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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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Check out our new Intellect Attribute and its perks!

 

 

@madMole @Roland @Faatal

 

I'm LOVING the new attributes there is one tweek that may be better to the Intellect Attribute...

 

Instead of an EXP Gain ... How about a few bonus skill points instead? Or a Random chance to get an Extra skill point on level??

 

because an EXP GAIN just shortens the time to get to level 200... no real value-add for the effort.

 

While a chance to get another Skill point on level gain would ADD to the character variety???

 

even 2% 3% 4% 5% 7% 8% 10% 12% 13% 15% for the tiers would add only a few extra points on the way to 200... allowing a player to luck into more attribute trees without automatically dominating all the trees....?

 

 

Thoughts? :)

Edited by HIREDGUN (see edit history)
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Also an observation... In the past Joel has been the graphic texture guy... but now he is getting his hands dirty in the xml adjusting zombie behavior!

 

I think they maybe get up a tad too fast now, but thats far better than them laying there for 6 or 7 seconds.

 

There is a fair bit of overlap in jobs. The stun changes are code and xml, so Joel did went ahead and did xml part. Whatever you see in a video may change, since a lot of stuff is still being tweaked.

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No more zombie looting is a stupid decision. What's next walking into walls till we find to max out our INT?

Now I no longer have a reason to craft or use up arrows/bolts/bullets or waste stamina using melee attacks against majority of zombies. Since they're now useless and offer nothing besides the occasional CQC encounter in buildings, the 7th day and whatnot.

 

Zombies have a chance to drop loot, but honestly the game is playing fine without meals on wheels bringing you all the junk and food you'll ever need. Now when they drop its something probably pretty good. Now I NEED stuff and have to get off my ass and go get it, which is great for game play. Food is an issue early game now and the more energy I expend the more food I need. Before I could get plenty of canned food from zombies from the fat ones and soccer mom zombie.

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After watching the last video about Intellect, (which is great btw!) I've noticed that the wording for the unlocks reads a bit redundant as well as the wording isn't consistent throughout all of the descriptions.

 

For example: "YOU CAN CRAFT FORGES, IRON TOOLS AND WEAPONS" "YOU CAN CRAFT WORKBENCHES, LEATHER & IRON ARMOR"

 

The Unlocks would read a lot better if the "YOU CAN" was removed.

For example: "CRAFT FORGES, IRON TOOLS AND WEAPONS", "CRAFT WORKBENCHES, LEATHER & IRON ARMOR"...etc

 

Some of the unlock descriptions you use both the word "and" and the ampersand in others. I would recommend using one or the other to keep the wording consistent.

 

I love the game and I can't wait for A17!! The Project Manager side of me is yelling at my monitor as I watch the videos!

That's good feedback.

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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)

 

Blocks do their own SI calculations. The new physics was for vehicles and vehicles hitting entities.

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The idea of the points is that they are representative of doing a variety of actions in the game. Most people will be killing zombies, mining, farming, crafting, exploring, harvesting, trading, questing, etc. You gain experience from doing all of those things and that is distilled into a point that can be spent however you as a player want to increase your avatar's abilities. Madmole and Gazz are working to get the balance right so that it really does feel like your points are coming from all of these activities and not just from killing zombies.

 

Earning points to be spent directly is not in the plan other than your beginning set of points you will get from doing the introductory quests. Removing the level cap (if they go through with it) is likely the ONLY way you will be able to earn additional points to get all the perks as all challenges and quests in the game only grant xp and loot and do not grant perk points.

 

So the quests we pick up like "buy the farm" will no longer give us points?

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Whats wrong with a good old fashioned well placed shot? You can't shoot a gun while driving a vehicle so its not like that guy in the sky is causing problems for anyone.

 

You can't shoot, but can dynamite and moltovs be dropped from the gyro? Your game is looking good, by the way.

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After giving it some thought I've removed XP bonus from INT. You can craft faster and higher quality items with more INT. There will still be consumables that give you a short duration XP boost, but we don't want min maxer delight.

 

Min max will always happen. But i understand the veiw point. I honestly am happy with all the ways skills and perks have been done and redone. Its a great game at its core. The only priblem i have is item name "sniper rifle" sniper is a person not a firearm. . but anyways keep up the good work folks. Looking forward to pkaying whenever its done and ill keep playing a16 till then.

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You can't shoot, but can dynamite and moltovs be dropped from the gyro? Your game is looking good, by the way.

 

Light-and-throw is about the same as shooting... you can't do anything but pilot when you're piloting, same as how you can't do anything else but control the minibike while driving it.

