PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Increasing the inventory to the point that you can carry everything you could possibly need and not ever have to make decisions about what to keep or leave behind is akin to just having the creative menu enabled. There's your infinite backpack size right there. ...

There are certain elements of a survival game that if removed, even in the name of fun, cause the game to turn into something else. Perhaps you just don't think survival genre games are fun? To me, removing the choices that are inherent to limited inventory slots and limited stack sizes will take this game too far beyond the survival genre to be fun for me and to my mind those who can't stand having to make choices between keeping or tossing are probably just not fans of the genre.
I agree up to a point. To me, the creative menu is just no fun -- it ceases to be a game and becomes building toy. And I entirely agree with the survival aspect, but you get to a stage in the game were inventory management has nothing to do with survival and becomes just an annoyance on tackling bigger projects.

I think there ought to be a way to grow inventory space further as you progress in the game. For instance, I'd trade minibike speed for a bigger inventory space in it at later stages -- like a cart trailer.

Yeah, there are mods, but they are all or nothing, and there are no on/off switches for them, so either I break my day 100 game, or I forfeit the inventory management aspect on my day 21 game, or I give up on one of the two. Also, there's no gaming element in installing a mod.

 
I agree up to a point. To me, the creative menu is just no fun -- it ceases to be a game and becomes building toy. And I entirely agree with the survival aspect, but you get to a stage in the game were inventory management has nothing to do with survival and becomes just an annoyance on tackling bigger projects.
I think there ought to be a way to grow inventory space further as you progress in the game. For instance, I'd trade minibike speed for a bigger inventory space in it at later stages -- like a cart trailer.

Yeah, there are mods, but they are all or nothing, and there are no on/off switches for them, so either I break my day 100 game, or I forfeit the inventory management aspect on my day 21 game, or I give up on one of the two. Also, there's no gaming element in installing a mod.


Yes, I came to that same conclusion later as you'll see as you Ketchup. :)

I'm agreeable to late game massive inventory sizes and hiring the trader to transport items for you. Early game and mid game need to be pretty close to what it is now as a max and I would love for a progression of inventory spaces starting with close to nothing and progressing to what we currently have until a certain level (150?) is reached and perhaps a Logistics perk is bought that opens up a 72 slot inventory for endgame building and other such shenanigans .

 
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What is this? The sixteenth century? I've never cut long grass with any of those thanks to whoever thought of putting fishing line on a spinner and hooking it up to a motor....
And I've never cut long grass punching with my bare fist, cut a tree with a stone ax or hunted with a bow and a knife. I tried to say that the right tool in the game is not the rake but the hoe or a gardening scissor being faster to cut grass might be appreciated (some middle stage special tool better that the fist). I've never used the scythe, but this one needs more technique and it's more dangerous IRL. It all depends on the tool you have available. The best solution seems the lawn mower, but that doesn't seem like a tool of early stages but more of end game.

 
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Some people want more space so maybe add a fanny pack into the game. A big ugly tourist looking thingy to stuff all the stuffs into.

On a serious note, allow more spaces to open up when the backpack is full but slow the player movement speed for each box they fill until it is too "heavy" to move.

Oh, and I would like an old pickup with a loud clanky spare, is slow, and can hold a ton of stuff. Or maybe a horse. I don't really care. The game is already fun.

 
Things I'm hoping for....

New and updated character animations...

At the moment you can't even tell if another player is looking up or down when looking at them? The animations remind me of Half Life 1.

Also advanced movements like jumping over walls, going prone and grabbing onto the roof so you don't fall to your death. These would tie in great with the new stealth system and really add to the immersion.

- Breadcrumbs (zombies banging on my door at night)

- Smarter zombies that don't run in circle and which can jump to ladders. Make them run towards gun fire

- Fixed sleepers and less of them (only a chance for them to spawn in building)

- Underground threats like poisonous air which requires ventilation making it impossible during early game

- Vehicle to transport multiple players

- Fix for mini bikes been craftable inside other players territory

- More interesting ways to level crafting skills rather than get to level 20 and unlock perk etc...

- Fix laggy UI

- A more hardcore vanilla mode that slows progression and makes surviving harder for longer. (look at val mod overhaul / true survival for reference)

- Domesticating animals for food and taming wolves as pets

- Ability to strap a torch on more helmets

- Food spoilage and advanced cooking (craft food workstation)

- More weapons customisation (scopes, silencers, bipods etc)

- Legendary / super rare items & weapons

- Better distribution of loot that forces the player to travel more to get specific items or loot. the mini dungeon sky scrapers or random bunkers hidden around the map for example.

- More damage from falling. At the moment you cant jump off a sky scraper assuming your wellness is high enough and still survive lol.

 
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2 - I've never used a hoe or a rake to cut grass. Scythes like the one Royal pictured would be more accurate for a manual tool.
Well, if the mutant grass is sturdy enough then a scythe wouldn't work well any more. You might have to hack it down blade for blade with a hoe or machete.

A rake is not used to cut grass, it's with a hoe. The rake is used to pick it up after being cut....

Words of a former gardener.
Makes sense that you no longer work there. ;)

 
Knocked off...AGAIN?
Pray, tell us the story of that time you got knocked off your minibike the first time and it emotionally scarred you so horribly that you would not only uninstall 7dtd but also delete it from your Steam account. Why are you so against such a thing?

Doesn't sound so bad to me...

