PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Just going by a report a number of years ago when some piranha were found in the gravel pit lake near Chicago. The article suggested that they were piranha-bluegill hybrids. Obviously I was a victim of bad journalism and my own laziness at not looking it up.
http://www.qconline.com/news/regional/piranha-like-catch-more-than-just-a-bluegill/article_b0fdfe55-b409-5aa3-b63e-abc9f86dfb58.html

Mutated or zomified bluegill or bass that attack in schools if people can't get past Piranha not being native.

Or, an invasive species like snakeheads, which can be found in Arizona waters right now. Add a little nuclear magic and a touch of zombie and tad-ah! The terror of the lake! They can move from one lake to another just by walking over land.

snakehead_fish.jpg


 
I can't see a scenario where someone finds a 600Q shotgun and says, "oh man this sucks, gonna have to restart now".
Not ?

I can, maybe not because of a Sniper or Shotgun, but enough good items lead fast to a new game (if you dont plan to have a long therm game)

 
Not ?I can, maybe not because of a Sniper or Shotgun, but enough good items lead fast to a new game (if you dont plan to have a long therm game)
I disagree, for me at least the game doesn't get boring by having all good items, that's not endgame for me. I guess we have different ideas in that regard. To each his own.

 
Will you guys re-add sidewalks to cities. I know that's not that important but I felt it added a good deal of immersion and realism. Also because it made the road a bit lower than the sidewalks like in real cities.

 
Here I disagree 100% :) I

I think that loot quality should be completely random, not having to do with any game stage or character skill levels etc. But the loot amount I think should be relating to the scavenging skill.
This. I agree 80%.

I think the level of the Loot (1-600) should be based on the game stage.

 
With other words Q600 Sniper with 100 Bullets the first week ?
I think he meant that you could find a QL 600 sniper rifle but finding ample amounts of bullets would not be easy to come by unless you have the skills to make them.... similarly you would not be able to repair it once broken until you have the sniper rifle skill unlocked so the balance is there already.

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Can this be a thing lol

 
Can we get a Bride Zombie? we have a Nurse, a Stripper (she always give me an infection...hmm...) and other woman, I think a Bride that screams and a beast comes to her rescue .

 
Can we get a Bride Zombie? we have a Nurse, a Stripper (she always give me an infection...hmm...) and other woman, I think a Bride that screams and a beast comes to her rescue .
I like the sound of that, kinda as the little sisters in Bioshock!

 
Bride Zombie ? That could be intresting. If shes still holding the dried out dead flowers from the ceremony (roses?) she could perhaps do peircing damage (rose thorns?) that cause you to bleed alittle but not exactly the same as the current bleed out ??

 
Here I disagree 100% :)
I think that loot quality should be completely random, not having to do with any game stage or character skill levels etc. But the loot amount I think should be relating to the scavenging skill.
Loot quality is random. There is a modifier on the roll to be sure based on the player's level but there is still a chance for a level one player to get something high quality and a high level player to get something not highest quality.

Before they switched to the current model they were constantly adjusting the loot tables and the game would go back and forth between too rare for the high quality stuff to too common. Now it is just right. You get the rare high quality item in the beginning but as you level up and time goes on you begin to find more high quality things. The current system works well to keep the OP things out of the early game but make them obtainable later in the game.

The only real problem with the system is that you know how it works and that knowledge ruins the immersion because you understand how the game is simulating finding stuff. The same is true of the heat map and the sleeper system. There really is no problem with those systems until people start playing them based on how they know the game is making them work. A brand new player who purchases the game tomorrow and never comes to the forum won't worry about how the loot probabilities work. They will just loot everything as they play and slowly but surely they will start to find better and better things. If they don't know how the heatmap works they will notice that after a few days of living and working in an area a screamer will show up and call in a horde. Too much knowledge and even worse...too much play strategy base upon knowledge your avatar shouldn't have results in things feeling unnatural.

 
Loot quality is random. There is a modifier on the roll to be sure based on the player's level but there is still a chance for a level one player to get something high quality and a high level player to get something not highest quality.
Before they switched to the current model they were constantly adjusting the loot tables and the game would go back and forth between too rare for the high quality stuff to too common. Now it is just right. You get the rare high quality item in the beginning but as you level up and time goes on you begin to find more high quality things. The current system works well to keep the OP things out of the early game but make them obtainable later in the game.

The only real problem with the system is that you know how it works and that knowledge ruins the immersion because you understand how the game is simulating finding stuff. The same is true of the heat map and the sleeper system. There really is no problem with those systems until people start playing them based on how they know the game is making them work. A brand new player who purchases the game tomorrow and never comes to the forum won't worry about how the loot probabilities work. They will just loot everything as they play and slowly but surely they will start to find better and better things. If they don't know how the heatmap works they will notice that after a few days of living and working in an area a screamer will show up and call in a horde. Too much knowledge and even worse...too much play strategy base upon knowledge your avatar shouldn't have results in things feeling unnatural.
The only real problem with the system is that it needs more common sense, or the appearance of. For example, a mother zombie wouldnt have a gun but a cop or a cowboy would, I have yet to find a weapon on a cowboy, even the cowboy hats are not that common. Its the little things that bring up the question about loot randomness. its the same things that lessen the immersion because there is a lack of lore.

Lore can be used in such a way to explain why screamers appear thru talk around a campfire. Lore is usually passed on thru generations of siblings. The problem is that the game does not have any real lore yet. Knowledge of the heatmap is therefore not passed thru lore but thru the forums thus losing more immersion.

In the end the problem is not with the players here, its with the game and the things it still lacks. Like lore stories. We need to find books that have some actual stories or an adventurers diary explaining screamer (and other types of zombies) behavior. So any common knowledge learned on the forums can also be learned in the game.

 
Please Explain???
He'll tell you he's spelled it all out before a long long time ago in a thread far far away and that he has some good ideas for a replacement system (that he also already posted enough times) and that somehow what we have constitutes lazy development.

But it all boils down to he just doesn't like it. He prefers something else. And that's fine. We all prefer stuff a certain way and this is one of those things that he'll also tell you that if it remains by the end of development his review will be that it is the game that could have been the greatest game that was never made or the game he never knew he always wanted but couldn't have or something similar. I forgot the exact wording but he had it all ready to go-- probably on a Hallmark card he plans to send Joel when the game releases....

Guppy gets sentimental when it comes to leveled loot.

 
He'll tell you he's spelled it all out before a long long time ago in a thread far far away and that he has some good ideas for a replacement system (that he also already posted enough times) and that somehow what we have constitutes lazy development.
But it all boils down to he just doesn't like it. He prefers something else. And that's fine. We all prefer stuff a certain way and this is one of those things that he'll also tell you that if it remains by the end of development his review will be that it is the game that could have been the greatest game that was never made or the game he never knew he always wanted but couldn't have or something similar. I forgot the exact wording but he had it all ready to go-- probably on a Hallmark card he plans to send Joel when the game releases....

Guppy gets sentimental when it comes to leveled loot.
sentimental? he gets downright hormonal

 
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