PC Kickstarter Goals Abandoned?!?

@Roland

Item quality and degradation is good.
Technically speaking, if we have both quality and degradation in Alpha 16, but in Alpha 17 item quality will depend on how many skill points we invest into the skills that govern them, we have no item quality in Alpha 17 and I guess that TFP will not really want to bring it back after working 1 year to change this (and many other things). I don't remember how exactly does the degradation work now (in Alpha 17), but item quality isn't exactly what it used to be for sure.

 
I'm guessing diferent types of meat will not return?
Just a question. Why did they take it out?

I remember madmole did say that meat is meat and that he didn't understand why do people miss it.

Same can be done with everything else in the game you don't need corn and potatos, or pistols and snipers I mean weapon is a weapon. I will stop here as I think even with my bad english you can understand my point :)
Basically because of too many different items the game that do virtually the same. A pistol and a sniper are very different weapons, with different purposes, however the different variants of meat weren't that different from one another and they occupied space.

I think it would be cool to see them back if they have more purpose than just have different hunger and wellness stats.

 
I myself don't care if they take long with the kickstarter goals, as long as they reach them all. They were the promise of the kickstarter, afterall.

Also, a static trader entity in a POI should never count as NPC controlled houses by any means. Till actual survivor NPCs and bandits are introduced and randomly spawned in certain POIs, that goal wouldn't really count as reached.

 
@Roland


Technically speaking, if we have both quality and degradation in Alpha 16, but in Alpha 17 item quality will depend on how many skill points we invest into the skills that govern them, we have no item quality in Alpha 17 and I guess that TFP will not really want to bring it back after working 1 year to change this (and many other things). I don't remember how exactly does the degradation work now (in Alpha 17), but item quality isn't exactly what it used to be for sure.
Item quality in A16

+ How long you can use a weapon/tool before it needs to be repaired

+ How much damage the weapon/tool can dish out.

Item quality in A17

+ How long you can use a weapon/tool before it needs to be repaired

+ How many modification slots the weapon/tool has to alter it.

All levels from tan to purple now do the same amount of damage if they are unmodified. By adding attachments each weapon/tool will gain abilities including but not limited to dealing more damage. Also perks can increase how much damage is done.

Currently items do not degrade to lower quality tiers from repair. Whether that is something they ran out of time to do and in the future there will be some kind of repair penalty, I do not know. So there is quality and durability in A17 and it does work differently because in A17 it will be all about the attachments we can add to base weapons.

 
Item quality in A16
+ How long you can use a weapon/tool before it needs to be repaired

+ How much damage the weapon/tool can dish out.

Item quality in A17

+ How long you can use a weapon/tool before it needs to be repaired

+ How many modification slots the weapon/tool has to alter it.

All levels from tan to purple now do the same amount of damage if they are unmodified. By adding attachments each weapon/tool will gain abilities including but not limited to dealing more damage. Also perks can increase how much damage is done.

Currently items do not degrade to lower quality tiers from repair. Whether that is something they ran out of time to do and in the future there will be some kind of repair penalty, I do not know. So there is quality and durability in A17 and it does work differently because in A17 it will be all about the attachments we can add to base weapons.
I welcome this change - quality not affecting damage. Hopefully the same will apply to durability. Definitely more realistic - it's not like bullets get slower. Durability could affect bullet spread or random weapon malfunction after a certain threshold. A very popular Fallout 3/NV mod did the same. Hopefully weapons are much rarer now though.

 
I welcome this change - quality not affecting damage. Hopefully the same will apply to durability. Definitely more realistic - it's not like bullets get slower. Durability could affect bullet spread or random weapon malfunction after a certain threshold. A very popular Fallout 3/NV mod did the same. Hopefully weapons are much rarer now though.
I'm not sure about durability staying the same, but its OK for the game.

I mean you could have a legendary club made out of tungsten-carbide with titanium bracing! It will not wear out although it could shatter if a wrecking ball was dropped on it, maybe. :)

 
I'm not sure about durability staying the same, but its OK for the game.
I mean you could have a legendary club made out of tungsten-carbide with titanium bracing! It will not wear out although it could shatter if a wrecking ball was dropped on it, maybe. :)
Not sure if I understand you correctly but I was mostly talking about durability-damage relationship for ranged weapons/guns. Durability is definitely essential for everything as a resource sink and hopefully will have some threshold penalties.

 
IAlso, a static trader entity in a POI should never count as NPC controlled houses by any means. Till actual survivor NPCs and bandits are introduced and randomly spawned in certain POIs, that goal wouldn't really count as reached.
Since the POI the static trader is in is spawned in random locations I don't see why it shouldn't count. Him being invulnerable as a default shouldn't be final though.

