PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The cho ku no is not exactly a new invention. =)
So maybe a ballista wont be so much of stretch to incorporate into the game now that we have auto-turrets and dart traps.

or even an auto-ballista that takes forever, almost, to reload?

I like the idea of this one for zeds.

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this one is simple enough to make with a plain bow

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I tried to find an image that shoots 4 bolts.

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I create a recipe for the Van Helsings crossbow that held 100 shots and fired as fast as a gun. with 100 exploding bolts it obliterated everything.
like a pistol or SMG/AK?

 
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I know in the past there was talk about having a steam workshop for this game so mods could be transferred easily. Is this something that is on TFP's radar for the future? Haven't heard anything in awhile.
Game content must be finished and polished before steam workshop. At least it will prevent lots of glitches. Could be beta feature , who knows.

 
I would like it so on rare occasion movement in a POI causes things like dogs or small hordes to spawn outside the POI.
This is indirectly already in the game. On rare occasions a zombie horde spawns that wanders into your direction. If this happens when you are inside a poi then this is indistinguishable from a horde that was attracted to something moving inside the house.

What I thought would or should be the next alpha is AI and Stealth. As those are the 2 most broken things right now.

I am guessing just these 2 things will take a year just by themselves.
An incomplete Stealth/AI system is indistinguishable from a broken one. If we believe the fairy tales they tell us from development, AI/stealth was nearly finished but got disabled together with the bread crumps system simply because they wanted to release A16. Since I am gullible and believe that tale, your estimation is greatly exaggerated in my view.

What I would love to see added is spears! How can you have a survival where a person doesn't go and get a very long stick, or even a pool cue and sharpen it.
Spears stick to the skulls of zombies after you hit them. Getting the stuck spear out of the zombie skull probably takes longer than the next zombie to get to you, so all spear users got eaten a long time ago :cocksure: . But I like the idea too. Needs completely new animations for your hands though.

I think the only way you will keep everybody happy with the game is with classes.
Classes are perks you are stuck with from the moment you start the game. I like perks better.

Lets guys wait for Madmole to post whats the plan first and then let pimps work on it.
Its the other way round now, first work on it then post. Read madmoles message which started the thread

 
addendum to wish list

with the new world builders,

a large Raccoon City style map with sewers. borrowed from L4d, start at the top of any hi rise...game set.

 
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"Spears stick to the skulls of zombies after you hit them. Getting the stuck spear out of the zombie skull probably takes longer than the next zombie to get to you, so all spear users got eaten a long time ago . But I like the idea too. Needs completely new animations for your hands though."

But they would be great to use to poke through the iron bars, you can stab at them, not hard enough to stick, or stab at arms, legs to maybe cause loss of limb. Better than a axe and I would think better than a club. Zombies are lined like they are ready to do the conga dance and you stab one and get several. You could make several, like we have arrows where as soon as you used one another would be available, like having fruit in a slot and you click the key/button to continue eating as you run. It would be a good early game weapon. That is my opinion, probably won't happen but I can wish and dream.

 
What I would love to see added is spears! How can you have a survival where a person doesn't go and get a very long stick, or even a pool cue and sharpen it. We make a axe, use it to sharpen the spear, it doesn't have to have a great point, just enough to stab with. You can take a kitchen knife and stab someone if you use enough force.
Rare, a toolbox in a garage that has a wrench, hammer and nails. Or two out of three.

Arrows, when we go to gut the deer, wolf, boar or any animal we can collect back some of the arrows. If you had to use five arrows to kill whatever we should be able to retrieve two or three of them.
I most definitely want to see all of these.

 
Cool story bro.
We're still totally chained together at the bottom of the pit with whoever that third kitten was.
Here's your stupid ballgag back.

Roland, the next time you tell me there's candy in a dark room, THERE'D BETTER BE CANDY!

 
Can we get rid of the shadows underground, everything looked fine until you get to a certain level. Its weird seeing the grass & Zeds walking around from the bottom of the shaft, heh, heh, he sais shaft.

 
yep it takes 4 dome lights or 6 industrial lights to equal the luminosity of 2 torches. Although, it looks like torches can bleed thru boxes and other obstacles where as electric lights in game dont

 
addendum to wish listwith the new world builders,

a large Raccoon City style map with sewers. borrowed from L4d, start at the top of any hi rise...game set.
I thought of that too, but, imagine if getting into a small town (in the current state of the game) causes fps to drastically drop, imagine a whole actual city like Racoon with a lot of skyscrapers and such..

 
Hey everyone check out Roland's video!!!

Only toolbelt? That's an interesting concept and one I might try later.

From a game mechanics perspective the only real difference, as Roland quickly realized, is to use a chest as a static backpack. It would only serve to make the game harder for n00b players but as an option in a hardcore-mode it would be good.

I like the idea of a backpack being a separate, craftable, item. Give players on a normal start a reasonably small backpack and require rarer materials such as military fiber to craft the larger ones. By the time you're having to travel quite far to get fresh loot you have the inventory space available to carry it all back home.

 
Hey everyone check out Roland's video!!!

Maaaan, Roland and I have wildly different play styles/game enjoyment :) . Playing without the backpack means lots of back and forth trips... Booooring ;) .

But I do agree that the backpack size is just right as is... Good balance between carrying loot, and having to go home to unload.

And then there's the minibike. After you get this, space is no longer an issue... At all...

Edit:

Just want to add this:

I see people arguing that the backpack should be bigger, so you can loot a whole town, without having to go home to unload.

Well a good trick is to create a storage chest in town, and unload the loot there. Then when your done looting, many items will stack, so it means less trips back and forth...

 
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I like the idea of a backpack being a separate, craftable, item. Give players on a normal start a reasonably small backpack and require rarer materials such as military fiber to craft the larger ones. By the time you're having to travel quite far to get fresh loot you have the inventory space available to carry it all back home.
Would it take damage or degrade over time and if so what about mines and would it be destroyed and your items lost.

Having your backpack destroyed while fighting zombies and watching your items on the floor despawn sounds more fustrating than challenging.

I am proberly overthinking it and a non destructable mobile container in different sizes determined by material is only what you are suggesting.

I think backpack progression could work but its adding another thing in the game to balance and personally dont think its as simple as some have said by giving a percentage option in game setting for non modded builds.

 
Maaaan, Roland and I have wildly different play styles/game enjoyment :) . Playing without the backpack means lots of back and forth trips... Booooring ;) .
But I do agree that the backpack size is just right as is... Good balance between carrying loot, and having to go home to unload.

And then there's the minibike. After you get this, space is no longer an issue... At all...

Edit:

Just want to add this:

I see people arguing that the backpack should be bigger, so you can loot a whole town, without having to go home to unload.

Well a good trick is to create a storage chest in town, and unload the loot there. Then when your done looting, many items will stack, so it means less trips back and forth...
This is the eternal debate of realism vs fantasy. Some people prefer their fantasy with more realism than others. This is why I suggest a range of backpack sizes. The minimum and maximum limits can then be chosen by the player when creating the world as opposed to being dictated by what has been perceived as the majority choice.

There's also the following rule from traditional RPG's to consider...

View attachment 22766

 
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