PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
The turrets should be so that the Shoting angle is the same a player have. This way new player can better estimate how a position is.

 
I would like to mention something about the zombie animations that has bothered me ever since the new MO-caps were introduced.

The fact that a zombie feels and reacts to pain when shot in certain areas has bugged me from the start.

You then add in the fact that they do not react to an arm or leg being blown off or however the the limb is removed.

Well what you wind up with is a contradiction either way you look at it.

Either make it a stumble or stagger stun effect without showing pain or have them show pain with removal of limbs also.

If no reaction great remove them grabbing at that part of the body.

But if your going to go all the way with showing pain..

I would suggest having them wriggle and writhe in pain for a bit when a leg is removed before continuing to crawl and attack.

Then if a arm is removed having them grab where there arm was or at that side of their chest etc.

The other thing that has bothered me is their ability to still hit you from a decent distance without having their primary attack arm or either of their arms anymore.

Please add the ability to attack with either arm and having them only be able to attack with one or other if removed. Finally a biting animation that should take place at a much closer distance then their swinging attack when both are removed.

Side note when zombies are knocked off their feet have an attack from prone position as soon as they become unstunned.

Instead of them having the raise to their feet and then attack I think a ground type of attack would help for US to be a bit more diligent in getting them as soon as they fall or having the possibility of being surprised by their attack from ground if we are a bit too slow or they are not able to be killed on the initial knock down.

Of course this will only be effective for those of us that do not take them out from afar even when knocked down.

Just a few suggestions before AI and the new MO-caps are added.

 
Last edited by a moderator:
I am hoping for a tighter progression with updates this time. Concentrating on an area for improvement and getting it out for us to play asap. As epic as A16 was and is, it took way to long WAY to long to get out, then on top a week or so for refinement.

To many additions all at once just causes bug mayhem.

Looking forward to A17 even if it is just one or two things that been overhauled that be great.

I.e. Water and AI

 
Hello guys i have a little suggestion for the game is not like is a big deal but how about to be able to loot a map. And that map to show you like a nice town or intresting POI. And not show all map in game. Sorry for my english.

 
I would like to mention something about the zombie animations that has bothered me ever since the new MO-caps were introduced.
The fact that a zombie feels and reacts to pain when shot in certain areas has bugged me from the start.

You then add in the fact that they do not react to an arm or leg being blown off or however the the limb is removed.

Well what you wind up with is a contradiction either way you look at it.

Either make it a stumble or stagger stun effect without showing pain or have them show pain with removal of limbs also.

If no reaction great remove them grabbing at that part of the body.

But if your going to go all the way with showing pain..

I would suggest having them wriggle and writhe in pain for a bit when a leg is removed before continuing to crawl and attack.

Then if a arm is removed having them grab where there arm was or at that side of their chest etc.

The other thing that has bothered me is their ability to still hit you from a decent distance without having their primary attack arm or either of their arms anymore.

Please add the ability to attack with either arm and having them only be able to attack with one or other if removed. Finally a biting animation that should take place at a much closer distance then their swinging attack when both are removed.

Side note when zombies are knocked off their feet have an attack from prone position as soon as they become unstunned.

Instead of them having the raise to their feet and then attack I think a ground type of attack would help for US to be a bit more diligent in getting them as soon as they fall or having the possibility of being surprised by their attack from ground if we are a bit too slow or they are not able to be killed on the initial knock down.

Of course this will only be effective for those of us that do not take them out from afar even when knocked down.

Just a few suggestions before AI and the new MO-caps are added.
I think your mistaken pain for: "it's coming from that direction"... ;)

 
Backseat Gaming Lingo. Us normals wouldn't identify with them.
- - - Updated - - -

How do you think they did it in the Days of Exploration my friend. You have become pampered with todays technological comforts. People go camping and hiking without maps all the time and use hand held compasses and landmarks to mark their paths.
You're one to be tossing insults, comparing to marked trails and pre-fab camping spots... please. You obviously didnt understand what I was saying, expected here really.

 
It would be possible to be able to see what other character is carrying on he's belt?

For example if you have a rifle equipped and a shotgun a hammer, a nailgun and a pickaxe on the belt, to be able to see the shotgun on the characters back, the hammer on a side in the belt, etc..?

It would be nice also a rework of the garage door, I mean, I don't know what kind of model did you use for that door but usually garage doors opens from side to side, or (if electrical) from down to above, I don't know if Im the only one always having trouble to locate them, they should be bigger also, I mean if you guys plan to design some bigger vehicles (with I believe you will).

 
It would be nice also a rework of the garage door, I mean, I don't know what kind of model did you use for that door but usually garage doors opens from side to side, or (if electrical) from down to above, I don't know if Im the only one always having trouble to locate them, they should be bigger also, I mean if you guys plan to design some bigger vehicles (with I believe you will).
Google "carriage doors". Also, the doors in game are 3 blocks wide, perfect size for the cars which are 2 blocks wide I believe?

 
Well I think they are using this thread to see what most people want next.

So stop asking to put things in that can be Easily Modded or are already modded for the game.

and Stop talking about things that will not have an over all impact on the game, although the tiny part it does effect may be an improvement and if you add them all together it will help but not a big deal if each one is over looked in the end.

Talk about major things that need to be done and help with suggestions to improve and polish them.

As it stands the 3 major things mentioned are

bigger backpacks-----already a mod for this.

the other is

getting knocked off your minibike---- all and all will not change much except when on the minibike.

finally there is

Zip lines------not really a necessity IMO more of a way to cheat out of fighting or a faster travel on foot when we want more vehicles.

