PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Right now when we crest a hill and see a campsite there are two possibilities.

1) It is deserted

2) It has zombies awake and/or dormant.

Once NPCs are introduced we may have these possibilities.

1) It is deserted

2) It has sleepers

3) It has a trader

4) It has a small family and a horde is approaching

5) It has bandits

6) It has a family being robbed by bandits

7) It has bandits battling a zombie horde

These are only some of the possible scenarios that could result and only for one of the least of POIs. Then consider the opportunities for quests and there is no doubt in my mind that the game will be enhanced by NPCs.

 
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Right now when we crest a hill and see a campsite there are two possibilities.
1) It is deserted

2) It has zombies awake and/or dormant.

Once NPCs are introduced we may have these possibilities.

1) It is deserted

2) It has sleepers

3) It has a trader

4) It has a small family and a horde is approaching

5) It has bandits

6) It has a family being robbed by bandits

7) It has bandits battling a zombie horde

These are only some of the possible scenarios that could result and only for one of the least of POIs. Then consider the opportunities for quests and there is no doubt in my mind that the game will be enhanced by NPCs.
yeah but can we get rid of the golfball mounds and craters for poi's? make em flush again?

 
@Roland, what build are the team up to now on the 16.4 update?

Eagerly anticipating what kind of fixes they are implementing :)

 
Right now when we crest a hill and see a campsite there are two possibilities.
1) It is deserted

2) It has zombies awake and/or dormant.

Once NPCs are introduced we may have these possibilities.

1) It is deserted

2) It has sleepers

3) It has a trader

4) It has a small family and a horde is approaching

5) It has bandits

6) It has a family being robbed by bandits

7) It has bandits battling a zombie horde

These are only some of the possible scenarios that could result and only for one of the least of POIs. Then consider the opportunities for quests and there is no doubt in my mind that the game will be enhanced by NPCs.


When you say trader. Do you mean a trader other than the mayor ones established in the game?

 
Have you guys at Fun Pimps Given any thought to adding boats to the game? I know it would be awesome to be a river pirate instead of some mini biker.

 
7) It has bandits battling a zombie horde
When your enemies are fighting... Don't interrupt them!

Its like in FO4 when I was sent out to kill my third Corsair and he was fighting a bunch raiders. I waited. Then "one shot" him with my sniper rifle. The remaining raiders and sinths didn't attack me so I walked past them and left! :)

 
When you say trader. Do you mean a trader other than the mayor ones established in the game?
I mean just an NPC who might have a few things to trade or a quest to hand out and not a full-on inventory of goods like at the establishments. The point is that there can be multiple versions of most POI's depending on who the inhabitants are which will dramatically change how those POI's are experienced by us.

 
When your enemies are fighting... Don't interrupt them!
Its like in FO4 when I was sent out to kill my third Corsair and he was fighting a bunch raiders. I waited. Then "one shot" him with my sniper rifle. The remaining raiders and sinths didn't attack me so I walked past them and left! :)
Nice. Nice Strategy using your environment. Your environment can sometimes be your best weapon.

 
Have you guys at Fun Pimps Given any thought to adding boats to the game? I know it would be awesome to be a river pirate instead of some mini biker.
Yes. Lots of times. Both by us and the Dev's. There was talk about making two different types of boats.

the first was a small one that players could use to get around.

The second one was a much larger one that could act as a mobile base of sorts.

I suggested the possibility of docking the smaller so a player did not have to move both of them.

No Idea when that' is going to happen though (or if). It was just talk and ended in the last Alpha. I think you may find some quotes in the last Development diary.

 
What if in A17 food (except canned one) will spoils over time? Meat will be rotten after couple of hours in storage chest. So we would need to have fridge. Simple device like

. Fridge would act like workstation which consist of: compresor (find or buy), brass throttling device (find, buy or craft - brass pipes from forge&skill required), brass evaporator (find, buy or craft - brass pipes from forge&skill required), brass condenser (find, buy or craft - brass pipes from forge&skill required) - you also need any power source. So the meat in the fridge would stay up to 3 days. Each fridge would contain small freezer for max 50 meats or 3 slots for any kind of food - this could stay there forever, as long as you do have power source. What you think?
 
I do that when I see a bear I get the Zeds to chase me & run for the Bear & dodge R or L, cross my fingers & if I am not dead I can look back to see if they are fighting. I have not tried it in A 16 but I used to get about 8 Zeds following me when I see a Bear, fun to watch.

 
Have you guys at Fun Pimps Given any thought to adding boats to the game? I know it would be awesome to be a river pirate instead of some mini biker.
If boats and structures on water were introduced i also think inteligent enemy NPC's (pirates) will also need to be introduced to counter a boat or base being too much of a safehaven.

I understand some players really dont like the idea of mechanics and features that require non zombie NPC'S but i think adds scope to the game.

Hulk ships as POI's sounds interesting to me , various sizes from small fishing boats to a large tankers/icebreakers and dare i say it aircraft carrier (just kidding).

Getting structual integrity working i imagine will be difficult as using as it is might not seem right.

Ships and structures are not just above the waterline but below it so maybe you need structure blocks amongst the water blocks and for those to provide a foundation type properties.

Making them susceptibility to be damage like the hull integrity of a ship will i imagine to be difficult to implement.

Building structures onshore and then launching them and towing with a boat and anchoring like they did with the Mulberry harbours seems a little ambitous though.

So i am not expecting drydocks or slipways anytime soon.

 
My 2 requests for a17 -

1. more block id space or do the way you mentioned was gonna be in a16 but got pushed back as lets face it 2047 blocks is not enough for this game lol

2. in regards to the H.U.D.... can we get a program done where all you have to do is drag the box to where you want it on the screen rather then having to change some figures and go into game exit change figure until 4 yrs later you finally fluke the right number lol.

the program be like a dummy screen and all the windows.xml stuff in boxes where they show up on screen. you want the backpack on your left side. you click the box and drag it to the left. done :-)....

 
1... I strongly Advise you to see how empyrion has their blocks configured.... we would only need to craft one block then right click to select shape.... this would simplify crafting...

2... I also like their texture and paint tool options might be worth a look....

3... More paints and textures

4... Statues

5... One more bladed weapon

6... Harvesters for vegetation (maybe something Electric)

7... Better lights

8... Lower torch heat

9... A look at water physics

 
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10 helicopters

11 20 more guns types

12 3 more vehicle types

13 50 more zombies

14 better everything

15 world of warcraft like quests that make the game pointless and feel like a choir

16 everything in fallout 4 but better

 
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