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Suggestions for A19 and beyond


ozzysfang

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I know i'm repeating myself, but this IS an A19 and beyond suggestions page, so here we go. Below are more questions if we can expect this at some point or another:

1. There are many great POIs already updates and many more in the works. What about new types of safe havens? We already have a trader, but it would be cool to have a survivor base (all the NPCs could be static, just shooting at Zs, for starters), single survivor camps (like we see POIs full of traps, but someone still alive in an enclosed space or something the like).

2. Any plans on having new, spectacular places to explore (even if they are small and/or lower tier POIs)?

3. How plausible is the update to questing? I don't mean just adding new quest types (like gather some resources, travel with an NPC as a guard, defend a POI/survivor camp, etc.). Something that influences the world so that the player can take some advantage from it, like building a survivor camp/shelter (new goals for it, new trading spot, etc.), scouting POIs so that something can be built there (defense base, survivor camp, etc.), permanently clearing and locking down a POI, etc.

4. Can we ever expect an option for sleepers to NOT respawn? We already can tweak loot to be respawnable, various settings for block strength, zombie damage, etc. With the coming Event System it would be interesting to have an ever growing threat from wandering hordes, rather from sleepers that magically reappear (in my opinion).

 

I know more and more is going to be content locked sooner or later, but i fancy the idea that we may expect some new "systems" going into the game.

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I know i'm repeating myself, but this IS an A19 and beyond suggestions page, so here we go. Below are more questions if we can expect this at some point or another:

1. There are many great POIs already updates and many more in the works. What about new types of safe havens? We already have a trader, but it would be cool to have a survivor base (all the NPCs could be static, just shooting at Zs, for starters), single survivor camps (like we see POIs full of traps, but someone still alive in an enclosed space or something the like).

2. Any plans on having new, spectacular places to explore (even if they are small and/or lower tier POIs)?

3. How plausible is the update to questing? I don't mean just adding new quest types (like gather some resources, travel with an NPC as a guard, defend a POI/survivor camp, etc.). Something that influences the world so that the player can take some advantage from it, like building a survivor camp/shelter (new goals for it, new trading spot, etc.), scouting POIs so that something can be built there (defense base, survivor camp, etc.), permanently clearing and locking down a POI, etc.

4. Can we ever expect an option for sleepers to NOT respawn? We already can tweak loot to be respawnable, various settings for block strength, zombie damage, etc. With the coming Event System it would be interesting to have an ever growing threat from wandering hordes, rather from sleepers that magically reappear (in my opinion).

 

I know more and more is going to be content locked sooner or later, but i fancy the idea that we may expect some new "systems" going into the game.

 

Absolutely. Go wild with suggestions and wishlists. That is exactly what this thread is for. I too hope the quest system gets some love. It is pretty rudimentary right now. I would love quests that take advantage of the voxel world.

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And you know Fataals change doesn't fix your issue, because ... ?

 

Because I have tried it, and I have the same issue no matter what setting I use. Doesn't matter what its set to, always get the same fps drops in the same spots. I been testing it.

 

here is an example, When I am looking away from the body of water note the fps, then I turn around and look at the water, note the massive fps drop, when I look away again, it goes back up to 60. Yeah I am kinda looking at the ground, but even if I wasn't I get a steady 60 fps unless I come across one of those bugged ground area's. Which as I stated, they are commonly by water in rwg, snow and desert biomes, and often around high hills that has a ton of microbumps. This was taken with the terrain thing set to medium. Also the fact that a fanmade patch that disables the microsplat map, fixes all these fps issues I am having sort of proves that its the culprit for it. Maybe it has a bug with bumpy terrain where it does to many calls or some other code thingy.

 

https://imgur.com/a/hiFDRWa

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My biggest dream for the next update are 3x3 multiblock sized bank/military bunker vault doors, a old world cash stack pallet model, and a gold ingot stack pallet. The vault door could have a large amount of hp, 50k?

 

Picture examples/references:

 

Vault door link: https://thumbs.gfycat.com/WetPassionateCod-size_restricted.gif

 

Cash pallet link: https://propmoney.info/images/pallet-of-prop-money.jpg

 

Gold pallet link: https://c8.alamy.com/comp/FGJNAG/gold-bars-in-the-warehouse-FGJNAG.jpg

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So here is a long list of the ideas I think would be great for the future of 7 days.

 

Cash stack, ore pile, gem pile, and duke pile pallets

 

All decor craftable, regardless of how expensive you make it let us eventually make our base with all the options. Pool tables, all the new pallets, all the new storage containers like weapon bags etc...

