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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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    • :)
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I was just looking at the Steam page due to the comments above and was looking at the screenshots. I didn't realize all zombies lean to the left... Looks pretty bad actually. I mean, I didn't really notice it before so it can't be all that bad, but in a screenshot, it really stands out.

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This post is about the way of pumping the character in the game.

...

What do you think about it? I think it's very good idea... may be for A19 )))

 

Realism/suspension of disbelief is one of the more minor positive aspects of LBD. This sounds like it would be super clunky compared to what we have now, and the idea that you NEED a teacher in order to learn isn't that realistic anyway. It's certainly disempowering, and not in a good way.

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This post is about the way of pumping the character in the game....

 

I like the idea, but I don't think I would want it in the beginning of the game. Things like this to get into some really specialized stuff during the late game would be nice though. -- a little something to do, new little goals to achieve when you would otherwise be twiddling your thumbs in between moments of same old.

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a lot of these ideas sound great as long as a lot of them can be adjusted or turned off completely. I find that some people (myself included) like the grind and realism at times but a there are also a lot of my gaming buddies that play a lot of other games of similar genre and like to skip certain grindy things after a few resets. in co-op mp, it sort of sucks when certain people get stuck with tasks and dont have time to hit up higher tier POIs or one or two people getting tied to building.

 

boosting xp is a great generic way, but not every task is all that balanced especially if share xp is on. buffed mining xp actually encouraged others to help with the grindy stuff.

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This post is about the way of pumping the character in the game. You have refused to passively increase the perk level with the help of the action, but now many players are outraged that by killing zombies you can find out how to extract ore and so on.

 

I have an idea how to add logic here)

 

We have 5 attributes. Each attribute allows you to create a specific character class. Each attribute contains perks that are needed by this character class.

 

I propose to add to the game NPC attribute teachers:

 

- NPC teacher Perception (perception attribute and his perks);

- NPC teacher Weightlifter (attribute Power and his perks);

- NPC teacher Survivor (attribute Fortitude and his perks);

- NPC teacher Slick (attribute Agility and his perks);

- NPC teacher Scientist (Intellect attribute and its perks);

 

These will be the same NPCs as traders, only they will sell knowledge (levels of attributes and perks).

 

For each level of attribute or perk, the teacher will need to give away experience points and some money, food, parts, or something else.

 

Teachers can also have separate bases, or travel the world.

 

Teachers will be able to randomly appear in the locations of merchants every few days, which is much better.

 

On the first day, the Perceptualist teacher, on the fourth day - the Survivor teacher, on the ninth day - the Scientist teacher and so on.

 

This approach will make it logical to increase the skills of the character, and will add interest to this part of the game. Also, teachers will be able to give quests, and as a reward increase some level of attribute or perk.

 

What do you think about it? I think it's very good idea... may be for A19 )))

 

Yeah! This idea is really good!

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This approach will make it logical to increase the skills of the character, and will add interest to this part of the game. Also, teachers will be able to give quests, and as a reward increase some level of attribute or perk.

 

What do you think about it? I think it's very good idea... may be for A19 )))

 

Really bad idea, worse than level gating in a game. Like many suggestions for improvement is fine as a specialist MOD for single player or even a small coop game but a nightmare for PvP ( which I don't even play) .

 

TFP have got the right attitude to Vanilla, Hopefully they will stay focused on optimization and re-balancing the perk system.

 

The main menu options now allow players to adjust game play more to their style of play and XML allow for easier Modding for those that want a more narrow or focused version game.

 

New and casual players want a fun, entertaining game with a smooth experience, that is what hooks the majority to continue playing the game once experienced with the flow and workings, that is when they look to make changes , want more complex and in depth experiences, so seek out Mods or add ons.

 

Personally I enjoy A17.4 but I'm really looking forward to A18 as it sounds more like what A17 should have been.

