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Developer Discussions: Alpha 17


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Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Modding questions

 

Hi, my name is Karl. I've been a lurker her for quite some time, but created an account so I could ask about this.

 

As background: I also play State of Decay, and I love the whole "community building" aspect of the game, but I dislike everything else. I would love it if I could make a mod that brought some of those NPC mechanics into 7D2D. Obviously that is not what TFP are after, and I do not expect them to implement this stuff themselves. But it would be nice if they would allow modders to do so, so kindred souls would have a game that satisfied both itches.

 

So, these questions are "asks" about what will be possible in A17 through modding the XML files. Most of this is inspired by Kinyajuu's posts about the new modding system (which looks awesome), so my guess is that he's the one to answer them. If they are not possible now, or on the A17 roadmap, then I'm happy to make these feature requests and move this to the "Pimp Dreams" section of the forum.

 

On to the asks:

 

Ability for CVars, skills, perks or buffs to hook into NPC AI

This is the most fundamental ask, and it would make most of the other asks possible. Examples of how this could be used:

  • Rotten meat suit: wearing it grants a buff that makes players less likely to be sensed by zombies (think of that scene in TWD where they smother themselves in zombie guts)
  • Killing White River NPCs makes bandits less likely to attack you, and White River NPCs more likely (and vice versa)
  • At higher game levels, NPCs are more likely to run away from you than fight
  • Weapons (e.g. blow darts) that "drug" animals (or other humans), so they temporarily ragdoll and/or don't attack

 

Variable alignment to factions

I would love it if it were possible to have some "degrees" of faction alignment. If faction alignment could be represented by a CVar instead, that would be OK with me.

 

Here are some examples of what modders could do with that:

  • Bandit and White River NPCs become less likely to attack you if you have a higher alignment to their faction
  • Custom trader NPCs grant "hidden stash" items to different factions, based on alignment level
  • Traders only grant certain quests if you have a sufficient alignment level (e.g. "Go kill some bandits" won't activate if your alignment to "bandits" is high)

 

NPC vehicles (or NPCs riding in vehicles)

Mad Max here we come!

 

The ability for NPCs to be containers

So, friendly NPCs can carry stuff for you when your backpack has no more room.

 

The ability to mod in "permadeath," probably through onOtherKilledSelf, onBlockKilledSelf, onSelfKilledSelf

Examples of things I'd like to be able to do:

  • Dying makes you lose all skills (but not XP/skill points), so you have to re-spec your character
  • On death, you have to go through "character customization" screen again (this one is probably a lot to ask)
  • Custom variables (faction alignment...?) are reset on death. This already seems possible with CVar Actions (if I understand it right).

 

Custom traders, with custom quests and rewards

For example, a "cooking" trader gives you a quest to gather eggs, and the reward is some kind of egg-related recipe.

 

These next asks deal with control over random-generated worlds (mainly through biomes.xml and rwgmixer.xml).

 

More control over city generation

Some examples of what I'd like to be able to do:

[*] Specify that cities should be generated next to large bodies of water (like they usually are in the real world)

[*] Cities over a certain size can spawn a "Chinatown" district, next to downtown, with the Asian-inspired custom POIs from compopack

[*] Cities can be "Las Vegas" or "tourist trap" types which include the "unusual" POIs from compopack, like the Sphinx

 

Specify which biomes can spawn next to other biomes

So, for example, deserts can't spawn next to snow biomes.

 

Lastly: Can anyone go into specifics about the POI editor? "POI Editor accessible in main menu" is in feature list, but I can't find any post where it is talked about.

 

Thanks very much, and apologies for the long post.

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Problem is, if the ONLY threat we have is zombies and their ability to find you and reach you anywhere in the game, then that makes what was once a multi dimensional game into a one dimensional game, and that's a detriment to all, even if a select few can't understand that.

 

Pimps can always code zombies that always find and reach you, teleport to you, dig, fly, whatever, OR, they could include other threats that would add more depth and require varying styles of challenging gameplay, and I personally choose the latter (that's the 2nd one, to the reading challenged).

