PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Has the physics been reworked. I ask because i was i dishong tower, and put a secure box above the info desk, then climbed up for Night 1. All good. Went back and put another at other pole and was pummeled by falling wood. Then I tried setting up frames between the poles 8 spaces.

Once again had 64 crates to the head. What did i do wrong?

 
I think for the better stuff the Trader work well.
I think for better stuff the trader would work well as a quest giver to get the better stuff. either to send you to high threat locations to get the better stuff or to get unique items and then turn it in to get access to specialty stuff.

 
Just imagine leveled loot in PvP. The fast you join the server the better chance to become the boss of the map. What happanes with us that join after day 45+. Just a theory. Bit sane I think.
Makes complete sense to me. It makes it even more difficult to start after a later point. It will discourage new players from joining servers. When will we get a video to show off features??

 
Make it so loot is not overall OP in quality, but allow even first day survivors the rare chance to find blue/purple quality. For a much better chance at high quality I think quests would be the way to go. Trader quests, random notes, treasure maps, crazy quests found in airdrops....
I dont't mind finding average stuff because it can be useful, I just don't want to be required to max Quality Joe before I can get a purple item.
Thats exactly the way it works. I got a 425 Sniper Rifle on the 2nd tree stump I looted in a SP game last week.

 
Can I just have an option to stand on a corner and earn Dukes to buy my quality loot at any level? Pretty sure I can make a couple Dukes that way... NPC's right?

 
Leveled items = Slower Progress = Good for gameplay (not so good as more items for a deeper progression would be)

For PVP its bad, but IDEAL PVP games would have zero progression !

 
Leveled items = Slower Progress = Good for gameplay (not so good as more items for a deeper progression would be)
For PVP its bad, but IDEAL PVP games would have zero progression !
There are other, better ways to slow progress. Actual fun ones, too! Better than the tedious grind we have now, that discourages progression because I can just buy my magical abilities.

 
More importantly though, it's crap that a lvl1 opens a cabinet and finds a 4 wrench but a lvl200 finds a 600. It's dumb. Levelled loot /can/ work, as a piece of the balance puzzle, but as a system on its own it's dumb.
And that would be different in pure random how? If it is purely random then not even level would make a difference. The lvl 1 could still get a 4 and the 200 get a 600 or anything in between.

Earlier you said, "People always mistake what can be done in the context of what the game is like now, but I like to envision things in how the game could be.." The current loot system is by definition "what can be done in the context of...." Leveled loot is an easy way to balance early game and end game. If it was purely random then you would have to choose. 1) Make early game so easy it is laughable because you have all purple gear by the end of week 1 OR 2) make the late game unplayable because you would still be finding the same crap you found at lvl 1 but now you have irradiated cops to deal with. Those are the ONLY two choices with the current state of the game and straight random loot. Leveled loot gives the third choice of "Make early game and late game both playable."

Now, once the game is more complete maybe that could change and there would be ways to make the loot area based. That is NOT an option right now. At least not without hundreds of dev hours trying to distribute the loot in a world system that is changing constantly so would have to be redone every patch. Leveled loot is a good compromise. When the game goes gold maybe I will change my mind.

After all the posts about this I still have no idea what you think a "good" loot system would be. Just what you think it should NOT be. In the current state of the game define your perfect loot system. If you say "random" then please explain how you get around the problems I just mentioned above.

 
To be fair I've had this discussion about a bajillion time, and I've suggested alternative suggestions about a bajillion times (including this discussion), but I think you misunderstood something I said earlier... I don't WANT the available choices, I want better choices, even if it means reinventing a few wheels.

 
To be fair I've had this discussion about a bajillion time, and I've suggested alternative suggestions about a bajillion times (including this discussion), but I think you misunderstood something I said earlier... I don't WANT the available choices, I want better choices, even if it means reinventing a few wheels.
They are reinventing a few wheels. Its called A17. ;)

 
@junkrolandpoopedout
Yeh. No. If you've played the game you know that a level 200 is getting purple every time. The small probability of getting a brown is the exception that proves the rule.

More importantly though, it's crap that a lvl1 opens a cabinet and finds a 4 wrench but a lvl200 finds a 600. It's dumb. Levelled loot /can/ work, as a piece of the balance puzzle, but as a system on its own it's dumb.

Leveled harvesting makes sense. On board with that. Levelled loot not so much.
I agree to some extent.

I can see the idea behind the current loot, the fact that being low level means low level items and high level means high level items seems balanced enough.

However, I think it carries too much weight in the current system.

Personally, I hope that one day we can have a system that's more dynamic in general. That is a loot system that has some way of accounting for where the container is (I'm thinking something similar to the districts we have for cities), as well as some area based difficulty that factors into it. That way there's a risk and reward aspect, as well as logical places to go looking for certain items.

There are currently POI with decidedly higher difficulty & gamestage, but what if these POI could also have higher odds of rare or high quality items?

What if certain districts had different odds for items?

They could, to some extent, do this in how they design their POI, moreover how they design the containers and their layout. Of course, the challenge here is bloat, as this would give us a bunch of nearly identical containers with different loot lists, which would take up a lot of block id's and make the loot table massive.

They could also redesign the loot lists in general, so that this is done through logic & in a dynamic manner. A sort of smart loot system that is intricate, so we wouldn't need a ton of similar blocks and lootlists to achieve this effect. Rather it would account for the district / group a POI belongs to. However that could be a lot of effort to implement, and could turn out to be a large system that's a lot of work.

But yes, I agree that leveled loot should only be a piece of the puzzle, and not the basis of the entire loot system.

 
I show 3 of many many new houses in the new prefab editor. All of Diersville has new houses with the dungeon like gameplay that the skyscrapers of A16 has. And I talk about vehicles a bit at the end.
new... prefab editor? Like, one you're going to release with 17?

 
I show 3 of many many new houses in the new prefab editor. All of Diersville has new houses with the dungeon like gameplay that the skyscrapers of A16 has. And I talk about vehicles a bit at the end.
So no news on the new traders? (And do you mean by "hand modeling" the traders they will look more lifelike?)

 
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