PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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My personal opinion.....I like the health bar. I figure it will actually be smaller than the first iteration of it. I also liked seeing how green around the jowls it made Roland. LOL
There seems to be more people on my side of the line now that TFP has redrawn it. :)

 
So Madmole mentioned "cool group quests".

Any thoughts on how people would like to see something like that implemented?

 
So Madmole mentioned "cool group quests".
Any thoughts on how people would like to see something like that implemented?
With modularity built-in from the ground up. :-)

Is this going to be an extension of the current quest system or a completely different mechanic? We have NPC traders, why not start the process of having them give missions for both individuals and groups. From what I can gather this is planned although whether it makes it into A17 is anybody's guess.

Missions opening up other missions is possible but may be difficult to implement. Proceduraly generated sub-missions can be hard.

 
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By "cool group quests"I really hope that means it will be challenging multi-task quests that are hard to do in one day. I also hope they don't make them easier for single player. Being someone who only plays SP, I look forward to quests that might take a week or two for me to accomplish.

 
So Madmole mentioned "cool group quests".
Any thoughts on how people would like to see something like that implemented?
If a quest is designed for 2 people for example, there needs to be some way to force it for 2.....say get a couple of items that, for the quest, takes up enough inventory spaces that both items cannot be held by one player or there are enough items to be obtained that there won't be enough spaces in one inventory to hold them all. Another possibility would require one player to activate a switch so the other player can enter then a carbon copy switch on the inside so the second player activates it to allow first player to enter. There are so many ways that to require 2 or more players to complete. I'm assuming there will be single player quests in addition to group quests. Very, very neat idea and many options as well. We like options!

 
So Madmole mentioned "cool group quests".
Any thoughts on how people would like to see something like that implemented?
At a certain gamestage level if you enter a police station/cell tower area/hospital etc,. a lot of zeds will spawn.

In the background you'll hear radio chatter coming from inside the building. "Is anyone there? Please respond!" [static...] "We really need help. Please pick up?" [static...] "OMG this isn't looking good. Come on somebody please respond!" throw in a few more one liners... and it keeps cycling through those line every so often.

(depending on what the player does)

lets say the player(s) make their way to the radio and pick it up.

"Oh good thank you for picking up!.. I know we don't know each other but me and <insert name> got ourselves in a really sticky situation!".. banging going on in the background and whimpering .. "How many ppl are you?" <responses "2".."3".."4".."Enough!"> (responses = difficulty) "You see our bunker got overrun somehow and we are stuck at the lowest level. We lost 8 ppl so far and we are out of ammo since we can't get to the armory and it's only a matter of time before the zeds beat their way in. Could you come to <x,y,z> and bring your friends?" <responses "Yes" "No" "other"> *lets say the player answers "Yes" or some similar response.. "Oh TY TY TY Lord! We'll hold out as long as we can but please hurry!.. I'm coming now <insert name>" static... end transmission.

You go to the location and it's an entrance to a "dungeon" style bunker. Multiple rooms lots of hallways etc,. Lots of sleepers a couple "Boss" zeds Blah Blah Blah you reach the room that the ppl are in <small dialog... ... ... here's your reward... ... ... and please take whatever you need from the armory>

end quest.

 
So Madmole mentioned "cool group quests".
Any thoughts on how people would like to see something like that implemented?
As a starting point, if it is a group quest, then people need to be able to work on it together. So that means if there is a kill count or something like that then each person needs to be able to add to the total, online or offline (meaning someone else can complete it while they are offline). If there are multiple steps then there should be a way to have a quest be able to split so that some can do one part while others are working on another part. There needs to be cooperative quests as well as competitive quests. So, for instance, a trader could say go off and whoever brings me back the most X by close of business today/tomorrow wins a Dinglehopper, but everyone involved gets to see everyone else's progress so it can be a fun competitive thing.

I would also like to see crafting quests where maybe there is some small scale model sitting on a trader's counter and he requests that the group go out and build the full scale version before the next horde night and keep the walls from being breached during that horde night to successfully beat the quest. Lots of ways to cooperate through that kind of exercise.

Let me think some more. :p

 
Can someone refresh me as to when A16.4 was released? I want to add 9 to 12 months to that date to get an estimate of something.

 
Can someone refresh me as to when A16.4 was released? I want to add 9 to 12 months to that date to get an estimate of something.
Sticky: Alpha 16.4 Stable Bug Report thread

Started by The Fun Pimp, 10-27-2017

 
How would "cool group quests" benefit SP, though?
How would it hurt?

On a logical level, the minimum required number of people in a group is one. Anything after that is often just a matter of scale.

 
There seems to be more people on my side of the line now that TFP has redrawn it. :)
Well, perhaps the other side are just less vocal about it... ;)

I like the healthbar.

At the very least, it's much better than:

Wiki filled with zombie health stats/mechanics, and then calc yourself.

But I like it regardless.

 
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First I don't really like the idea of group quests, they just separate the player base in people who can and can't do them and feel so MMO-like "You must play together now, join a guild, dammit"

But ok, if you must:

1) The best way to make a group necessary is a bunker with a door you only can open when 2,3,4... switches are thrown simultaneously. Or pressure plates. Apart from just digging through a single player can do these quests as well if you drop the "simultaneous" requirement.

2) The group stands before 3 doors that open to 3 rooms. When the doors open, a voice says "Self destruct sequence commencing. 99, 98... In each room is part of the puzzle to deactivate the sequence, for example in one room the handbook, the next room has an access to the energy generator through a maze of rooms and the last room has a map of the installation. If they don't succeed, all the cool stuff in the bunker is destroyed by the explosion

3) Instead of a self destruct of a bunker this could also be an ICBM launch bunker. You would accidentally reactivate the start sequence of a rocket but the lid is still closed. If you don't turn it off, the rocket will explode inside and destroy the valuable loot as well.

 
So Madmole mentioned "cool group quests".
Any thoughts on how people would like to see something like that implemented?
Well for mechanics:

It would be cool if the game could check if your in a party, before it randomly generates and spawns loot.

This way group quests would only spawn at appropriate times.

I'm not saying there couldn't spawn "cool" group quests in normal loot, to encourage you to team up.

But having bad rng where only team quests drop in a single-player game, seems like a bad option to me...

 
So Madmole mentioned "cool group quests".
Any thoughts on how people would like to see something like that implemented?
I think there should be a system for joining temporary groups. The player who gets the quest can use a command to ask other players to join a "raid party" if that's what you want to call it. Then when you enter the area where the quest is resolved, the difficulty of the task might be based on the number of players in the party. Bonus XP or SP for completing the quest gets split among the party members, and then the party is automatically disbanded when the quest is complete.

 
So Madmole mentioned "cool group quests".
Any thoughts on how people would like to see something like that implemented?
The simple way would be to double up the monsters and rewards for two and so on.

A greater way is to actually have character classes and generate quests based on the classes of the players! It would be a breakthrough game design for sure.

 
A17: Enemy HP bar added to HUD.... but why? This is not an acarde game !!!
A super good compromise to make everyone happy would be to have the HP Bar be a toggle option in the ESC / Main menu. So the elitists have their hardcore mode and the casuals have their hp bar

 
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