PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Not sure if you're sarcastic
Not at all.

Buying "concrete mixing" because I've been killing zombies for 1 hour doesn't make sense...

In general buying a perk thanks to doing something else, doesn't make sense.

I also agree with the devs in the sense that "grinding" and "spam crafting" are boring activities that kill the fun in the game.

My solution would be to hide all the stats from players. So the system is still in place correctly, but you are less incentivized to grind.

 
I actually didn't know this so thanks for the info. I can tell you I don't know a lot about the commands or buttons like this so I try to take notes when seeing information like this lol.

Not trying to knock on how anyone plays because everyone enjoys playing different ways. All I can say is what I have said before I personally don't have a problem with the way the HUD is now. It tells me everything I personally need to know. It pops up and tells me my % when I need to know and goes away when I don't. I have never went to my character screen to find this information. I actually never went to my character screen to check my level. But like I said this is me and how I enjoy playing. As it has been said by myself and others the best way to deal with this for vanilla is to have it in the option menus then you can turn on what you want to show. Then everyone is happy on at least this topic lol. If you don't care for the type of icon they designed then you could go into it deeper by moding how the indicators looks.
Haha yeh I was told by another when I did a video of my casino prefab I think as to make the hud dissappear so it makes a better video. But yeh many others I have accidently pressed as my keyboard slipped but they come in handy now and then lol.

That's it each person has a different game play and none is better or worse then the other or wrong. But games don't cater for each player they cater for the majority as a whole and this is where modding comes into it lol. But you dont have to mod or you may not know how. This is one of the best modding communities ever. Everyone (besides the odd cracker) helps everyone. It's awesome to see. But modding may not be everyone's cup a tea either. Then unfortunately have to accept game default settings etc.....

Yeh when MM stated he liked less clutter on the hud haha he was also talking bout the options menu lol to. He doesn't like alot of options in the options other then the necessary stuff.

As Much as options are great and the more the better the options menu would be as long as the volume 1 of understanding women :-P (yes ladies I was having a stir/joke not serious... unless there is a book haha :-P).

but to please every gamer that's how long the menu would be unfort it is more time effective and cost effective to have the ability to mod and let's face it as much as we would love to have many many more alphas and more items etc we would also love to see the end game release to gold.

 
Not sure if you're sarcastic, but...
re: Spam Crafting

Spam crafting was never the problem; making a 1000 stone axes SHOULD make you better at making stone axes.

What was BROKEN (and still is) was/is the ability to buy OTHER skills after having done so. Like, steel making.
I'm surprised nobody has done a mod that eliminates the perk system or most of it and replaced it with something more organic with spam crafting mixed in.

I miss spam crafting.

 
Not sure if you're sarcastic, but...
re: Spam Crafting

Spam crafting was never the problem; making a 1000 stone axes SHOULD make you better at making stone axes.

What was BROKEN (and still is) was/is the ability to buy OTHER skills after having done so. Like, steel making.
Making even one wooden bow that can kill something takes a couple of days and that's IF you already know exactly what you are doing. Without prior knowledge, everyone's character would die from not know dozens of details on surviving, growing crops and hunting with a bow.

What is broken is trying to introduce reality into a game. The reality of survival is boring and tedious.

In your example of stone axes. Making a stone axe without prior knowledge how to chip one rock off another and what rocks work best is just having you make more bad axes.

 
I actually didn't know this so thanks for the info. I can tell you I don't know a lot about the commands or buttons like this so I try to take notes when seeing information like this lol.

Not trying to knock on how anyone plays because everyone enjoys playing different ways. All I can say is what I have said before I personally don't have a problem with the way the HUD is now. It tells me everything I personally need to know. It pops up and tells me my % when I need to know and goes away when I don't. I have never went to my character screen to find this information. I actually never went to my character screen to check my level. But like I said this is me and how I enjoy playing. As it has been said by myself and others the best way to deal with this for vanilla is to have it in the option menus then you can turn on what you want to show. Then everyone is happy on at least this topic lol. If you don't care for the type of icon they designed then you could go into it deeper by moding how the indicators looks.
F1 - console

F2 - nothing as far as I am aware

F3 - stats. Location. Co ords. Etc

F4 - forgot

F5 - 3rd person (inside of head view atm lol)

F6 - entityspawner

F7 - hud hider

F8 - I think it shrinks the game screen with a border or could be f9 lol

F9 - forgot possibly nothing or as stated in f8

F10 - forgot

F11 - forgot

F12 - screenshot

Not at puter lol so can't double check

 
Not at all.
Buying "concrete mixing" because I've been killing zombies for 1 hour doesn't make sense...