 

Ore abundance slider

 

1911 pistol, m4 rifle, benelli m4 shotgun

 

4 person sedan, multiperson/large storage army truck and school bus

 

4+ person scrap huey helicopter (doesn't have to be a huey put i've always loved it and the little birds)

 

Moddable vehicles(motorcycle without ram for example)

 

Settlement system (not sure if this is still planned/talked about but fallout 4 settlers would be awesome!)

 

Bandits

 

The duke and his casino (vault door and cash/gold pallets would obviously be a great complement)

 

Item looting, crafting, and sorting by settlers

 

3x3 bank/bunker vault door, 100k hp

 

5x5 fortified castle gate 100k hp

 

Rain water collector (i feel like even though water is so easy this is such a realistic staple of survival and really feel its missing)

 

Trains(powered carts), minecarts and tracks

 

Ultra violet hydroponics/grow lights. I might make a separate reply for this but, really expensive ultra violet/indoor plant growing lights I think would be an amazing late game edition. You could really start to feel like having survived and started to rebuild society. I know y'all don't particularly like underground living but I would love an underground hydroponics facility(maybe attached to previously mentioned rain collector) via extremely expensive indoor grow lights. They would also give another value to generators.

 

Fishing

 

Boats

 

Oil rig and ship etc.. water prefab

 

Steam workshop integrated prefabs

 

Swat/juggernaught heavy military armor

 

Swords

 

Shields

 

Dual wield, at least melee items. Torches, shields, tools, weapons.

 

Fix gamma like rust so darkness is dangerous and scary without nvgs/mining helmet.

 

 

Vault door link: https://thumbs.gfycat.com/WetPassionateCod-size_restricted.gif

 

Cash pallet link: https://propmoney.info/images/pallet-of-prop-money.jpg

 

Gold pallet link: https://c8.alamy.com/comp/FGJNAG/gold-bars-in-the-warehouse-FGJNAG.jpg

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***Sorry if you moved it already Roland trying to fix it myself***

 

 

So here is a long list of the ideas I think would be great for the future of 7 days.

 

Cash stack, ore pile, gem pile, and duke pile pallets

 

All decor craftable, regardless of how expensive you make it let us eventually make our base with all the options. Pool tables, all the new pallets, all the new storage containers like weapon bags etc...

 

Ore abundance slider

 

1911 pistol, m4 rifle, benelli m4 shotgun

 

4 person sedan, multiperson/large storage army truck and school bus

 

4+ person scrap huey helicopter (doesn't have to be a huey put i've always loved it and the little birds)

 

Moddable vehicles(motorcycle without ram for example)

 

Settlement system (not sure if this is still planned/talked about but fallout 4 settlers would be awesome!)

 

Bandits

 

The duke and his casino (vault door and cash/gold pallets would obviously be a great complement)

 

Item looting, crafting, and sorting by settlers

 

3x3 bank/bunker vault door, 100k hp

 

5x5 fortified castle gate 100k hp

 

Rain water collector (i feel like even though water is so easy this is such a realistic staple of survival and really feel its missing)

 

Trains(powered carts), minecarts and tracks

 

Ultra violet hydroponics/grow lights. I might make a separate reply for this but, really expensive ultra violet/indoor plant growing lights I think would be an amazing late game edition. You could really start to feel like having survived and started to rebuild society. I know y'all don't particularly like underground living but I would love an underground hydroponics facility(maybe attached to previously mentioned rain collector) via extremely expensive indoor grow lights. They would also give another value to generators.

 

Fishing

 

Boats

 

Oil rig and ship etc.. water prefab

 

Steam workshop integrated prefabs

 

Swat/juggernaught heavy military armor

 

Swords

 

Shields

 

Dual wield, at least melee items. Torches, shields, tools, weapons.

 

Fix gamma like rust so darkness is dangerous and scary without nvgs/mining helmet.

 

 

Vault door link: https://thumbs.gfycat.com/WetPassion...restricted.gif

 

Cash pallet link: https://propmoney.info/images/pallet-of-prop-money.jpg

 

Gold pallet link: https://c8.alamy.com/comp/FGJNAG/gol...use-FGJNAG.jpg

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TFP

 

Apologies if my request was considered spamming. I have been playing 18 offline.

I have collected at least one of each version from A1 to now. All I ever asked for

was options which you have done, with each Alpha so Thanks.

 

The questions I recently asked were inspired by you. paraphrased "If you want something different

then modify it" so I do. Your xml footnotes, have helped a lot. The addition of Harmony/DMT

module helped also.