Let us all instead suggest

balance issues

Immersion breaking issues

and improving things already in the game that would make them better.

 
Last edited by a moderator:
Well I think they are using this thread to see what most people want next.
So stop asking to put things in that can be Easily Modded or are already modded for the game.

and Stop talking about things that will not have an over all impact on the game, although the tiny part it does effect may be an improvement and if you add them all together it will help but not a big deal if each one is over looked in the end.

Talk about major things that need to be done and help with suggestions to improve and polish them.

As it stands the 3 major things mentioned are

bigger backpacks-----already a mod for this.

the other is

getting knocked off your minibike---- all and all will not change much except when on the minibike.

finally there is

Zip lines------not really a necessity IMO more of a way to cheat out of fighting or a faster travel on foot when we want more vehicles.

Let us all instead suggest

balance issues

Immersion breaking issues

and improving things already in the game that would make them better.
Immersion breaking.

Can we plot the location of Nav by looking at the loadscreen image of the distance signpost and also find out the exact timeframe the game is set and compare the building regulations from that loction and time and make sure there inline.

Im sure there is a problem because humans figured out toilets cant go in kitchens way before the timesetting and era of items and models like the sedan car for instance.

Also currently we dont have status meters for bladder and bowel capacity.

Toilet roll is not an item ? can we somehow create a progression system for item grade ie cloth, plant fibre obviously we need to gate and lock out military grade toilet roll until late game stage.

Question is how much immersion do players want?

Ok my bad i being stupid once again and getting to the point of your comment.

Firstly what is all this STOP doing this all about its a discussion thread, people can read and ignore what they choose.

Secondly people can have the opinion of gameplay , entertainment value and performance should be prioritised before OTT immersion breaking problems.

 
Well, I think what can bring the game to the next Level are:

_NPC's and stories (you learn by talking, following footprints and reading books…) to find a way out, a cure or some shocking discoveries

_Raiders like the guy in the walking dead´s – Negan, I hate him ;-)

_Finding some NPC’s, you can bring to your base to defend it or to build things = to create a community

_More life like animals (fishes, cats, rats…) and noises to make things more creepy

_Using cars, building boats

_Put boats on the lakes, trucks on the streets, motorbikes, railroads with railcars etc.

_Children as NPC’s and Z’s

And some improvements:

_Improve sleepers that they are spookier (hide them better, put them behind doors...)

_Flickering lights indoors

_Hiding the cables for electricity

Hope we see some of that soon ;-)

 
Immersion breaking.
Can we plot the location of Nav by looking at the loadscreen image of the distance signpost and also find out the exact timeframe the game is set and compare the building regulations from that loction and time and make sure there inline.

Im sure there is a problem because humans figured out toilets cant go in kitchens way before the timesetting and era of items and models like the sedan car for instance.

Also currently we dont have status meters for bladder and bowel capacity.

Toilet roll is not an item ? can we somehow create a progression system for item grade ie cloth, plant fibre obviously we need to gate and lock out military grade toilet roll until late game stage.

Question is how much immersion do players want?

Ok my bad i being stupid once again and getting to the point of your comment.

Firstly what is all this STOP doing this all about its a discussion thread, people can read and ignore what they choose.

Secondly people can have the opinion of gameplay , entertainment value and performance should be prioritised before OTT immersion breaking problems.
Well I am talking about the fact that all hand held weapons float out and away from characters

and the fact that our arms and hands are still showing as bare when we equip long sleeves and gloves.

The zombies and players jump animation being stuck.....I'm sure you have seen the zeds and I am sure when you jumped out of water or on top of a hill the jump sound and animation plays repeatedly for a few seconds.

I could go on a bit more, but I am not asking for extremes here. Just things existing in the game that are not implemented completely or are bugged and break immersion.

The STOP part is (IF I am Correct that they want to see what people want most in this next alpha) then the 3 things most people are mentioning SO FAR are what they will add, and I think there are a lot more important things that could be added or fixed or changed.

Also I am thinking of all the skills that make up a game Development team and trying to give suggestions so its spread out for everyone to have something to do during down time and waiting for the next phase etc.

Usually the artists are left waiting and in the past they spent there time changing icons and things that really did not matter.

 
Well, I think what can bring the game to the next Level are:_NPC's and stories (you learn by talking, following footprints and reading books…) to find a way out, a cure or some shocking discoveries

_Raiders like the guy in the walking dead´s – Negan, I hate him ;-)

_Finding some NPC’s, you can bring to your base to defend it or to build things = to create a community

_More life like animals (fishes, cats, rats…) and noises to make things more creepy

_Using cars, building boats

_Put boats on the lakes, trucks on the streets, motorbikes, railroads with railcars etc.

_Children as NPC’s and Z’s

And some improvements:

_Improve sleepers that they are spookier (hide them better, put them behind doors...)

_Flickering lights indoors

_Hiding the cables for electricity

Hope we see some of that soon ;-)
See here are some better suggestions IMO.

I have to say no idea who Negan is I stopped watching the walking dead as soon as

they killed glen.
 
Last edited by a moderator:
MM's original post states this thread is for discussion of content either 'in production' or 'finished' for A17, i'm fairly sure it does not say for new ideas.

That being said it doesn't hurt to voice your creativity.

 
Status
Not open for further replies.
Back
Top