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Alpha 18 Dev Diary!!


madmole

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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I think it is worth considering Roland's poll that he posted when A17 first came out - unfortunately I'm not sure how to find it, but one of the options asked if people would want to be able to eventually have all the points in the end. I recall it was overwhelmingly in favour of that.

 

At the very least you might consider allowing for more points in single player. Specialisation is fine if you play with buddies and people have roles, but I'd imagine those that play solo would have a tougher time.

 

Why would you need to use both heavy and light armor at same time? Or all of the melee weapon classes at same time?

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A question, if you do not mind to spoil so much, MM.

Which perk family will spear be in? I understand that bladed weapons are goin to be in agility and clubs are going to be in strenght. Spears..? Endurance is my guess so far. If i remember correctly, endurance is where the hunting perk is, and spear makes most sense to go along with it.

 

Also, any thoughts on having chest armor mod that would allow us to automatically swap spears?

To explain it - a mod that would add, let's say 2 additional slots to backpak, a bit to the side, not main part, that could contain only and ONLY spears. So when you throw the one you have on action bar, you would automatically equip one from this mod in it's place.

Maybe am asking too much, just had a "bright" idea after eating smart porridge heh.

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Thanks for the detailed answer. That sounds like a good and reasonable approach, I like what I read (and not only about the class system). It seems like A18 is gonna be a iteration most people will like.

 

Yeahh it's sounding like how my Skyrim plays with the fleshed out modded perk tree's I have going on.

 

Suits me sir :)

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Yeah I think its block hp. I hope to shoot through some wooden doors that are about to break from them hitting it and shoot them while the door is still intact.

 

Awesome! That will pair nicely with the existing doors and their multiple damage states, where visible holes form in them and the player naturally expects to be able to shoot - AND MELEE I really hope - through them.

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Awesome! That will pair nicely with the existing doors and their multiple damage states, where visible holes form in them and the player naturally expects to be able to shoot - AND MELEE I really hope - through them.

 

I doubt melee weapons will be included, most of them would have terrible penetration anyway.

 

A sledgehammer deals a lot of damage but it would be likely to destroy a door instead of poking a hole in it. Even a fire-axe doesn't go far through a door until it's damn near destroyed.

 

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If you MUST have a perk system (and I know I'm not going to win this one, y'all are decided) I think it should be things that you might be born with, or educated on, but that these things should be chosen upon character creation.

 

It would be very cool if they did add an enhanced character creator.

 

As it is now you simply get to fool around with appearance, but I agree with Guppy here that getting to make a selection of choices on who your character is and was would be awesome from an RPG standpoint and also in regard to the development of the character via perks moving forward.

 

Could go like this...

Gender

Age

Profession(what were you in the previous life)

Points

 

The gender one would be skill neutral of course.

 

Age would give you a number of perk points and the older you are the more points you get but with the drawback of negative values to things one could expect from higher age.

 

Profession would be from a selection and each one would have its own set of benefits and drawbacks perkwise.

 

Points would be “freebie” points that you get to distribute at will.

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Perception perks brainstorming

 

...The perception guy is tough to fill out if you have any better ideas on what perception perks should be, I'm all ears. ...Its applied technique learned through practice and being perceptive.

 

I have no objection to what you have planned, but since you asked, I’m happy to help brainstorm! Building on your concept of knowing just where to hit things...

 

On the Money

+25% chance to do double block damage to safes.

 

Lucky Strike

+15% chance to do double block damage to terrain.

 

Sweep the Leg

+10% chance to apply headshot damage multiplier to a leg shot.

 

And additional ideas, based on being more sensitive or aware of sights, sounds, etc...

 

Nature Calls

Animals in your area make noises more often (because you're more perceptive of them; great for people who hate surprise dogs).

 

Far Sighted

+30% map radius revealed around the player as they explore.

 

Eyes in the Back of Your Head

The stealth meter displays while standing.

 

Clarity & Focus

-50% intensity of screen effects like 'bloody screen' and blurry screen

 

Trip Wireless

-30% chance of triggering a loose board or land mine when stepping on it.

 

Eagle Eye

+25% zoom when aiming down a sight or scope

 

Ooh, Shiny!

Certain objects (rare ore, loot containers, shot arrows) have a special shader applied that makes them periodically 'glint'.

 

Smoke Detector

-20% heat from stations running near you (you notice when a fire gets smoky, and compensate)

 

Dowsing Rod

Your shovel jerks slightly (alternate animation) when standing directly over an ore vein.

 

Target Acquired

The crosshairs change color when your shot or swing would land on a hostile entity (taking into account drop, for projectile weapons).

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Perks are knowledge and with the right technique and knowledge I can comfortably justify how we're doing it. The perception guy is tough to fill out if you have any better ideas on what perception perks should be, I'm all ears. To me, this guy is perceptive and studied anatomy though shooting things 1000's of times and figured out where a bullet can shred through a zombie, or knows how walls studs are and can shoot between them and penetrate. I don't find that abstraction weird at all myself. <shortened for space>

 

I am sure perception is not just about sniper rifles but also bows right?

 

Some Ideas.

 

Powershot (bows, maybe rifles):

Skilled in lining up a good shot, if you take the time to aim you can zoom out further and possibly deal more damage for that shot since you took the time to aim. Maybe a 2nd bar under the first one will fill up to show that you are aiming and zoom in your sight even without having to press the zoom (which could also still be used alongside). This could very well also extend to rifles.