In general buying a perk thanks to doing something else, doesn't make sense.

I also agree with the devs in the sense that "grinding" and "spam crafting" are boring activities that kill the fun in the game.

My solution would be to hide all the stats from players. So the system is still in place correctly, but you are less incentivized to grind.
In the right context it can. Let's say that the trader for all intents and purposes is like a known store, home depot for instance. I work all day in my current job in real life but I make money doing it that I can spend on goods and services unassociated with my job.

I could go to home depot and buy a concrete mixing manual (do they have those?) with the money I earned working in my current job. I always thought of the skill points like currency anyways maybe that's why it never bothered me. It's probably a terrible analogy but it's how I've always thought of it.

Also to chime in on the HUD aspect. I would love for the hunger/thirst to be there again. My body can tell me I'm hungry, the HUD is the games way of telling me what my character is feeling and going to a menu to check is annoying and certainly immersion breaking.

 
If I have trouble understanding? Lol I'm English mate, and you are either a troll or you are madly wanting to hump my leg.
Again, go and read my post. You know my complementing someone elses opinion? Challenging another? And offering suggestions? Sorry to disappoint you but I'm allowed to do that :)

And super lols at you declaring me incapable xD Not knowing how to do something doesn't make you incapable, if anything it renders you temporarily unable.

Just wanna thank you for unwittingly +1'ing my point about myopia.
Mhh. Someone wants to get banned again.

 
My solution would be to hide all the stats from players. So the system is still in place correctly, but you are less incentivized to grind.
Would harm the new players * and change nothing for the old players.

* Harm in sense of make the gap larger to the Veteran players

 
lol
I like food and water to on my hud. but not everyone does others do. You know if you press f7 lol your hud disappears and you know squat hey :-P haha

I know, right? The minimalists already have a built in function...
This so much, imo it's the extreme minimalists that should require an option/mod to get the HUD they want. Hunger and thirst are such basic things and can be added without drawing anymore attention than what's already there. I don't see how anyone can argue that something like this is game breaking clutter:

https://imgur.com/a/aX9G9

aX9G9


 
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In the right context it can. Let's say that the trader for all intents and purposes is like a known store, home depot for instance. I work all day in my current job in real life but I make money doing it that I can spend on goods and services unassociated with my job.
I could go to home depot and buy a concrete mixing manual (do they have those?) with the money I earned working in my current job. I always thought of the skill points like currency anyways maybe that's why it never bothered me. It's probably a terrible analogy but it's how I've always thought of it.

Also to chime in on the HUD aspect. I would love for the hunger/thirst to be there again. My body can tell me I'm hungry, the HUD is the games way of telling me what my character is feeling and going to a menu to check is annoying and certainly immersion breaking.
Using casino tokens to buy a concrete mixing manual would be legit. To buy any manual actually

 
Haha yeh I was told by another when I did a video of my casino prefab I think as to make the hud dissappear so it makes a better video. But yeh many others I have accidently pressed as my keyboard slipped but they come in handy now and then lol.
That's it each person has a different game play and none is better or worse then the other or wrong. But games don't cater for each player they cater for the majority as a whole and this is where modding comes into it lol. But you dont have to mod or you may not know how. This is one of the best modding communities ever. Everyone (besides the odd cracker) helps everyone. It's awesome to see. But modding may not be everyone's cup a tea either. Then unfortunately have to accept game default settings etc.....

Yeh when MM stated he liked less clutter on the hud haha he was also talking bout the options menu lol to. He doesn't like alot of options in the options other then the necessary stuff.

As Much as options are great and the more the better the options menu would be as long as the volume 1 of understanding women :-P (yes ladies I was having a stir/joke not serious... unless there is a book haha :-P).

but to please every gamer that's how long the menu would be unfort it is more time effective and cost effective to have the ability to mod and let's face it as much as we would love to have many many more alphas and more items etc we would also love to see the end game release to gold.
I agree with that not everything should have options you do got to draw the line somewhere. I just think on things like this where it might not be but seems more like a 50/50 split or something pretty close to it anyway should maybe have an option. As much as options are good they could be bad as well I understand that.

This might not be the place but you also do got to look at the other picture. Console does not get the chance to mod. So they are stuck with vanilla. As much as one can say TFP are not doing console well they kinda are because they might not be handling the ports or fixing the bugs but the other company isn't making the game so console gets the vanilla version only. So like I said it might not be 50/50 split but it is pretty close it seems so this where maybe options for this isn't a bad idea. But yeah you do have to draw the line somewhere on what options you do give.