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Yesterday, to my utmost dismay, I noticed that placing a block of bulletproof glass above the solar array pivot point renders the whole contraption totally and completely powerless. I was utterly flabbergasted, since the very description of glass block says "Glass is a wonderful invention that lets light in while keeping the cold wind out." (to be honest, I think that was for another type of glass, though, but still, as they say, Glass is Glass). Is this intentional? I genuinely worry for the climate of the new post apocalyptic dystopian world of alpha 18, and would hate it if my attempts to curb the Navezganian warming were hampered by some turd burglar shooting at my 192000 dukes worth solar bank to pieces from ground level just because I could not protect it with sturdy bulletproof glass blocks every block of the way. Please pinps, think of the environment! :miserable:

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Really bad idea, worse than level gating in a game. Like many suggestions for improvement is fine as a specialist MOD for single player or even a small coop game but a nightmare for PvP ( which I don't even play) .

 

TFP have got the right attitude to Vanilla, Hopefully they will stay focused on optimization and re-balancing the perk system.

 

The main menu options now allow players to adjust game play more to their style of play and XML allow for easier Modding for those that want a more narrow or focused version game.

 

New and casual players want a fun, entertaining game with a smooth experience, that is what hooks the majority to continue playing the game once experienced with the flow and workings, that is when they look to make changes , want more complex and in depth experiences, so seek out Mods or add ons.

 

Personally I enjoy A17.4 but I'm really looking forward to A18 as it sounds more like what A17 should have been.

 

Well, maybe it would be possible to leave attribute pumping as it is, but pumping perks is definitely worth giving to teachers) And, it seems to me that your opinion is not very objective, you did not even try to think about how this could work in the game)

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I like the idea, but I don't think I would want it in the beginning of the game. Things like this to get into some really specialized stuff during the late game would be nice though. -- a little something to do, new little goals to achieve when you would otherwise be twiddling your thumbs in between moments of same old.

 

Yeah I agree, I would not like it early, but it could provide good incentive late game to explore bigger parts of map to get late game recipes/perks. Actually I think it would be pretty kickass, if rank 5 of every perk had some powerful effect, like sex T-rex has now (+50 stamina on kill), but you would need to find a trainer, that would teach you.

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It shows that when steam gives incentives to write reviews so that EVERYONE does it instead of just the angry people, you get a clearer picture of the overall feeling of the overall player base instead of a single slice of those who were married to the past.

 

Change management is a difficult topic. I guess there's indeed more people promptly writing a negative review when a change doesn't fit them than there is people writing a positive one as soon as they notice a change they like. But then again, A17.0 was quite frankly a hot mess, and totally uncomparable to A17.4, I guess it reflects.

 

I honestly can't wait for A18, so many gameplay mechanics seem improved/back (books, gun crafting, skill tree rebalance & new weapons with random stats being the most anticipated ones in my book)... If it's as good as advertised it's really going to play amazing.

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Wait... a...minute. Very positive reviews WITHOUT "learning by doing" . So many people here have told us THAT was the reason of the mixed/negative reviews. LBD must be back in? I mean, the LBD crowd couldnt have been wrong so it must be back. :)

 

#saltinwounds

 

Take a closer look at the positive reviews. Most of these players apparently started with Alpha 17 when you look at their playing time. That's why they never got to know the LBD system and you can't miss what you never had.

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Yesterday, to my utmost dismay, I noticed that placing a block of bulletproof glass above the solar array pivot point renders the whole contraption totally and completely powerless. I was utterly flabbergasted, since the very description of glass block says "Glass is a wonderful invention that lets light in while keeping the cold wind out." (to be honest, I think that was for another type of glass, though, but still, as they say, Glass is Glass). Is this intentional? I genuinely worry for the climate of the new post apocalyptic dystopian world of alpha 18, and would hate it if my attempts to curb the Navezganian warming were hampered by some turd burglar shooting at my 192000 dukes worth solar bank to pieces from ground level just because I could not protect it with sturdy bulletproof glass blocks every block of the way. Please pinps, think of the environment! :miserable:

 

Ditto. I wanted to put a block on the tunnel I was using set up a farm at bedrock and was dismayed that no block allows sunlight to travel through it completely. Not sure if it is a technical problem or not though as light quite literally flows in the same manner that water does but to a much larger area (I think water is something like 3 blocks and light is 8 off the top of my head).

