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Alpha 19 Dev Diary


madmole

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Not this time. I followed that quote back and it was a from a legit thread created by a user and not one created by me moving posts out of the dev diary.

 

Also....that thread’s title is not one I would’ve made up for a bunch of extra dev diary fluff.

 

Finally, getting Rolanded is something very different than what you ascribed. I’d be more specific but Adam is reading these posts and he’s very impressionable. For his sake, we’ll go with his Thanos Snapping euphemism. ;)

 

We all need a little Roland in our life. =)

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I pitched a Roland action figure to TFP when they were brainstorming merchandise ideas-- but they didn't agree with you. =P

 

Lol that'd be famous for being just about the nerdiest thing _ever_. Heck, TFP should 3D print them, I bet they'd sell at least a dozen.

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You can't expect first timers to know stuff, so when a guy with 10k hours experience wants it harder for everyone you have to just roll your eyes.

 

Hence why the game is boring and many only can play for a bit or play for 5 min then go nope need mods. Not like alphas ago when the game was a leveled plain where you had to actually learn the game and people would be plastered to the game figuring out recipes figuring out different things to make.

 

Now its just oh the answer is easy as the game babies players... we all were new once and most the long timers learnt the game and was still pasted to the game. New players yeh they will find it easy but they will get bored after a few hrs knowing everything is handed on a plate.

 

Sorry but the eye rolling i think is us towards some of the things like how easy and boring this game gets quickly.

 

Fallout skyrim borderlands all have replayability over and over cause its not easy it doesnt hand the easy route to players.

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Repair would work like now grabbing mats from your belt. ONly upgrade uses the selected ammo. Best of both worlds.

 

I wonder if late game possibilities (with or without the blueprinting feature teased couple of years back) would allow for simpler restoration of bases. While one can claim repairing a base is part of game play, after a while it does get extremely tedious to walk all over and repair a bit here a bit there, more here, more there, and one could imagine a "companion npc" feature where one basically has a companion "repair" it, by simply providing the resources to it, and the npc repairs the whole base (or all blocks within LCB range, or whatever) over a certain period of time.

 

Or simply a function of the LCB, have it calculate the total required resources to repair all blocks within the area and you pay it, and it'll repair it overnight or some such.

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I wonder if late game possibilities (with or without the blueprinting feature teased couple of years back) would allow for simpler restoration of bases. While one can claim repairing a base is part of game play, after a while it does get extremely tedious to walk all over and repair a bit here a bit there, more here, more there, and one could imagine a "companion npc" feature where one basically has a companion "repair" it, by simply providing the resources to it, and the npc repairs the whole base (or all blocks within LCB range, or whatever) over a certain period of time.

 

Or simply a function of the LCB, have it calculate the total required resources to repair all blocks within the area and you pay it, and it'll repair it overnight or some such.

 

The only issue here is, imagine scenario where you have two slightly damaged steel blocks. One has 400 health missing, and the other only has two; both blocks will require 1 forged steel to repair. Obviously you probably wouldn't want yourself or a hypothetical NPC/other mechanic to repair the steel block that still has 6,999 health left and waste that steel. :p

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I don't know why we are talking about the specifics of concrete. There are a lot cooler stuff we could be talking about.

 

Everybody suggest new ideas for weapons!

 

POI suggestions! (Malls)

 

Perk suggestions!

 

So much bulls*it. Especially yet another weapon discussion. For the outcome of weapon focus, visit DayZ.

 

Amongst the most realistic, ridiculously plentiful weapons. Alas, the game is dead, because the devs neglected the rest...

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Like this abomination. This is top priority, needs to be fixed ASAP, it's driving me crazy walking past this every day. :p You know, one day this might cause me to lose focus during a horde night, and possibly die, which would be most tragic. :p

If a specific face of a shape is somehow "wrong", report it as a bug, not somewhere in the chatter...

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Take for example dungeon POIS. You say they get boring and non-interesting after a few playthroughs because the player will learn where the false floor is, where the zombies will pop out of their hidden closet, rafter, or blind corner, etc. But what you fail to remember is that the POIS of yore had none of these features in the first place. They were so simplistic and basic that you could stand in a doorway and see and clear everything. In many cases all the zombies would exit the POI as you approached leaving a barren and derelict shell to loot without a single trap or worry for the player.

 

But if you cant see playing a dungeon poi over and over and over again gets tedious amd well boring.

