PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
You've got to take the projectile out of the bullet before you put it in the magazine, it'll fit then. :-)
Since you're trying to use a RL example may as well use a correct one. You can't take the projectile out of the bullet. The bullet IS the projectile. It is a part of the cartridge. So, you'd have to take the bullet out of the cartridge. :)

 
Since you're trying to use a RL example may as well use a correct one. You can't take the projectile out of the bullet. The bullet IS the projectile. It is a part of the cartridge. So, you'd have to take the bullet out of the cartridge. :)
Well, you can. Then you get a bullet that leaves no forensic evidence.

OMG. He just invented the perfect murder weapon!

And if you take the projectile out of it twice you even get an antimatter bullet. Now this escalated quickly.

 
That is a decent idea, I'll add it to my list. Most likely broken ones since "real" electricity parts have a cost to them. More stuff to salvage is always good though.
With a chance of death if you salvage electrical parts but don't check to see if the power is still on.

 
With bosses coming it was needed so you know if you even have a chance. Its also a nice way of feeling your actual progression or gauging if an enemy can be slain or not based on the amount of damage you are dishing out. Its actually pretty cool, but no you can't disable it. When you face your first boss you will be glad we put it in. I'm sure mods can disable it, but its a nice way to tell how strong your enemies are.
I think the enemy ID and health bar is a good idea that plays into the RPG elements of the game and adds a bid more depth but, do you think you can make an option in the game creation settings that disable it if we wish to not use it. Having the option to disable it is good because we could make more hardcore/classic games with more difficulty variance instead of just making enemies tougher, not having any idea how much damage they can take exactly can make the game more interesting and exciting.

A good example of this is when my friends and I went into the higashi pharmaceuticals tower for the first time and when we made it to the floor with the radiated wight, we had no idea how much damage it could take and we had to handle it cautiously, luring it into a wall to trap it while we unloaded everything into it and when it didn't die after 100 rounds and broke through the wall the situation became a frantic panic of trying to kill it while it chased us and not knowing how much more it could take. If we knew how much health it had through out the entire situation, it may have been less exciting as we would have played safely instead of cautiously and a bunch of the stress and excitement that comes from not knowing wouldn't have been there.

 
We're still deciding that. It might be a perk you buy, so its not even there by default. Maybe it will just be for bosses. Originally it was for them because we have these cool group quests you can do, and having a health bar for the big boss is kind of essential in our opinion. Nobody likes a stupid radiated feral that you can't even kill because he's regenerating or whatever. We're going to communicate what kind of strengths they have as well with little icons so you know their strengths and weaknesses.
YES! Okay, I'm sold on the idea! Although, perhaps an alternative, although a bit more work, would not be using a health bar, but the quality of the enemies movements and the idea of being able to cripple him enough by blowing arms, legs, teeth and skin away.

 
With bosses coming it was needed so you know if you even have a chance. Its also a nice way of feeling your actual progression or gauging if an enemy can be slain or not based on the amount of damage you are dishing out. Its actually pretty cool, but no you can't disable it. When you face your first boss you will be glad we put it in. I'm sure mods can disable it, but its a nice way to tell how strong your enemies are.
I like the idea of enemy ID and health bars and it does play into the RPG elements of the game but it would probably be a good idea to have an option in the game creation settings that can disable it for a more immersive and hardcore experience. The ability to disable the enemy health bar could give the game more difficulty variance like the loot rate option or enabling zombie sprint during the day instead of just making the enemies tougher to make the game harder. Having it on all the time takes away some of the excitement and stress that comes with dealing with the unknown. By knowing how much health an enemy has it makes you play the game much more safely than cautiously.

You could also make more options than just ID bar on/off and instead add more options like: Allies Only, Enemies Only, Players Zombies, Zombies and Animals.

Having more options could mean more difficulty variance and depth.

 
Guys, get over the magazine extender.This was so alpha those weren't even programmer numbers.

Stuff like that is why videos are so rare. Show anything unfinished and people go ape♥♥♥♥ over how broken or unbalanced it is.

YOu are right, at least for 80%
I'm sorry, that's just funny right there.

 
Oh hmm. I wonder if you can reach escape velocity with a bigger gun then.
Sounds like you play Empyrion?

I remember the first time I went to a planets moon! I was literally on the edge of my seat. :)

TFP could borrow some ideas from them, maybe not space travel but whatever voxel engine they are using is great!

 
That is easy just don’t read here or watch the videos. Play it once steam updates. Problem solved.
It is, I don't want to miss the interaction with other players in this forum, though, which would be the consequence of abstinence. No, I don't complain about the vids, not at all. But I am happy if not everything is shown beforehand. What the devs do in the end, that's up to them ;)

 
Sounds like you play Empyrion?
I remember the first time I went to a planets moon! I was literally on the edge of my seat. :)

TFP could borrow some ideas from them, maybe not space travel but whatever voxel engine they are using is great!
I played empyrion the other day (first time in a while) and it played like crap it actually feels like they un-optimised it. 7 days runs far better.

 
The new prefab houses look amazing, and I think it's a great idea to have some container blocks spawn in already looted. These are going to give Navezgane a new lease of life (for me). The first look at the mods system is exciting. The mocap for players will add so much to co-op and mp games.

Really not a fan of the health bar idea, so I hope that gets dropped.

I've been taking a break from the game due to burn out, but thanks for the video MadMole. Every little teaser like this gets me excited to start a new game... even though these systems etc won't be in the game until the next alpha.

 
Just wanted to give a quick thumbs up to the new video and compliment MadMole on his improving commentary. Compared to the earliest videos, he seems to be more comfortable talking to an invisible audience and it makes for better viewing. The new features look nice too, even though they don't seem to address some of my main gripes with the current game (AI/pathfinding).

ALSO, I wish people would stop going off topic all the time in this thread. I don't have the time or the patience to read through 300 pages of banter to get to the actual discussion on the development. Mods really should enforce it imho, plenty of other sub forums where it wouldn't be a problem.

 
Status
Not open for further replies.
Back
Top