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Take a closer look at the positive reviews. Most of these players apparently started with Alpha 17 when you look at their playing time. That's why they never got to know the LBD system and you can't miss what you never had.

 

And here we go with phrases like "most of these players".... which was determined by one guy with a biased opinion looking at a few pages of steam reviews. #FakeNews

 

How about this, I determined that most of these players voted thumbs up because of the more traditional experience/skill system. They would given negative reviews if Lbd was still in place. ;)

 

The facts are: LBD is gone and the reviews are "very positive".

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Take a closer look at the positive reviews. Most of these players apparently started with Alpha 17 when you look at their playing time. That's why they never got to know the LBD system and you can't miss what you never had.

 

But this is exactly why it is such good news. Most of the critics claimed over and over again and again that the perk system was just objectively bad and ruined the game. So it’s great to hear from so many that think the game is not ruined at all just the way it is.

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Joel, on your interview you guys said you'd like to have alpha 18 back before school starts.

 

For us in Australia... What does that mean as we are not used to your system. What 'rough' time frame are we looking at? 4 wksish? 12 weeksish?

 

School starts around mid August here.

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Madmole,

 

Welcome back - a question if I may, have the Pimps considered large "fuel tanks" that can be attached to generators. It was a question posed in the Pimp Dreams forum, and I think a good one at that. In short, a way to just throw copious amounts of fuel at a generator to reduce the frequency by which it needs to be topped up. A good chance for another book to.

 

Not sure, I need to get well acquainted with electricity on a play through to really decide if it needs balancing or that would be a good mod.

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You can create a medicine if you find a recipe, it is logical. You will not be able to learn how to make medicines if you just cut wood and kill zombies, and this is also logical. What you want is not logical, but it's easier) Why then play? Where is the survival?

 

- if you find a recipe -

 

There are many, many other ways to create "survival". This isn't really survival. This is "Well you have everything you need so now wait over a week before you can continue playing"

 

I honestly see no benefit in this. LBD was kinda cool, but then - who would want to waste thousands of ammunition only to be able to use a gun? Also LBD could be easily abused. I like the new system because it works. And in A18 it will work even better.

 

It lets you play the way you want. It doesn't hold you on purpose and prevent you from having fun.

 

And yes, as Alchemi2 said, it would completely screw up multiplayer.

 

I think he was being sarcastic. I'd go for a silent hill creepy alarm horn sound though.

 

That we got for night announcement, sounds cool >:3

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I was just looking at the Steam page due to the comments above and was looking at the screenshots. I didn't realize all zombies lean to the left... Looks pretty bad actually. I mean, I didn't really notice it before so it can't be all that bad, but in a screenshot, it really stands out.

 

I'd never noticed it, but that must be because there was only 1 actor that made the mocap.

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@Madmole

 

Just wanted to say that I’m loving the direction you are going with the perk system. I do have some questions and thoughts on it though.

 

1 - Are you adding professions into the game at some point (I believe this was talked about at some point)?

 

2 - I think you might be boxing yourselves in by making the perks have specific categories and essentially creating 5 or 6 character builds. You could really open up different builds by having a general perk list and pair it with professions that pre-select a few perks to start with. Then you could add perks and professions infinitely (to a point). Maybe your character starts with “x” perk points to spend at character creation? I don’t like comparing or referencing other games, but, I really think you should look into how Project Zomboid does their perk system. It’s not far off what you’re doing, but doesn’t have as many limitations.

 

Thanks taking the time to read our comments and suggestions!

 

Cheers,

 

Loc

I feel like your approach would box players in more. You can have some in all attributes now, but it's not efficient. Most builds will have 2 attributes pretty strong IMO and cherry pick a few lower tier ones from others.

 

Characters start with x perk points now once you do the tutorial. Starting out forcing a big decision on new players isn't a good idea, the older fallouts were overwhelming and required an hour or more messing with a character and figuring out your specials watching tutorials in f03 and vegas that were just painful as hell, so I have no desire to go in that direction.

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