 
It increases immersion for me because I do not not have such indicators hovering in front of my face in real life so removing them from being in front of my face in the game makes it come a bit closer to feeling like real life and the fewer indicators on the screen the more the immersive feeling when viewing the world.
But that's just me. If seeing status bars and digital clocks and hotbar inventory slots and upgrade and downgrade arrows and stealth eyeballs don't act as constant reminders that you are playing a video game then good for you. I'm not saying I ever forget I'm playing a video game but the the experience feels more lifelike when those displays are invisible. For me.


I hear you but some sort of indicators are needed. IRL you don't need things floating in your face to let you know what's up. ZT pointed out, your body tells you. But in game you don't have that. Your disconnected from your avatar and don't know when your avatar needs to eat, drink eta. And while you pointed out that you could kind of feel. It really is a guessing game and you know how players get so into it that they forget to check.

What I would suggest is more of what TFP's have been doing with popups. For example: When you get hungry you get something that pops up that lets you know your running low on food. Then quickly goes away.

But an even better idea is to use other indicators such as sound. Like the stomach growling. Currently you only hear this sound when you are already starving.

Instead make it so you hear it when you start to get hungry and more often when your avatar gets closer to starving.

Other sounds could be added to such as coughing for thirst. This will let the player know that there is something wrong and see what's up.

 
F1 - consoleF2 - nothing as far as I am aware

F3 - stats. Location. Co ords. Etc

F4 - forgot

F5 - 3rd person (inside of head view atm lol)

F6 - entityspawner

F7 - hud hider

F8 - I think it shrinks the game screen with a border or could be f9 lol

F9 - forgot possibly nothing or as stated in f8

F10 - forgot

F11 - forgot

F12 - screenshot

Not at puter lol so can't double check
of course if player changes these then this is useless

 


cropped screen shot of default controls



https://i.imgur.com/IP96l52.jpg

 
Does a pleasant voice speak to you through your comm system and say "Sensors indicate blood moon will initiate in t-minus 4 hrs"? Because THAT would totally fit the HUD you are describing right now....

What they really should do is remove the time entirely and let you scratch or paint hash marks into the wall of your base to keep track of the days, that would be more fitting of the current survival game.

Now if we were being depicted as wearing power suits with projected heads up displays on the visor of our armored helmet then I'd be all for clocks and compasses floating in the air in front of me. We could have all player status data displayed on the screen and color overlays to show heatmap status and structural integrity and ore deposits underground, and radar blips on an overhead minimap to know where all the zombies are around us.

Don't forget windspeed, temperature, altitude, target lock-on and lead assistance reticles...
So I agree and I believe I posted about this a long time ago...start out with no navigation/map time of day, etc. force a player to find a map, find a watch/GPS, etc. let us build a town hall clock maybe? or add value to the trader so they have the time for a price.

I mean come on I start almost naked with a few items including a land claim block that well should be something I need to make.

here is what I think we should start with...NOTHING!

1. make the starter quest also include making a torch (more options than fat+cloth+wood, add Oil+can+cloth+stick, etc.)

2. talk about water containers, food sources, etc.

3. talk about protecting your domain from other survivors.

you can always have the NOOB mode where a config setting lets a server admin make you start with a custom care package.

 
I hear you but some sort of indicators are needed. IRL you don't need things floating in your face to let you know what's up. ZT pointed out, your body tells you. But in game you don't have that. Your disconnected from your avatar and don't know when your avatar needs to eat, drink eta. And while you pointed out that you could kind of feel. It really is a guessing game and you know how players get so into it that they forget to check.
What I would suggest is more of what TFP's have been doing with popups. For example: When you get hungry you get something that pops up that lets you know your running low on food. Then quickly goes away.

But an even better idea is to use other indicators such as sound. Like the stomach growling. Currently you only hear this sound when you are already starving.

Instead make it so you hear it when you start to get hungry and more often when your avatar gets closer to starving.

Other sounds could be added to such as coughing for thirst. This will let the player know that there is something wrong and see what's up.
I'm truly sorry but I'm a little confused. Lol so please don't take this the wrong way because I might be missreading it. So sorry if I have.

It does tell you already. We already have something that pops up. When it starts getting low it pops up and goes away. When it gets what 30% it pops up and stays until you get it back up above 30%. While you eat/drink it pops up and shows what % you are at if it is above the 30% it goes away after a minute or something...... the same with temperature if you are between 31 and 89 you are good. If you go above or under those then it pops up and don't go away until you get back between them..... I do agree the sounds could use work and stuff but everything is already on screen just doesn't stay in your face 24/7.