 

...stupid distracted driving law. I want to chug liquids, eat, change clothes and consult the map as I drive that minibike...all at the same time! :cocksure:

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Light-and-throw is about the same as shooting... you can't do anything but pilot when you're piloting, same as how you can't do anything else but control the minibike while driving it.

:

 

could be a use for the cigar? lighting dynamite whilst driving!

maybe a 5% chance to fumble and drop it inside instead of throwing.

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Blocks do their own SI calculations. The new physics was for vehicles and vehicles hitting entities.

 

Thank you for the response! That is good to know.

 

@MadMole

 

I had an idea about the bonus you would get for having lvl 3 or above Archery. You had mentioned a cripple effect, but I think that a bleed effect would be awesome. Just my 2 cents. Thank you for all the contact lately and those awesome videos!

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One thing that concerns me, it was said that you won't be able to just mine all the time and get skills/perks in say science, but how does that actually work?

 

Do we get different exp for different attributes depending on what we do?

 

Because from MMs previews I get the feeling that it works just as it works now, but with 1-2 points instead of 5.

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@madMole

 

Awesome news with the Gyrocoptor returning. However as a server operator I have one major fear. Is there a height limiter on the Gyrocoptor? If there isn't, my fear is that this allows griefers to basically build one and hold space until they are well beyond the skybox at infinity height as long as they have enough gas. Eventually breaking whatever server they are on.

 

My simple request is that they have a height limit / invisible height wall. That or not being able to refuel while flying.

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I find it extremly stupid how there is no headshot damage now without a perk for it, and if I heard right it only effects ranged weapons? IMO there should be some headshot mult there, but the perk makes it better, like maybe 3x base, perk can make that 3x into maybe 5-6x. I hope they change their mind on that, In A16 I used to love some of the crazy long range headshots I'd pull off, but in A17 there is no reason not to go for body shots unless you have that perk... Unless zombies don't take full damage from body shots, maybe they take half, and to get a full damage shot you have to head the head?

 

In the Intel skill video, The barter lv 5 perk should be "has a better chance" to have legendary items, not always has them, as it'll make alot of the game pointless, as everyone would just rush to 10 int, and max the barter perk, you could bypass most of the crafting stuff this way. As a example in A16 I never take the armorcraft perks at all, there is no point, when its easy enough to find high quality armor in the traders. I also never bothered with guncrafting skill in A16, as there is no real need to. I'd probally also mod out the exp gain bonus or severely reduce it, depending on how fast leveling seems to be, can't tell that till I actually play it. The crafting skills are nice, but I'd have prefered alot of that to be from getting books than wasting perk points on.

 

I agree with this, assuming that the headshot damage was indeed removed as Madmole seemed to point out in his video. I feel like even without a perk there should be an incentive to aim well, rather than always shoot at centre-mass. Same for the legendaries, the perk should just increase chances rather than just be a guaranteed one. Makes it more interesting, I think.

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I agree with this, assuming that the headshot damage was indeed removed as Madmole seemed to point out in his video. I feel like even without a perk there should be an incentive to aim well, rather than always shoot at centre-mass. Same for the legendaries, the perk should just increase chances rather than just be a guaranteed one. Makes it more interesting, I think.

 

But the perk says increase headshot damage. That implies there is headshot damage to increase. So you are not going from 0 to 25, you are going from X (what ever the base is) to X+25.

 

Now it is possible that the base is 0, but that is not my interpretation from the video. I have seen no reason to think that for the spiked club the base is still not 6 or 600% damage.

 

SO depending on how they do it you are either getting 625 at level 1 of the perk. Or 600 * 1.25 = 750% increase.

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But the perk says increase headshot damage. That implies there is headshot damage to increase. So you are not going from 0 to 25, you are going from X (what ever the base is) to X+25.

 

It only implies that headshots do damage, not that they do extra damage to begin with. That normal/original damage could be the same as hitting any other body part. (but can be increased with the perk)

Edited by SnowDog1942 (see edit history)
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Why not put the ability to craft the weapon in the first/second level of the boost for that weapon ? That way a player who wants a weapon will be able to craft it but he shouldn't need to craft 5 other weapons before he reaches that skill.

 

So maybe gunslinger level 1 gives you the ability to craft pistols and gunslinger level 3 allows you to craft magnums, while also doing the reloading speed-like boosts. Better weapons can be gated inside the same skill as long as they belong to that weapon type.

 

Either that or SPLIT THE ADVANCED ENGINEERING SKILL into weapons and traps.

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