 

Conservationist:

Your arrows are more likely to stick in the target and do not break as often. Even arrows that would normally break you can still recover a part such as feather or tip by breaking it off the zombie. (effectively almost all arrows stick but some recover as part(s) instead).

 

Called Shot (bows, rifles):

You can aim for the legs to cause enemies to stagger or trip over on a good hit, reduce the attack speed/damage of fists/zombie hands when you strike that or cause bleeding if you strike the chest. Chance can increase with multiple levels.

 

Scrounger:

You know that valuable items are often hidden in plain sight. You can loot containers that are seemingly looted or empty and have a chance to find some extra loot such as bullets, coins, dollars, small parts etc. (Effectively this perk allows you to loot containers that appear as opened and cannot normally be looted).

 

Alertness:

You have much better senses than most people and this translates in better chances of detecting hostiles earlier. Close enemies appear as red blimps on your radar. These blimbs are not super accurate on lower levels of this perk, showing off a bit or blinking out on random intervals. But they give a hint some hostile was nearby that your character sensed. Could also be a screen effect that flashes and gives a general direction where you detected something.

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Ok 1 billion Skyrim and Fallout customers would disagree with you. There are highly successful youtube channels like Fudgemuppet, where all he does is talk about specific builds, made from perk choices to fit a certain play style and a bit of backstory for character ideas. But the crux of it is the perk choices and interesting strengths and weaknesses of that particular build. It allows the game to have more replay value and get good at what you want without gear or the random number generators dictating your progression as much.

 

"Path of Exile" is probably the mother of all perk systems. That perk system is a WORK OF ART for lack of better words.

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I Totally agree with this statement. A17 makes me want to play 7days so any improvements/enhancements is the icing on the cake.

 

I think we should put the A17 love/hate thing to a rest now. It was a controversial update with people liking it and people disliking it. It seems that the devs are trying to mix the best of the old and the new world (A16 and 17) and tag it A18. I see a lot of potential in beccoming the best liked iteration so far ;)

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"Path of Exile" is probably the mother of all perk systems. That perk system is a WORK OF ART for lack of better words.

 

Lol...u mean that tree that looks incredibly cool at first until you realize 90 percent of it is stuff like +10 to strength.

 

Grim Dawns Masteries and Devotion system are sooooo much more dynamic and meaningful than that horrid PoE tree filled with...filler.

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Lol...u mean that tree that looks incredibly cool at first until you realize 90 percent of it is stuff like +10 to strength.

 

Grim Dawns Masteries and Devotion system are sooooo much more dynamic and meaningful than that horrid PoE tree filled with...filler.

 

Maybe this was the case 7 years ago when the game first came out.

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Double barrel is pretty cool. Knives are getting worked on to be very fast but do less damage so they don't feel like poor man's clubs. You'll run in slash them up fast and get them bleeding then be able to watch them bleed out or go for power attacks to kill. Sneak damage with knives will be increased too.

 

Still would use clubs over knives, would rather stop a zed in 1-2 hits then have to stab at it 5-8 times with a knife to do the same thing. I don't think anyone uses bladed weapons in a17 as they are just vastly inferior to blunts as a whole. When you have a feral in your face you kinda need stopping power, bleeding it to death slowly is not going to get you anywhere.... except dead. You also need to consider most of the zombies in this game are tweakers high on something, which makes it even more annoying to need more hits to kill them as some of them its hard to hit them in the head as they move it so damned much lol.

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Yes, those are not abilities you should buy with perks, FOV most be a option to everyone, seeing farther away means higher resources consumption so only people with good PC's could buy it and play with that perk. I mean, the whole desing behind those "perks" is wrong IMO. It is your opinion and there is no problem in sharing it, but I ASSURE you that those perks won't happend.

 

You are right, there is nothing wrong with me giving suggestion, or you having your opinions, no matter how wrong your reasoning is ;)

So why did you fell the need, of being a pissy little donkey with your initial response, if people giving suggestions are Fine? Just felt like being an Asshat to people you don't know?

 

..and FoV doesn't NEED to be a setting.

If view distance = higher resource consumption, then so does increasing the FoV in the settings.

In other words = More crap going on in the screen = more resource consumption, no matter how you want to slice it.

You just inadvertently won MM's argument for him (to a degree), on why the FoV is set to where it is atm from awhile back. ;)

 

Even with that, I would think they set the FoV even lower then what they needed to, to give themselves more head room to play with. I would also think they set the maximum view distance much the same way.

 

And you are right, they may not use any of my suggestions, or others as well. In fact they don't use rando suggestions 99.9% of the time.. go figure! :D

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Still would use clubs over knives, would rather stop a zed in 1-2 hits then have to stab at it 5-8 times with a knife to do the same thing. I don't think anyone uses bladed weapons in a17 as they are just vastly inferior to blunts as a whole. When you have a feral in your face you kinda need stopping power, bleeding it to death slowly is not going to get you anywhere.... except dead. You also need to consider most of the zombies in this game are tweakers high on something, which makes it even more annoying to need more hits to kill them as some of them its hard to hit them in the head as they move it so damned much lol.

 

fireaxe is my first choice of melee weapon since a17 drop

good stopping power and damage, and don't drain the stamina like the sledge

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