 

I have been combining Rwg, and other rules from prior alphas, with the Stamps, Libnoise, and manual

terrain painting to create my environment. The incorporation of Jason Booth Microsplat, has

gotten rid of the seamed patterns. The compliment for it in the tools section might be the

the free inspector, and the script for import/export.

 

I just gave it title wishlist as a generic. They are basically questions regarding the newer modules.

TFP has gotten pretty consistent with Ninja slicing, and giving straight yes or no answers. So i posted

to see if it were one or the other.

 

You have shown a new vigor in your posts, at one point I didn't know if this was the last installment.

Either way Happy Thanks giving, thanks for the inspirations, and the options.

 

PS: Still playing, modding, learning, reading, researching.

 

4Sheetz

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An overall goal - to find the reason for Z's or a cure

 

Capture a town, rebuild buildings, place a special item that you received from the trader (purifier), put cure medicine inside it (that you have to craft with advanced alchemy stuff, maybe with rare or unique hard to find ingredients, also farming can be involved with some advanced plants), hold it for xy time (a week maybe), after that Zeds no longer appear in the area. Main goal: Cleanup zones. Towns can be devided into smaller zones so it's easier to save them. Horde nights could attack these segments, maybe a warning appears that "xy zone is being attacked by zeds" and you have to defend it.

Maybe you need to use "recipies", like rebuild farm, so the quest contains requirements to have farm plots with x corn and/or yucca, aloe, etc, power station that provides xy amount of energy and relays, maybe a bar where you need to craft chairs, tables, fridges, etc.

 

1. recruitable NPCs, you have to provide them food, electricity, water, weapons, armor, etc. so they can "manage" zeds.

2. Achievements. Not the most important thing, but would be nince to have some cleanup based achievements.

3. Legendary items that you need to find recipies in high lvl POIs or trader quests and hard to craft.

4. Food spoilage, maybe as an option if somebody doesn't like it.

5. Rebuildable POIs that provides food/electricity/mining stuff/anything for it's type (farms, power plants, general stores, mining camps, anything that is useful in a word full of Zeds)

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Because I have tried it, and I have the same issue no matter what setting I use. Doesn't matter what its set to, always get the same fps drops in the same spots. I been testing it.

 

here is an example, When I am looking away from the body of water note the fps, then I turn around and look at the water, note the massive fps drop, when I look away again, it goes back up to 60. Yeah I am kinda looking at the ground, but even if I wasn't I get a steady 60 fps unless I come across one of those bugged ground area's. Which as I stated, they are commonly by water in rwg, snow and desert biomes, and often around high hills that has a ton of microbumps. This was taken with the terrain thing set to medium. Also the fact that a fanmade patch that disables the microsplat map, fixes all these fps issues I am having sort of proves that its the culprit for it. Maybe it has a bug with bumpy terrain where it does to many calls or some other code thingy.

 

https://imgur.com/a/hiFDRWa

 

Thanks for the further info. Does terrain quality have absolutely no effect or is it only too small? I.e. what FPS would the same two scenes have with terrain quality low? What settings do you have for reflection and water quality?

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Welcome to the Alpha 19 Dev Diary. As of this time we don't even know what to call Alpha 19. It might be small named updates like "The New Combat Book Update" which could start at "19.0", with the "Vehicle Update" landing on 19.2, etc. What we do know is we're working on some new books, a vehicle update, etc but how and when we roll out what is to be determined. Hopefully it can be several point release patches to get you guys more frequent updates over 6-12 months instead of one big drop in a year.

 

New Books

Tech Junkie Learn from MacDyver himself to build useful gadgets from common household junk!

Grease Monkey Learn to modify and craft vehicles of all currently existing shapes and sizes

Bar Brawling Learn from Irish legend "Lucky Bastard" himself and never get bested in a good ol' fashioned bar room brawl.

Spear Hunter Get connected with your inner caveman and master the forgotten art of spear hunting.

 

Vehicle Update

Vehicle Mods

Vehicle break down and collision system

 

Improved Player Animations

Player arms in third person will no longer be stiff when moving with one handed tools, fists or weapons, instead their arms will move more naturally when they walk and run.

 

 

New Art

 

Tools

 

Madmole,

 

 

Sounds good so far.

 

I have a request.

 

 

Since this is a hybrid base defense, can we can we get a trap/turret update?

How about a military M4 Carbine?

 

With the introduction on the demolition zombie our base is getting rekt! That is a good thing, but it would be amazing to be able to soft counter. IE: Make him not so brutal ... Slow down his speed or something.

