PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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+Replace gun parts with attachable modifications
Does that mean i can attach a m203 grenade launcher with a bipod onto my mp5. With an acog sight and a foldable stock. Not to mention dual mags and a flashlight/laser combo on top of my mp5. With a fore grip attached behind the m203 launcher and the being barrel is 8.9 inches long with a military grade suppressor. And not to mention a cool ass pistol grip?

https://imgur.com/a/nrBki
Man I really hope we get this level of weapon customisation.

Combat becomes so much more dynamic when we have weapon mods and attachments. Imagine bipodimg on a window with an LMG and lighting up the hordes as they come charging at your base.

 
Simple problem is that a decent Weapon-"Balance/System" is impossible with only 60-80 Meter range the Zombies are rendered.

The high amount of Calibers and Mods is a result of

* Usable distance of the Weapon (80 Meters is optimal for SMG)

* Weight of ammo

* Different Armor of Targets

Besides some other reasons we have partially in game.

But without the 3 above there is no real reason why you should have some things.

As example, nobody would use a sniper at all if there is only a Sightline of 80 meters.

Why should you use 5.56 Ammo if the recoil is the same as the 7.62 Have, and the weight is the same too.

Because of this i hope in the next game they add more realism, a decent Inventory system where the player can only transport 1 Block at a time, but he can have a truck with many blocks in it and build by using blocks direct from the truck.

Then if the Transport capacity of the player is more realistic, the max range is at least 200 Meters long and every Entity has armor values for each body part, then there could be a amazing system. (like and yes i quote it again ^^)

CD3sfMXWYAAcVGD.jpg:large


 
Simple problem is that a decent Weapon-"Balance/System" is impossible with only 60-80 Meter range the Zombies are rendered.
The high amount of Calibers and Mods is a result of

* Usable distance of the Weapon (80 Meters is optimal for SMG)

* Weight of ammo

* Different Armor of Targets

Besides some other reasons we have partially in game.

But without the 3 above there is no real reason why you should have some things.

As example, nobody would use a sniper at all if there is only a Sightline of 80 meters.

Why should you use 5.56 Ammo if the recoil is the same as the 7.62 Have, and the weight is the same too.

Because of this i hope in the next game they add more realism, a decent Inventory system where the player can only transport 1 Block at a time, but he can have a truck with many blocks in it and build by using blocks direct from the truck.

Then if the Transport capacity of the player is more realistic, the max range is at least 200 Meters long and every Entity has armor values for each body part, then there could be a amazing system. (like and yes i quote it again ^^)

CD3sfMXWYAAcVGD.jpg:large
Is it not likely that they will increase the render distance of players and zombies during the optimisation phase of development?

 
I've been sucked back into game development thanks to the Alpha 17 wait. I made a simple custom voxel engine that generates randomly generated terrain last night in Unity...and I'm 'dying' to work on it tonight after work.

 
Circle 80m radius = 20 106 Blocks the circle cover

Circle 200m Radius = 125 663 Blocks the circle would cover

I doubt that this is a matter of Optimization we have in beta

That needs adjustments from the very beginning and Future tech PC´s

(I guess)

 
Circle 80m radius = 20 106 Blocks the circle coverCircle 200m Radius = 125 663 Blocks the circle would cover

I doubt that this is a matter of Optimization we have in beta

That needs adjustments from the very beginning and Future tech PC´s

(I guess)
This is disappointing. I really thought the short render distance was a temporary thing while they got everything in. Well... I guess one can still hope they find a way to render things further away. Space engineers seems to do a good job of it with their voxel

Planets.

 
I was in the Destroyed Biome & noticed what I thought I heard was either a Police Siren or Ice Cream Truck Music. It would be nice to add more loot able vehicles like Ice Cream Trucks, Police Cars, Ambulances etc. I would also like more of a challenge with Looting Vehicles. Lets say you try to scrap one & a Car Alarm goes off attracting Z's, or a Siren goes off. Loot an Ice Cream Truck & the Music goes off attracting Z's. Maybe when we break into a Fancy House or POI they have a security System you can bypass or you set off the Alarm, here comes a HORDE.


