating ANDs. Multipe block INPUTS would be another option to make this happening.

Would be cool and i really appreciate the work but it often feels like you are jumping from one idea to another without finishing the first idea.

I hope anyone will read that and maybe you could talk about it and hopefully implement basic logic.

If you(as a surviver) can build a relay that tracks the time of day why can't you build a OR gate?

 
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You may not be excited but I am. 5 mod slots to fill that actually do something other than just raising damage is far more interesting and exciting to me.
By the time you have 5 mods to put in those slots though, you're already mostly getting high tier loot anyway.

Either way though, I'm not arguing for them removing mods, I love the mods, I just would prefer they go back to the a16 600 quality system with the quality effecting the item's stats. Still keep the mods and mod slots too, just have them at added at each 100 interval.

 
Right, in once sentence I'm talking about one thing:
(that a 1 to 6 quality tier system results in fewer instances of finding better items)

And in the other sentence I'm talking about another thing:

(that ultimately the quality in a17 is irrelevant because it doesn't effect stats.)

It is in fact totally believable! :D
Ok. I believe you :02.47-tranquillity: . Actually combining was a good loot sink that felt better than just getting scrap. I would be totally ok with a system where 3 or 4 q1 rifles could be combined into 1 q2 rifle. I think they might have removed combining because the ratio of a higher quality rifle for only 2 lower quality rifles was just too good.

Still think you either are blind or deceiving us with the q1=q6 weapon. Considering how fast one finds an assortment of mods in the game I highly doubt you see any hurdle in putting them into your q6 gun and voila there's your absolutely irrelevant damage.

Now if you really persist that you don't care for that q6 and are ok to run around with a q1 gun, I'm really really sad I'm not on the same server as you. In case of you finding high quality guns I would make a generous offer to you to exchange them for a q1 gun of the same type and even put a bag of marbles on top of the deal. :cocksure:

 
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Ok. I believe you :02.47-tranquillity: . Actually combining was a good loot sink that felt better than just getting scrap. I would be totally ok with a system where 3 or 4 q1 rifles could be combined into 1 q2 rifle. I think they might have removed combining because the ratio of a higher quality rifle for only 2 lower quality rifles was just too good.
Still think you either are blind or deceiving us with the q1=q6 weapon. Considering how fast one finds an assortment of mods in the game I highly doubt you see any hurdle in putting them into your q6 gun and voila there's your absolutely irrelevant damage.

Now if you really persist that you don't care for that q6 and are ok to run around with a q1 gun, I'm really really sad I'm not on the same server as you. In case of you finding high quality guns I would make a generous offer to you to exchange them for a q1 gun of the same type and even put a bag of marbles on top of the deal. :cocksure:
I mostly found schematics for mods and not mods, and I generally didn't find much of the ingredients needed to craft them. (Or didn't have the perk needed to do so.)

Possibly bad luck, but also possibly because I haven't played this version of the game since alpha 17.1, which is about when my group and I went back to a16.4. It's possible they upped mod spawns in 17.2 or we just had lousy luck with the spawns.

Generally it was our experience that we'd always have weapons with 1 or 2 more mod slots than we actually needed.

 
What I like to see changed and added to the options in the game menu -

1. Zombie block damage add a 0 in there as well then you have fully covered your whole player base allowing people to delectnthe different option that suits them. Some people don't believe zombies can destroy blocks. Others are happy with 25% 50% etc. This also Allows not having to mod it out

2. Zombie jump and have a true or false and can also habe a second option distance jumped in block lengths. Again this will cover the whole player base and allow people to truly select their own game styles fully and again allows having to not mod it out.

3. Loot drop of zombies - have options that state how often loot drops from zombies again this covers whole player base and allows them to chose which percentage they feel is appropriate for their game style and you habe covered all bases and allowed freedom of choice.

4. Zombie variance option - option 1 - all types (ie: radiated,feral,normal) option 2 - no radiated. Option 3 - No ferals . Option 4 - No radiated. No ferals. Etc

5. As an extension of number 4. Option 1 - if selected all types number of each type a z varies. If selected option 2 amount Of each varies. Select option 4 lots of normal zs (herds bigger hoardes)

6. Friendly animal amounts option where a player can choose how many he/she wants alive.

7. Enemy animals as same with number 6.

 
I mostly found schematics for mods and not mods, and I generally didn't find much of the ingredients needed to craft them. (Or didn't have the perk needed to do so.)
Possibly bad luck, but also possibly because I haven't played this version of the game since alpha 17.1, which is about when my group and I went back to a16.4. It's possible they upped mod spawns in 17.2 or we just had lousy luck with the spawns.

Generally it was our experience that we'd always have weapons with 1 or 2 more mod slots than we actually needed.
Ah, ok. We had no problem having at least the main weapon completely filled (even in A17.1), but armor mods were always scarce (but it's slightly different there as there is no bonus for a filled slot).

@TFP, how about this? Dyes of the same color do stack in weapons and they are more commonly found or there is a recipe for them.

 
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