 

I think it's impossible to not appreciate the POI design, variety, attention to detail, traps and the like, compared to the simplistic generic POIs in the early versions of the game. It is a huge upgrade.

 

But the less generic something is, the more it sticks out like a sore thumb when you populate the world with multiple instances of it and the player sees it for the 2nd, 3rd etc time. It's like adding a texture with an identifiable pattern on a floor.

 

Like sleepers, it's important that loot container types, blocked paths and traps get a healthy amount of randomization. Say, fill a POI to the brim with traps and then disable a random number of them or however you want to go about it, no clue. And if people don't clearly notice that, then it's not random enough.

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Exactly. I don't think any changes are needed. This is another example where a mod would be better. You can't expect first timers to know stuff, so when a guy with 10k hours experience wants it harder for everyone you have to just roll your eyes. I do think making electricity required for the mixer and maybe scaling block damage with GS would be decent moves.

 

Yup. I'm always thinking of new players. I hear from them all the time. This game is HARD for most new players.

 

When I started in alpha 1 the game was WAY easier than it is now and I loved it. The difficulty grew with me through the alphas. Was perfect.

 

As far as the cement mixer goes. It say nerf the speed and allow it to be hooked up to electrical stuff. When powered it's much faster.

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That would just be a damage scaling option. I still think tougher zeds would need multiple headshots.

 

I dont know how you would do it. But I'd love a walking dead setting. Like 1 shot headshots, always running. No kills unless in the head. More zombies. Maybe tougher bandits, once they are in the game. Tougher bandits would simulate the walking dead idea that humans are the real danger.

 

But if not maybe for 7dtd 2 lol

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MM can we please have a separate gs calculator for MP than from Sp. yes, MP should have more zeds because we have more people helping out. get rid of team xp if you feel you must. people do level way too fast that way. but keep the zed type progression stable. I mean week 4 in sp I am still mainly getting cops as the big bad, but in MP I can get demolishers by week 2 with a 3 man team? time progression on that is out of whack.

 

side note. who the hell is strapping c4 to zombie bikers and sending them out anyways?!? I mean who would get close enough to do 1, let alone dozens.

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I think it's impossible to not appreciate the POI design, variety, attention to detail, traps and the like, compared to the simplistic generic POIs in the early versions of the game. It is a huge upgrade.

 

But the less generic something is, the more it sticks out like a sore thumb when you populate the world with multiple instances of it and the player sees it for the 2nd, 3rd etc time. It's like adding a texture with an identifiable pattern on a floor.

 

Like sleepers, it's important that loot container types, blocked paths and traps get a healthy amount of randomization. Say, fill a POI to the brim with traps and then disable a random number of them or however you want to go about it, no clue. And if people don't clearly notice that, then it's not random enough.

 

exactly never said the dungeon pois werent well designed or creative etc. but after the first play thru or the 100th time coming across the same one **yawn**

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It would be great if the dungeon POI system were modular to reduce the samey feel every time. It would have to go hand-in-hand with removing the trail of light, but that's a sacrifice I'm willing to make.

 

That's really the only solution to, "Been there, done that."

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It would be great if the dungeon POI system were modular to reduce the samey feel every time. It would have to go hand-in-hand with removing the trail of light, but that's a sacrifice I'm willing to make.

 

That's really the only solution to, "Been there, done that."

 

Yeh randomize the dungeon pois so may look the same on outside but each is different on the inside. And yes get rid of the oh the way is this way here it is you dont need to look or use your brain the game holds your hand and tells you where to fo....

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I would like to remind everyone something about blood moon zombie numbers.

Specifically, that the zombie spawns are per player.

 

I guarantee that if you play in a game with three or more players sharing the same base the number of blood moon zombies, and therefore demolishers, is very different. Even assuming that 8 zombie setting is used.

You can easily survive 2 demolishers? Great! How about six? At once. Possibly two or more waves of this. Sometimes on the second blood moon night, certainly on the third.

 

Did I forget to mention that the spawn difficulty setting also ramps with multiple players?

It seems people are focusing on balance for single player survival forgetting about what happens in multiplayer.

Design problems are often greatly exaggerated when you bring multiple sources in to the situation.

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Did I forget to mention that the spawn difficulty setting also ramps with multiple players?

It seems people are focusing on balance for single player survival forgetting about what happens in multiplayer.

Design problems are often greatly exaggerated when you bring multiple sources in to the situation.

Power gains also ramp up on several fronts. You don't just have 3 warm bodies. You can have 3 players specialising in completely different perks which then benefit the whole group.

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