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Alpha 19 Dev Diary


madmole

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1 hour ago, Khalagar said:

Huh? That's not what I was getting at, at least. Builds are great, the issue with wasted points is that  general use perks are locked behind things that don't make sense and are very, very build specific.  Gating a chef perk behind shotgun damage or a doctor perk behind stun baton damage just doesn't make sense. It LIMITS build options because it encourages you to use Dev decided weapons for specific builds.

Of course it limits you.

There wouldn't be much of a decision if everything was cheap and a-la-carte without having to specialise in anything. That really is the whole point.

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Pertaining to points and perks, with power players and passive people pushing their paradigms...

 

Its all absolute elsewhere.

 

TFP should do what they find fun and would be absolutely foolish to make anything they don't find fun.

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  • Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. 

Does that mean that by spending skill points on the club in strength tree I won't be able anymore to automatically craft better clubs? Right now if you have skilled to level 2 you can craft a level 2 club.

 

  • Chainsaw and auger are not unlocked by perkAdvancedEngineering 

Same here. If I want to craft chainsaw / auger now I can only do that if I find the schematic?

 

Do I understand that correct?

 

Btw I love most of those new changes 🙂

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35 minutes ago, PoloPoPo said:
  • Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. 

Does that mean that by spending skill points on the club in strength tree I won't be able anymore to automatically craft better clubs? Right now if you have skilled to level 2 you can craft a level 2 club.

 

  • Chainsaw and auger are not unlocked by perkAdvancedEngineering 

Same here. If I want to craft chainsaw / auger now I can only do that if I find the schematic?

 

Do I understand that correct?

 

Btw I love most of those new changes 🙂

U can craft better t2/t3 IF you found the schematics is how I understand it.  Sounds like their making the t2/t3s more challenging to obtain which makes sense.

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13 hours ago, faatal said:

We do care about it. I never want to see stuff added to the game that ends up being useless, because then it was waste of time and we only have so much of that. There was not enough time before experimental to make the sledge better, but this week I finally had the chance to get the ragdoll effect working, add knock backs and fix bugs I saw (range, targeting and attack delay). It now works well and could be an insane monster if we wanted by changing speed, knock backs/ragdolls and damage.

Nice to hear. I am hoping the junk sledge works out to being something useful at least early game. 

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2 hours ago, Khalagar said:

 

Builds are great, the issue with wasted points is that  general use perks are locked behind things that don't make sense and are very, very build specific.  Gating a chef perk behind shotgun damage or a doctor perk behind stun baton damage just doesn't make sense.

While you may not agree with them, they make sense to TFP in general and Mad Mole specifically. A while back Mad Mole explained his thought process behind each class and why perks were in certain classes in response to multiple comments like the excerpt I quoted above. MM had specific  reasons for why the classes were designed as they are. The perks were not randomly put in trees and were instead distributed based on a holistic appraisal of each class. Even if you didn't agree with MM's decisions, it was clear he had a reason for the placement of each perk.  For example, the strength class got master chef for healing and stamina usage.  Whether you agree with it or not, this is a reason that "makes sense" for strength characters. 

54 minutes ago, PoloPoPo said:
  • Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. 

Does that mean that by spending skill points on the club in strength tree I won't be able anymore to automatically craft better clubs? Right now if you have skilled to level 2 you can craft a level 2 club.

 

  • Chainsaw and auger are not unlocked by perkAdvancedEngineering 

Same here. If I want to craft chainsaw / auger now I can only do that if I find the schematic?

 

Do I understand that correct?

 

Btw I love most of those new changes 🙂

Quality is different from Tier. Quality is color. Tier is type of weapon. For shotguns:  T0 Blunderbuss, T1 Doublebarrel, T2 Pump Shotgun, T3 Auto (Combat) Shotgun

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10 hours ago, Gazz said:

It really comes down to players not wanting to make choices.

They want the path to their preferred combination of perks all highlighted and linear with zero points "wasted" on something they consider non-essential.

 

There are 2 problems with that.

1. The gameplay of this game's skill system is based on making choices.

2. It's not going to change.

 

 

It's not even a problem of them being "locked out" of certain perks. You can get over 300 skill points. Their problem is that they want easy access to a very specific set of perks that makes their particular play style easier.

Putting together a new attribute for the purpose of maximum OP with least skill points invested is good material for a mod, not the vanilla game.

Glad to see you guys stick up for the vision of your game. No wonder it's as great as it is now.

 

3 hours ago, MechanicalLens said:

The problem there is we would end up with a system where players would feel forced, or at least highly encouraged, to go under an attribute just for the passive benefit that that attribute provides alone. If every rank into Perception increased your chance of headshot decapitations by 10% per rank, then why wouldn't you go under Perception solely for that benefit? It would create a very rigid and restricting system. To each their own though, but I think that these bonuses should be small enough that players don't think of going under those trees just for the attribute bonus alone, but not insignificant enough that they can't look back and said, "that was worth it".