 

More traps to help soften zeds up would be nice as well. Not necessarily kill them outright ... But take off some HP's so we can finish them off.

 

IDEAS

 

Flamethrower trap: Rotates like the junk turret side to side spewing flames that can take small chunk of HP's off the zombies. But if they keep stading in front of it. Obviously multiple applications can reduce HP's further. But I'd recommend not letting it go below 20% health. Think of a charbroiled zombie.. Very little HP's and easier to kill.

 

Sniper Turrets: One shot one kill. Slow fire rate but does have high change to dismember. Doesn't need to head shot all the time.

 

Tesla Turrets: Nikola Tesla would be proud. Create an arc turret that sends out AC electricity that jumps around and makes a zed twitch like a crook on the end of a taser.

 

Stationary Defense Turrets:

- Once placed becomes perm part of base structure high cost to make/maintain

- Must be manned

 

Early Game Stationary Defense

 

Scrap Ballista - Heavy Spear Throwing turret but will one shot zeds.

Scrap Trebuchet = Ammo Types Stone, and Stone Tar Balls with the later exploding on impact.

 

Late Game / End Game Stationary

 

Mini-Gun Turret:

This would be epic with tracer rounds. Brrrrrrrrrrrrrrrrr Whooooooooooooop! Whoooooooooooooooooooooooop!

Melts ammunition resources like a flamethrower melts wax. (Last minute use type item.) IE: If you think your base is not going to make it.

 

Mortar Turrets:

- A little AE help on horde night. High resource cost to make, but can lob grenades or Molotov's.

- Range 30-60 blocks out. Can't fire closer than 30 blocks

- Maybe even add in cans of Foam Expander recipes. So we can load up the turrets with that. They impact the zeds and get slowed on horde night by 20%.

- Crushed Glass ammunition ... Causes AE bleed damage.

 

 

Other Idea's

 

Tar Paper Rolls: Allows us to build a role of tar paper to layout in what we think is a high percentage direction we think the zeds will come from. Then when they step on the paper they get slowed 20% Think of the old barbed wire, but it doesn't damage zeds, it only slows them.

 

Vehicles:

Can we get an ATV that is great cross country?

 

Well that is all my addled brain can think of for now.

 

War and Peace:

UnknownSoldier

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Madmole,

 

 

Sounds good so far.

 

I have a request.

 

 

Since this is a hybrid base defense, can we can we get a trap/turret update?

How about a military M4 Carbine?

 

With the introduction on the demolition zombie our base is getting rekt! That is a good thing, but it would be amazing to be able to soft counter. IE: Make him not so brutal ... Slow down his speed or something.

 

More traps to help soften zeds up would be nice as well. Not necessarily kill them outright ... But take off some HP's so we can finish them off.

 

IDEAS

 

Flamethrower trap: Rotates like the junk turret side to side spewing flames that can take small chunk of HP's off the zombies. But if they keep stading in front of it. Obviously multiple applications can reduce HP's further. But I'd recommend not letting it go below 20% health. Think of a charbroiled zombie.. Very little HP's and easier to kill.

 

Sniper Turrets: One shot one kill. Slow fire rate but does have high change to dismember. Doesn't need to head shot all the time.

 

Tesla Turrets: Nikola Tesla would be proud. Create an arc turret that sends out AC electricity that jumps around and makes a zed twitch like a crook on the end of a taser.

 

Stationary Defense Turrets:

- Once placed becomes perm part of base structure high cost to make/maintain

- Must be manned

 

Early Game Stationary Defense

 

Scrap Ballista - Heavy Spear Throwing turret but will one shot zeds.

Scrap Trebuchet = Ammo Types Stone, and Stone Tar Balls with the later exploding on impact.

 

Late Game / End Game Stationary

 

Mini-Gun Turret:

This would be epic with tracer rounds. Brrrrrrrrrrrrrrrrr Whooooooooooooop! Whoooooooooooooooooooooooop!

Melts ammunition resources like a flamethrower melts wax. (Last minute use type item.) IE: If you think your base is not going to make it.

 

Mortar Turrets:

- A little AE help on horde night. High resource cost to make, but can lob grenades or Molotov's.

- Range 30-60 blocks out. Can't fire closer than 30 blocks

- Maybe even add in cans of Foam Expander recipes. So we can load up the turrets with that. They impact the zeds and get slowed on horde night by 20%.

- Crushed Glass ammunition ... Causes AE bleed damage.

 

 

Other Idea's

 

Tar Paper Rolls: Allows us to build a role of tar paper to layout in what we think is a high percentage direction we think the zeds will come from. Then when they step on the paper they get slowed 20% Think of the old barbed wire, but it doesn't damage zeds, it only slows them.