I like that that would be a nice addition.

 
Madmole....now with the new MOCAP animations being put in...can we get a kick back animation to push the zombies back? A special attack , if they get too close....think Zombie Army Trilogy game.

Regards

Ouch

Coughs * VIDEO * Coughs

 
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Madmole....now with the new MOCAP animations being put in...can we get a kick back animation to push the zombies back? A special attack , if they get too close....think Zombie Army Trilogy game.
Regards

Ouch

Coughs * VIDEO * Coughs
Didn't he mention a power attack that has extra % to stun and knock back with a higher cost to stamina drain?

 
Madmole....now with the new MOCAP animations being put in...can we get a kick back animation to push the zombies back? A special attack , if they get too close....think Zombie Army Trilogy game.
Regards

Ouch

Coughs * VIDEO * Coughs
+1 for this

 
Man I really hope we get this level of weapon customisation.
Combat becomes so much more dynamic when we have weapon mods and attachments. Imagine bipodimg on a window with an LMG and lighting up the hordes as they come charging at your base.
My optimal level of customization is duct tape. You pick that flamethrower, one grenade launcher and a rifle, tape all together and GG. We already have three mouse buttons right? And all in one single slot.

 
Good afternoon

Excuse my English, I would like to give an opinion

It would be great that we have stations throughout the game and that these are random

example: no matter what biome you are in we have summer, spring, autumn and winter, so you can wear the clothes that protect from the cold at some time, the cold full of snow and lower the temperature during the night, the summer that the heat is very strong, since it is not very abitual to create bases in the ice biome, it would be best to add an icon next to the cardinal symbols to know what station is, and as the days go by change the station, the only biome that would not fall snow would be where the zombie fire, is a humble opinion I would like to take into account

 
Right let me lay out a stereotypical scenario for you in PVP because clearly it hasn't hit home despite the fact that I've tried to already give you a quick run down. If you actually played PVP you wouldn't be making a lot of comments that you are because you would understand the problems it has.
A player builds a tower base, surrounds it with a 5 block wide pit to bedrock. They've got multiple LCBs hidden in their tower at different locations providing only 16x protection. The LCB covers 40x40 which is standard now since electricity was brought in.

Lets say they build their entrance level with the ground that's at around +1 and you manage to find a way in (For the sake of this conversation this part can be easy when usually it's not). Bare in mind this tower goes to the maximum height of the map. I can't remember what this is... maybe +160 blocks.

When you get in all you find is a hollow space except for a hatch elevator in the centre that goes up 60+ blocks to the room in the sky. There is no smart way in dude. Nothing clever to work out. The only way up is to knock out the wall blocks and make stairs out of them. If every block takes you 10-15 minutes to knock out because they are solid steel you will be there all night and day doing it.

This is a fairly common approach to base design in PVP because it is enabled by exploits.

Do you think that's clever? Because as ever player starts to do this all that happens is players stop playing for two reasons;

- Raiding is not practical, worthwhile or fun

- Players get bored because they create an inaccessible safe space where there are no threats for them

Raiding in PVP is a fundamental part of the game. If you take that out then there is only PVE and the PVE on large pop servers is broken to hell. Naturally players will go for the easy safety option because that's the survival part of the game kicking in. Just like players in PVE hide underground at bedrock to avoid any threats. If that was me I'd just go play creative mode. This isn't 7 Days to hide....

I'm not saying I want raiding to be easy, I'm saying players should be rewarded for base designs that are actual good and NOT using exploits.

I appreciate that PVP isn't on the Fun Pimps priority list, but some small changes like eliminating the hatch elevator glitch would certainly help in both PVE and PVP environments.
So even if they space those hatches every 3 blocks along a ladder going up you as a raider still have to break your way thru them. So in your example they could still have a steel hatch every 3 blocks from bedrock to skytop that you'd have to manually break thru. All the hatch elevator portion of that build does is make it faster for them to ascend. Their ascent speed doesn't affect you breaking thru the blocks.

 
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