And then--- what if someone else threatens they will uninstall and delete the game from their Steam account if TFP doesn't implement minibike dislodgement? How ever will the Pimps cope if they're damned if they do and damned if they don't?
I know your being sarcastic or I think you are, but I hope that doesn't get put in, as the ground has a massive amount of stuff you can run into as it is, you'd never be able to use it except on a road. I like my minibike offroading thank you XD, I also like flying off jumps though with player taking damage now from too big of a fall on the bike i've had to tone it down :(

 
I'm agreeable to late game massive inventory sizes and hiring the trader to transport items for you. Early game and mid game need to be pretty close to what it is now as a max and I would love for a progression of inventory spaces starting with close to nothing and progressing to what we currently have until a certain level (150?) is reached and perhaps a Logistics perk is bought that opens up a 72 slot inventory for endgame building and other such shenanigans .
A van that comes default with a huge storage space, that could be swapped out for a built in chem station or workbench would be cool.

Also, being able to pay a trader to let you use their underground smuggling tunnels or what have you, to instantly fast travel to any other discovered trader would be incredible. Ignore the fact you can't seem to find them if you dig down. >.>

Well, if the mutant grass is sturdy enough then a scythe wouldn't work well any more. You might have to hack it down blade for blade with a hoe or machete.


Makes sense that you no longer work there. ;)
How about low yield explosives designed specifically for blowing up grass? My wife's been talking about how much she'd love to have some sort of lawn mower tool in the game. After spending 30 minutes helping her punch grass in a circle around our blood moon base, I'm inclined to agree. :p

 
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i would like to have an organized loottable for those badass radiated feral zombies, that drop all days only air...

there is so much frustration, if you have to fight one of the hardest zombies in the game, and they allways dropp nothing....

 
Some people want more space so maybe add a fanny pack into the game. A big ugly tourist looking thingy to stuff all the stuffs into.
I am pretty much a pack rat so when it comes to picking stuff up, I want to carry everything I see that is useful but that's just me the game would be too easy if you could carry too much.

A van that comes default with a huge storage space, that could be swapped out for a built in chem station or workbench would be cool.
I like this idea, maybe the player would only be limited to either 6 or 3 building spaces inside the back of the van except you can't place claim blocks or anything that is over 1 block tall inside for balancing purposes and could serve as a portable base.

On another note, can we see at least 2 more diseases/ailments in this update? I want to see sunburn and player colds.

 
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Hey back again

I would like to talk about stealth for a bit before it is implemented.

I thought it would be a good idea to add dyes and a hidden effect to certain clothing.

So that if a Zombie looks your way you can still have a chance they can not see you.

I wouldn't say it would be effective up close but maybe from 10 + blocks away it would.

It could work like this you are 12 blocks away and wearing dyed black leather armor over most of your body each piece adds a percentage of remaining hidden vs certain zombies awareness factor.

Some would see you no matter what and others there would be a RNG roll to see if they notice you.

Certain conditions would help or hinder this effect also... so darkness, shadow, and weather like fog snow,rain,sandstorm (<only outdoors) would add to your hidden factor also smell, sound(<weather could mask this a bit too), movement and of course your clothing.

Wearing Red (<red shirt means your dead ...lol) could make it so they see you from further away while black could hide you more at night time. Green better hidden in forest biomes you could even go as far as making a camouflage set.

Well that was just an idea I was thinking of that you might add while working out the AI and stealth.

Okay back to it then...

5. The new POI's I have been complaining about them for awhile.... The way that they are a mini linear game is okay for static maps like navagane for people who like to play that way.

But perhaps you could have their interiors generate randomly in RGW. Meaning different floors traps and ways to get through them would all generate differently with each world.

If this is not a possibility or you do not like it then maybe make a few different versions of each building that could spawn.

As it is they become boring after 1 or 2 times going through and are not worth the effort afterwards.

Perhaps you could Add a Easter egg to them... I was thinking maybe a loot crate that spawns inside them in a random location every night and they only stay from midnight to 1 am. then they despawn.

It would be a rare thing to come across the exact location within the building at that given time.

It could be a fun thing in multiplayer everyone spreading out on different floors searching for it.

I would add in a trigger event once you exit the loot crate and it breaks apart you could have a feral horde spawn inside the building and making a bee line towards you.

You could have special loot inside it like Joels shotgun and it does extra damage you could model it differently like make it gold or have notches etched into it showing it killed a lot of things in the past etc.

It could be anything really a rare type of clothing or tool (all with their own bonuses) whatever but it would have to be an unrepairable item so that once its durability is gone its just a keepsake type thing to have.

They could be collectable sets and stuff like that to strive to get.

Okay that's another few ideas thrown out there for you all to mull over. see ya tomorrow with more.

 
What we really want !

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Yes, I came to that same conclusion later as you'll see as you Ketchup. :)
I'm agreeable to late game massive inventory sizes and hiring the trader to transport items for you. Early game and mid game need to be pretty close to what it is now as a max and I would love for a progression of inventory spaces starting with close to nothing and progressing to what we currently have until a certain level (150?) is reached and perhaps a Logistics perk is bought that opens up a 72 slot inventory for endgame building and other such shenanigans .
Excellent. Now we just need to usurp development from the false king madmole and install our own puppet chief developer. Or blackmail madmole with the knowledge that his beard is a wig.

I especially like the idea to make it a perk thing as its importance for a player depends on playstyle and it is in all aspects similar to other comfort perks like Fast Eddie/Camel/Quicker Crafting. Also the developers already said they want to have more perks.

Another good idea is that it has disadvantages to have a big backback like slower running speed or higher stamina drain (the latter would make it similar to steel tools, that it would hinder you in early game but not in late game).

AtomicWitchs idea to make that dependant on backpack fullness would be the icing on the cake if it doesn't impact framerate.

 
We don't need bigger BP's, just make the Shopping Carts movable in the game.

When we get to a town we can use the shopping carts to gather & when filled park it grab another & fill it up.

Just remember the carts are not to be removed from the parking lot or the Radiated Cop will get you.

 
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