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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Surprisingly, I have less to say about Intellect. It's all good. It has the recipe unlocks we didn't see under the first two attributes. It's also interesting to note that not all perks must have 5 levels. I think I'll be adding a buff in ComSenMod that penalizes you for overfilling your fullness or hydration, since it only makes sense to me that 100% fullness means you are, you know, full.

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I'm rather disappointed with the Intellect perk tree. Not that there's anything objectively wrong with it - it just doesn't fit my playstyle (in other words it's my fault I'm disappointed with it, not the game's).

 

Firstly, I really dislike the idea that you spend experience on perks that give you a boost to experience. That's always a problematic feedback loop that incentivises min-maxing.

 

Secondly, I'm disappointed that gun crafting kicks in so early. To me, guns should be an endgame item that are rarely found (and bullets rarer - you should always need to think before shooting as to whether your situation is really desparate enough to spend the precious ammunition). The game, however, seems to be pushing more and more the other way with guns as the default weapon. It seems to be moving the genre from survival to shooter, which I'm not happy about.

 

Thirdly - and again this is personal preference rather than objective criticism - it's more push towards bering a quest monkey for the traders, whereas I prefer to have neither traders nor quests. Again, it's pushing the genre away from survival - this time towards "RPG".

 

So it's looking like I'll find the Intellect perk tree really annoying. On the one hand it's full of perks that I won't want to take so I'd want to just ingore it, but on the other hand it contains other crafting perks that seem pretty necessary so I'll need to take it anyway; and then I'll get irritated that I'm forced to use the experience increase mechanic...

 

Just when I'd overcome my earlier malaise (from the previous videos about "dungeon" POIs and "boss" zombies and quests and factions) and started getting excited for the game again, this latest video has metaphorically slapped me in the face and brought me down to Earth by reminding me that the game is heading in directions I don't like.

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Gyrocopter's don't hover (or shouldn't) so landing on top a tower POI would be... interesting, but possible if taking damage is acceptable.

 

The big thing with Gyrocopters, would be scouting for the juicy POI's and rapid quest completion.

I'm not sure if it will be great for night hordes as I bet zombie birds will "Kamikaze" you and you copter into oblivion! :)

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Gyrocopter's don't hover (or shouldn't) so landing on top a tower POI would be... interesting, but possible if taking damage is acceptable.

 

The big thing with Gyrocopters, would be scouting for the juicy POI's and rapid quest completion.

I'm not sure if it will be great for night hordes as I bet zombie birds will "Kamikaze" you and you copter into oblivion! :)

 

And you'll also have the zombie cops spiting at you.

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Surprisingly, I have less to say about Intellect. It's all good. It has the recipe unlocks we didn't see under the first two attributes. It's also interesting to note that not all perks must have 5 levels. I think I'll be adding a buff in ComSenMod that penalizes you for overfilling your fullness or hydration, since it only makes sense to me that 100% fullness means you are, you know, full.

 

A16 vanilla you can go over 100% of both hunger and thirst....

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"+New Vehicle: Gyrocopter 10/15/18" ... Gyrocopter added for A17 :o

 

All time taken on A17 is forgiven TFP you guys ROCK !!!! ;)

 

I wounder if people ill be able to shoot them down in multiplayer pvp. Probably they will, or at least kill the pilot.

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Gyrocopter's don't hover (or shouldn't) so landing on top a tower POI would be... interesting, but possible if taking damage is acceptable.

 

The big thing with Gyrocopters, would be scouting for the juicy POI's and rapid quest completion.

I'm not sure if it will be great for night hordes as I bet zombie birds will "Kamikaze" you and you copter into oblivion! :)

 

It'll certainly beat hiking up mountains to find fresh towns and cities.

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whats the max gyrocopter fly height? now people going to raid towers with gyrocopters on pvp servers lol

 

I hope for the occasional shotgun turret on towers :excitement:

 

If you look to the right of the SMG you will see a bar graph and a book. In the screenshot the bar graph is selected which brings up the list of stats you can see. If the book was selected instead you would see the description you are wanting.

 

Of course the biggest question should be about the stat: RoundSperm-In-It!

 

Its worse. RoundSperm-In-Ute. And Ute is a german female given name. Must have been Gazz doing this :smile-new:

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Gyrocopter's don't hover (or shouldn't) so landing on top a tower POI would be... interesting, but possible if taking damage is acceptable.

 

The big thing with Gyrocopters, would be scouting for the juicy POI's and rapid quest completion.

I'm not sure if it will be great for night hordes as I bet zombie birds will "Kamikaze" you and you copter into oblivion! :)

 

The thing I thought of first for gyro copters was faster Trader Runs. Making it to all of them much faster.

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Like A Nice Cup of Tea I have some reservations about Intellect boosting xp gain. If you expect to raise at least one perk there to 5 eventually you would be mad (or roleplaying) to not spend 10 of your first points maxing out Intelligence.

 

Also there are perks there that would be devastatingly overpowered in early game. Craft iron armor with lvl 15?

 

This means almost certainly that attribute levels will be level-gated. Which wouldn't be surprising as A16 had level gates for everything as well.

 

I just hope TFP doesn't just use a fixed stepping (i.e. all attributes can gain another point at level 20, 40, 60 ,80 and so on). For one thing, it would make these levels soo much more important and all levels inbetween correspondingly unimportant. Also it would mean that someone wanting to play a highly specialised character would gain almost nothing from his specialization because he would have to save up his points until gaining the respective level.

 

My (obviously premature) suggestions if I'm right:

 

1) A few levels of any attribute should be available from the start, for example the first 3.

2) attribute gates should be staggered, for example strength 4 should be available at player level 15, perception 4 at level 20, fortitude 4 at 25 ...

 

Apart from that, a very juicy intelligence tree. Will be interesting to see how recipes found in the world will fit into this now.

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