 
They count the padlock and shopping basket as "customizable vehicles", so their standard is pretty low anyway.

 
Not sure if I understand you correctly but I was mostly talking about durability-damage relationship for ranged weapons/guns. Durability is definitely essential for everything as a resource sink and hopefully will have some threshold penalties.
Well, I think gun metal should have a very high durability. Quality guns are normally made from 4140 or 4150 steel which is extremely tough.

Now, wood melee weapons and bows? They can wear out fast and I'd be OK with that.

 
They count the padlock and shopping basket as "customizable vehicles", so their standard is pretty low anyway.
No they don’t. The modification slots have been added to vehicles. Eventually there will be enhancements for those like they are doing for weapons in A17. That’s a bit deeper for customizable vehicles.

 
Item quality in A16
+ How long you can use a weapon/tool before it needs to be repaired

+ How much damage the weapon/tool can dish out.

Item quality in A17

+ How long you can use a weapon/tool before it needs to be repaired

+ How many modification slots the weapon/tool has to alter it.

All levels from tan to purple now do the same amount of damage if they are unmodified. By adding attachments each weapon/tool will gain abilities including but not limited to dealing more damage. Also perks can increase how much damage is done.

Currently items do not degrade to lower quality tiers from repair. Whether that is something they ran out of time to do and in the future there will be some kind of repair penalty, I do not know. So there is quality and durability in A17 and it does work differently because in A17 it will be all about the attachments we can add to base weapons.
Not being able to find a weapon with better base damage (because "All levels from tan to purple now do the same amount of damage if they are unmodified."), it will be boring.

 
Not being able to find a weapon with better base damage (because "All levels from tan to purple now do the same amount of damage if they are unmodified."), it will be boring.
You can add now modifications that change those stats and attributes like strength directly affect damage now.

The interesting thing will be what mods you attach.

 
Not being able to find a weapon with better base damage (because "All levels from tan to purple now do the same amount of damage if they are unmodified."), it will be boring.
Have you come from the future to tell us this?

Are you a prophet?

That's a pretty strong claim, and I want to know what gives you your expert knowledge.

 
You can add now modifications that change those stats and attributes like strength directly affect damage now.The interesting thing will be what mods you attach.
But you have to find those mods first and who knows what else will you need in order to attach those mods to those weapons? Perhaps it will require a specific skill hidden behind other skills, or maybe it will even require a certain item like workbench which will have to be unlocked with another specific skill? You won't have those "lucky" moments finding a high quality items on day one. I liked it when that happened.

 
But you have to find those mods first and who knows what else will you need to attach those mods to those weapons? Perhaps it will require a specific skill hidden behind other skills, or maybe it will even require a certain item like workbench which will have to be unlocked with another specific skill? You won't have those "lucky" moments finding a high quality items on day one. I liked it when that happened.
In a way you still have that awesome moment because now you have an item where you can attach 5 mods.

If i remember correctly there is no skill, item or workbench requirement to attach a mod. You can just attach it but not remove it (that is though xml governed so you can easily change it for SP or your MP games).

 
Not being able to find a weapon with better base damage (because "All levels from tan to purple now do the same amount of damage if they are unmodified."), it will be boring.
For one they need to make advanced weapons much rarer - I think they will, since you won't have to gather parts anymore. And quality will affect durability so this is enough of a reason to look for high quality weapons besides mod capacity.

 
Have you come from the future to tell us this?
Are you a prophet?

That's a pretty strong claim, and I want to know what gives you your expert knowledge.
Read again what Roland said: All levels from tan to purple now do the same amount of damage if they are unmodified. This means you won't be able to find a weapon of the same type with higher base damage.

 
Read again what Roland said: All levels from tan to purple now do the same amount of damage if they are unmodified. This means you won't be able to find a weapon of the same type with higher base damage.
Read again what you said: "it will be boring."

Even here, you have a conclusion which I, at least, can't verify. Who says you can't find a weapon with a mod already attached?

 
I could have sworn there was a post RE: the missing overarching story elements, like once the remaining framework and mechanics were finished (like A17's Quest system), then some sort of Navezgane story could be put in place during 1.0 or post-1.0, whenever major features were finished being added. I remember Roland or a dev mentioning how hard it would be to generate a story in the RWG playthroughs a month or two back.

I think I imagined it, but I have a bunch of Steam EA games where story was added after most (or all) the game mechanics were fleshed out and features were frozen. I'm thinking Empyrion Alpha 8.0's story missions, Subnautica's full story, and (non-Steam) Minecraft's "Story" mode.

I have absolutely no proof/evidence to back that gut check up, but that's the impression I was under.

 
Back
Top