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Developer Discussions: Alpha 17


Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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If you recall A16, all the buff system really did was affect stamina and HP.

 

Oh, and fixed movement penalties. (excluding jumping, swimming, crouching, and combinations thereof)

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Maybe vanilla should pair attributes where buying 2 levels of one attribute closes off the highest level of the other attribute

 

Example: If strength and perception were paired buying the first two levels of strength would close of lvl 10 of perception. Buying strength to 10 would close of the highest 5 points of perception. Now that would make you aware of your decisions much earlier in the game.

 

This is bad, and doesn't make sense.

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Is it possible to think about characters having specific points based on unique characteristic. When choosing the character/skin it could come with specific ability. Like a cop character has initial points in guns, or an athletic wrestle or runner has intitial points in encumberance and endurance respectively. I think it might be easier to decide on a tree class before you start the game.

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Agree, in SP it will make a lot of sense to distribute points and get only very few perks to max. I expect to play the game a few times so I will have enough opportunities to try out all perks eventually.

 

What I expect is that many will mod the game to get more points and then some of them will complain that the game is too easy :smile-new:.

i changed the points gained per level in a16, 7 instead of 5(or 6, i don't remember the exact number in vanilla)

in a 17 didn't think to do so

every atrtribute showed so far cost 60 points to max(10 for the attribute, 50 for the perks) for a total of 300 points nedeed to to max all if the other attribute are the same

with 200 points achievable you can manage to max out everything you want and left very little out

that could change if the cost for the perk change

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Something else I have been thinking about is that without wellness there will not be much of a difference between the food types other than how much they fill you up and heal your fatigue.

 

All that time figuring out the least filling food with the highest wellness boost gone by the wayside. :(;) All good if anything it will be easier. Make the cheapest (In ingredients) food you can.

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I could totally be wrong here and often am, but I seem to remember them saying that with Unity 18 there was a whole new physics system. (Full stop)

 

I didn't think of that. With the Unity update some stuff they didn't personally touch still technically got updates.

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Yea and im not saying its bad. Is perfectly fine. It just was most likely a ton of work for slightly different results. Waste of video time to, Id rather see cool new things rather than look at at skill tree with +10 damage +20 damage, +30 damage. God bless him tho for taking the time to make the videos.

 

Yep, for sure. Any info is better than radio silence. On it's own, the skill trees are perfectly fine.. I just imagined more.. innovativiness, if you know what I mean.

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Example: If strength and perception were paired buying the first two levels of strength would close of lvl 10 of perception. Buying strength to 10 would close of the highest 5 points of perception. Now that would make you aware of your decisions much earlier in the game.

This does sound awesome indeed. Would be the real specialization and classes. Something along the lines of what Fennec mod does.

 

Then individual skills can be even more OP, but at a cost of debuffs in other areas. If not in vanilla, mods will definitely do it.

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MM did a great job creating simple perks that significantly change the way you play. Too many games go overboard and if you pick the wrong perks/abilities etc.. you get smashed. Thanks guys, I hate math! Can't wait to get gunslinger and pop off a bunch of shots with a .44! *Good bad and ugly music plays* *chomps cigar* :rockon:

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that's 45 points spent and 155 points remaining, you can level up to 200 in vanilla if nothing is changed

 

I wonder where I thought I saw 100 points.

 

Heck, that changes a LOT. Now it feels almost too easy, but I'm sure that will change on my first death! :)

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I hate to bring up the ability to block and parry attacks, I'm sure it's been brought up a thousand times, but I would love to have a parry mechanic where you could time perfectly to reduce damage or even knock down with a blunt weapon, or dismember with a bladed weapon on a riposte. ehh...ehhhhhh?

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I wonder where I thought I saw 100 points.

 

Heck, that changes a LOT. Now it feels almost too easy, but I'm sure that will change on my first death! :)

 

Imma be cautious there, but I saw 2 skill points per level. That is a total of 400 points and maybe 5 more from the initial quest. I'm liking those odds.

 

Edit: I think I'm wrong. He already had one point accumulated when he leveled up to the 10th level on the last video. Still, 205 points are cool. 200 are also cool. I might marry Arlene in Vegas with those odds.

Edited by Blake_ (see edit history)
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This is bad, and doesn't make sense.

 

I'm sure not everyone would like it. I'm not even sure *I* would really like it since it also removes choice. It should not occur that you are level 180 and you have no choice where to put your points in because anything else is blocked off. But maybe a weaker version or just contrary perks being paired that way could make the skill system a bit more "interesting".

 

And "making sense" is such a difficult subject for games. Does it make sense that reload speed is governed by "perception"? :cocksure:

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Imma be cautious there, but I saw 2 skill points per level. That is a total of 400 points and maybe 5 more from the initial quest. I'm liking those odds.

 

Edit: I think I'm wrong. He already had one point accumulated when he leveled up to the 10th level on the last video. Still, 205 points are cool. 200 are also cool. I might marry Arlene in Vegas with those odds.

 

It's 199 skill points from leveling. 1 level doesn't count.

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It's 199 skill points from leveling. 1 level doesn't count.

 

That is an interesting point. (No pun intended although I wish it was)

 

Do we start the game with 1 point at level 1? Or do we start at level 0 and then earn level 1 like any other?

 

Edit to add:

 

If it were my question to answer (and it is not) I would have the players start at level 0.

Edited by Cazmyr (see edit history)
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I'm sure not everyone would like it. I'm not even sure *I* would really like it since it also removes choice. It should not occur that you are level 180 and you have no choice where to put your points in because anything else is blocked off. But maybe a weaker version or just contrary perks being paired that way could make the skill system a bit more "interesting".

 

And "making sense" is such a difficult subject for games. Does it make sense that reload speed is governed by "perception"? :cocksure:

 

How does making you choose between strength and perception remove choice? I dont think you ment choice, i think you ment it removes the ability to pick what you want.

 

Its a unique system and i actually wouldnt mind it. Having a very unique character build wouldn't extactly be a bad thing. Maybe to people who want a master of all type character, but you could always mod it out.

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Just look at madmole Perception vid at 3:05

 

I see what you are saying. He went to level 9 and gained 8 points. That would lead me to believe that level 1 does not have a skill point.

 

I will add though, that the Perception Attribute starts at 1 and not 0 so you do not have to 'buy into it'. And if all 5 attributes are like that then that is 5 points that you do not have to spend and level one not having a skill point is negligible.

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