The problem is even small bonuses will add up greatly, TFP had a great idea making it mostly just affect headshots with a specific weapon type. Obscure enough that it never feels like you must go into a certain attribute to use a certain weapon. From what I understand the design philosophy is you go into attributes for perks you want, attributes simply buffer the cost and give you a small headshot bonus for certain weapon types as the "small bonus" you mentioned. Having each attribute give universal bonuses will give rise to optimal builds too often.

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1 hour ago, Gazz said:

Of course it limits you.

There wouldn't be much of a decision if everything was cheap and a-la-carte without having to specialise in anything. That really is the whole point.

But it's a forced limit and a fair question.

 

In the quest to simplify perks you have actually complicated them.

 

There is no real reason why miners must spec shotguns. Weapon classes and survival classes could be separate thus giving players an actual build and choice they seek.

 

If I wanted to excel at gardening I would not all of a sudden toss my knowledge in snipers away to learn a new damage.

 

The way perks work now is the very definition of forced and cookie cutter. So let's say I take shotguns due to mining but find sweet pistols. Now I should spec in pistols. But by abandoning shotguns I now lose my mining progression. So I don't use the pistol.

 

That seems more like a waste of time to me.

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11 hours ago, unlike them said:

I didn't play much, but I like the food changes, I enjoy stone age, I like the music, even the infamous battle theme, I like the new graphics, but sometimes my fps drops to 10-20 and I can't figure out what causes it.

We are loading too much data up front, so texture use is very high. I'm working on that now to try and bring it down. Hopefully will have it sorted out next week.

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28 minutes ago, Phoenixshade35 said:

Well this update was no joke, loaded into my world and ran into 2 direwolves and a bear straight up, the animal increase is very noticed right away, i like it

yeah i ran into the woods and i came to the trader screaming having a wolf on me with a sprain leg!

 

 

 

it was great :D

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A19 -- using latest B163 but it started with A19.

 

Map generation really is stressing my computer which has not ever had an issue with it until A19. It either crashes first time generating or gets through a Random map generation (default size) then tries to load me into game for it to then crash. It does work though upon computer restart then load into new game + map but its a really tenuous affair now generating Random maps as I am always on tender hooks if it will finish it or not.

 

They take ages to, so this adds to the headache. But I do love the random maps, always will play on them. :)

 

 

46 minutes ago, Adam the Waster said:

yeah i ran into the woods and i came to the trader screaming having a wolf on me with a sprain leg!

 

 

 

it was great :D

Loaded into my first map on Nomad level (new spawn), zombie and bear fighting right up the road from me bear looses !.. FREE MEAT  - HAHA - 

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3 minutes ago, Jay_ombie said:

A19 -- using latest B163 but it started with A19.

 

Map generation really is stressing my computer which has not ever had an issue with it until A19. It either crashes first time generating or gets through a Random map generation (default size) then tries to load me into game for it to then crash. It does work though upon computer restart then load into new game + map but its a really tenuous affair now generating Random maps as I am always on tender hooks if it will finish it or not.

 

They take ages to, so this adds to the headache. But I do love the random maps, always will play on them. :)

 

 

Loaded into my first map on Nomad level (new spawn), zombie and bear fighting right up the road from me bear looses !.. FREE MEAT  - HAHA - 

you eating the bear!

Eating Watermelon GIFs | Tenor

 

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On 6/22/2020 at 4:22 PM, Ranzera said:

My own personal experiences while testing a rebalance mod I made.

Huh. Well if that is there then it may be more of a visibility issue, like having the infection rate flash bright green when you are infected or the infection rate goes up from being hit. Although it's still rare that infection rate out climbs health damage.

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Very noticeable animal increase, which is nice.  But my lan game, my son can only stay connected for about 2 minutes until it kicks him back to the start screen.  We played yesterday before the update for many hours without any issues.  I've done windows updates on both pc's.  Ran the 7d2d file test, no problems.  Checked the event viewer on both pc's, no errors.  I'm at a loss. 

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There are animals everywhere now :D I like that!

 

Something weird has just happened to me though. I have died (thought I could take on the "special infected zombs quest" too early) and therefore my XP dropped for the next minutes. When my XP bar reached 0 XP though (the very left side of the bar) I got a skill level up which should not have happened I guess. Maybe something for the bug report forum but to be honest, it is too complicated to report bugs here so...

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2 hours ago, faatal said:

We are loading too much data up front, so texture use is very high. I'm working on that now to try and bring it down. Hopefully will have it sorted out next week.

Thank god.... I thought I was going nuts when the FPS would seemingly tank for no reason. Looking forward to this future update

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