 

Vehicles:

Can we get an ATV that is great cross country?

 

Well that is all my addled brain can think of for now.

 

War and Peace:

UnknownSoldier

 

I love those turret ideas. All of them! <3

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Something i came up just now.

 

POIs should have a basic number of sleepers inside and maximum number possible. When you clear a POI, the current number of sleepers can rise every Bloodmoon by a couple (or percentage of maximum). This is parallel to the number of sleepers present on exploring first a building, because it would determine how many Zs can "walk into" a POI, simulating migration of enemies.

 

For example: A small house can have max 6 sleepers, but the initial exploration spawns 8. After it is cleared and the first bloodmoon comes, 2-3 sleepers hide in the POI. If not cleared, another 2-3 stay in and another, but if there are already 6, no more sleepers will get inside.

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Things I would like to see in A19:

 

- Fishing and water related quest like finding some chest or explore some sunken boat (WOW has many great water quest)

- crocs in the water?

- vehicle mods - can't wait!

- Advanced Engineering - making oil rig, water catcher, auto miners that give NO XP but take fuel or electricity ?

- Love the concept of the McGyver books - can't wait!

- some use for Super Corn

- more Mutated animal/Zombie quest like Grace :)

- animal breeding? and traps to catch rabbits/chickens for eggs/meat/breeding

- deer stand/blind or Deer feeder that attracts them.

- raft or boat/canoe

- better / more uses for radiation stuff.

-

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LIGHTS:

 

A game option to turn off all the artificial lights. (making them not emit light / non illuminated)

 

This would really serve the athmosphere of a post apocalypse.

 

Nothing, except maybe some solar powered lights, would work anymore. Its cartoonish to have flashlights, billbords and burning torches in the POIs.

 

Only players and traders should create any light at night.

 

----------------

 

On a similar topic: bringing back proper indoor light-level distribution. Thus that the indoor lights illuminate the walls and objects by how much they have spread.

It used to be like that in A16. Dark cellars should be really dark.

 

Also: making light emitters have more impact. Having any flashlights use up battery power (could be mapped to their remaining HP). The fallback would be simple torches that have much worse light.

 

Having a propper light source should be a gameplay consideration when entering dark POIs.

 

(In a real zombie apocalypse you would not run into a dark warehouse without a working flashlight)

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Things I would like to see in A19:

 

- Fishing and water related quest like finding some chest or explore some sunken boat (WOW has many great water quest)

- crocs in the water?

- vehicle mods - can't wait!

- Advanced Engineering - making oil rig, water catcher, auto miners that give NO XP but take fuel or electricity ?

- Love the concept of the McGyver books - can't wait!

- some use for Super Corn

- more Mutated animal/Zombie quest like Grace :)

- animal breeding? and traps to catch rabbits/chickens for eggs/meat/breeding

- deer stand/blind or Deer feeder that attracts them.

- raft or boat/canoe

- better / more uses for radiation stuff.

-

 

Water is a long way off, I don't see the purpose of updating that until they have the story and NPCs in the game.

Crocodiles aren't native to America, let alone there are no Alligators in Arizona.

I'm pretty sure TFP has no intentions of adding more "workbenches" like an oil rig or a water catcher, especially when you can make oil in the Chem station and easily get water from lakes.

In regards to the super corn, more bosses like grace, and chicken domestication, the latter half are going to happen eventually, but chicken domestication and raising them was talked about. Even in the kickstater video domestication was something that was mentioned.

I think mods would be a better place to get a deer stand.

Those will come eventually alongside the water update I assume.

Radiation has been talked about as well, that's gonna be more late game stuff.

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How about being able to carry an extra passenger on bikes? And like FOUR PASSENGERS AND A TURRET on the roof of the 4x4 shooting the living (actually dying) hell of 24 simultaneous zombies, vultures and other players! Let's make a blood moon gangster shootout night ride!

If that's too hard, at least let us attach a turret to the roof of the 4x4? A rocket turret MAYBE? :D

 

This game is so much fun <3

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I'd love to be able to block and shield bash with a crafted shield. should be pretty simple to implement in theory. Wood>Reinforced Wood>Iron>Steel>Composite etc.

 

Just have shield as a perk that you can learn a different defensive skill per level, from 30% block chance at level 1, 50% at level 2, Active block at 3, shield bash at 4 and perhaps, tower shield at 5.

 

this has probably been mentioned millions of times already, but i'm new here, so you get the idea :)

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