 
If I don't see the hunger/thirst bars on screen then I don't know whether I'm hungry or thirsty ingame. As a result I feel compelled to repeatedly open the character page to find out.So not having these bars on the main hud is less immersive.

But that's just me.

There is no logical explanation for why it is this or that way. It just is.
I can give a logical explanation why the current system is more true to life than having 24/7 moment to moment percentage information constantly floating in front of your vision. It is based upon these premises:

1) Your character is not ever actually starving until he reaches 0%. 1% - 100% carries not one single penalty or gameplay change to your character.

There is never any reason to eat a single thing until your character is at 0%. That is when the penalties start and you can go for awhile without any serious repercussions happening to you. You may lose a wellness point or two but that is not life threatening in the least. So in the game as it is currently it is really simple to check whether you are hungry or not at a moment's notice. You look to see if there is a popup on the screen that says 0%. If it is there you are hungry and if it isn't then you are not. There is never a need to check some other screen to see if you are hungry. In the game you always know if you are hungry or not. Instantly.

2) Stress, adrenaline, worry, concentration, anxiety, excitement, etc. are all things that can cause you to not feel hunger or fatigue for long periods of time in real life.

People who say they always know exactly how hungry they are in real life must be living very peaceful lives. About 15 years ago when I was laid off from work and had no idea how I was going to take care of my family I didn't eat for three days because the stress and anxiety masked my appetite. All I could think about were my problems and I didn't eat or even sleep much. Was I hungry? yes. Did I feel it? no. It is logical and reasonable to assume that in a zombie apocalypse your character would be running on adrenaline and stress all the time and actually pretty easily ignore the signs of hunger until the consequences became so dire they would be forced to acknowledge them.

This is the apocalypse and not Thanksgiving morning sitting on the couch and watching the parade and thinking about whether you feel like Lucky Charms or Froot Loops...

So the game seems pretty close to a real life situation where there is stress and adrenaline. Popup warnings and audible hunger pains that CAN be missed in the heat of the moment and then when the first wellness is lost working as a wake up call that you have to take care of yourself or things will get dire-- seems pretty true to life for anyone who has actually felt stress.

I would also like to challenge Roland again while I'm here....

The human body has indications when food or water is low, the brain, stomach and the kidneys for example as well as many other processes involved in feedback regulate our systems so that we are made aware of being hungry or thirsty, full and hydrated, and this game is not real life.

Just as we don't need to be told we are hungry, the character shouldnt, and in real life this hunger and thirst is manifested in the awareness, so in game it should be in the HUD. You wouldn't need to open your diary or check a mobile app or look at your bio page to know when you're hungry, and that complements Gazz's point.
The game already has this awareness. Every time you eat or drink a popup makes you aware of your new level. At regular milestones a popup comes up to make you aware of your percentage of fullness. When you get to 10 or 20% the popup becomes permanently on the screen so you can't miss it and your character's stomach starts to rumble. Guess what? Through all of this you aren't really hungry yet because true hunger doesn't start until you are down to 0%.

Now if you miss these indicators because you as a player are stressed at the wrong moment then that simply feeds back into the idea that in actual life people miss hunger indicators due to stress and adrenaline.

But as I said earlier I think options are the key to this so that people can add or remove the elements and get only the info they want.
Absolutely. If I could remove all HUD indicators through an option and someone else can have them all present that would be great. I'm also happy with modding it the way I want.

Well.. To be honest you can still check whether you are filled for 40% (for example). It's just hidden away in a sub-menu which you have to open everytime when you want to check it.
So yes, I'm of the opinion that hunger/thirst meters should be added to the HUD if an XP-bar is going to be added to it. That, or neither.
Neither.

Anyway, hunger is entirely different. Until there's a usb port to my stomach we should have indicators that our character is hungry.
Agreed. Just as there is no USB port to my stomach to know at every moment what percentage of fullness I am at there should not be a permanent bar giving us moment to moment perfect knowledge of our character. The indicators in the game are more than sufficient. I play a mod to remove all but the audible stomach growling and that is more than sufficient so I know for a fact that getting popup notifications every time you eat or drink plus at set milestones down to zero plus permanently showing notification once you are at 10%, plus the stomach growling, plus the fact that the first penalty is a minor wellness point loss well after you have been at 0% for a reasonable amount of time.

 
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FIGHT FOR THE HUD

THE MODDER VS BASE GAME

Stallionsden vs zombietoad at the trader flagpole...3:00pm...thats 1500 hrs

Early enough so we don't get kicked out.

Canned goods and water and tea will be available for purchase.

Cash only please.

Bartering also accepted.

Please bring bandages.

General admission with standing room only.

Ouch

 
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