 

Digging zombies are the path of least resistance and are certainly the obvious solution to a particularly narrow minded way of thinking about zombie games, but I (and others) had high hopes THIS game would live up to its potential and be a true survival game, not JUST a zombie survival game.

 

Luckily, they're including the modability to do that, and for that, I am grateful.

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Then this would be already very real.

 

A game shouldn’t be that real though. It’s a game. The point of ANY game for me is to turn off real life for a while. If it’s just a grind for food, then why would I bother to play it? I can just do that in real life some more (work, eat, sleep, repeat).

 

A game should be able to capture your imagination. It should make you feel like you want to go loot that POI, like you want to change that wall and build an extra room for storage boxes, like you want to go outside and do something other than hide behind that reinforced wall and steel door until you actually have to go out and get food, just to sit back inside again once you’ve got enough for a few more days. There’s no fun in that.

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Problem is, if the ONLY threat we have is zombies and their ability to find you and reach you anywhere in the game, then that makes what was once a multi dimensional game into a one dimensional game, and that's a detriment to all, even if a select few can't understand that.

 

Pimps can always code zombies that always find and reach you, teleport to you, dig, fly, whatever, OR, they could include other threats that would add more depth and require varying styles of challenging gameplay, and I personally choose the latter (that's the 2nd one, to the reading challenged).

 

Digging zombies are the path of least resistance and are certainly the obvious solution to a particularly narrow minded way of thinking about zombie games, but I (and others) had high hopes THIS game would live up to its potential and be a true survival game, not JUST a zombie survival game.

 

Luckily, they're including the modability to do that, and for that, I am grateful.

 

I am so looking forward to digging zombies rather than gimmicky crap like air quality as some suggestions said. There would be 0 challenge to maintaining oxygen/air qual just busy work or an initial setup.

 

Just because sonething is the "path of least resistance" doesnt mean its not the most fun.

 

- - - Updated - - -

 

And here we go. Underground-threats discussion #12? #13? during the development of A17.

 

It's almost as if we're out of topics..

 

We could discuss improved lighting if you want :)

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Doesn't mean it is, either. Plenty of zombie games where the zombies just keep coming... *yawn*

 

...and thinking that digging zombies couldn't be gamed easily is foolish. Ald did it in one post and he's never even played a17.

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Doesn't mean it is, either. Plenty of zombie games where the zombies just keep coming... *yawn*

 

...and thinking that digging zombies couldn't be gamed easily is foolish. Ald did it in one post and he's never even played a17.

 

I think your key words there are "he's never even played a17"

 

Also, even if it is possible I dont plan to game them, I like the challenge that is intended. Just like how I currently dont use stilt bases above ground.

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lol you're the one whining about zombies.

I never whined about zombies. You're the only one who whines here.

Better read before replying someone with some crap.

 

I'm still not sure if it's a good idea but here are some more ideas:

Each day without a death = 1 point.

Killing each 7 day horde boss = 1 point.

Each 100 non-boss kills = 1 point.

Each quest thread completed = 1-3 points depending on length and difficulty.

 

Something like that.

 

I was just discussion this suggestion, and unlike you, Aldranon didn't say to go and play some crap.

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So for a different topic... :)

 

How about if reinforced concrete blocks didn't degrade back to concrete blocks, but instead degraded into rebar with say 1500 hps.

But, add in ability to shoot through the rebar.

Subtle change but anyone whos ever busted up reinforced concrete can tell you the rebar is the real pain.

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Doesn't mean it is, either. Plenty of zombie games where the zombies just keep coming... *yawn*

 

...and thinking that digging zombies couldn't be gamed easily is foolish. Ald did it in one post and he's never even played a17.

 

Well, was it A10 or A11 where the zombies briefly dug? I called them my "Excavation Teams" as they cleared away the top soil so I can dig up the good stuff. :)

 

And so I will do again, I will guild my teams slowly along. Oh, I will pay them, as I'm a fair employer. They just need to give me three pieces of identification and current tax documentation.

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I appreciate we're given options and modding capabilities. I've played this game in countless ways because of it.

 

When I'm in the mood to build and relax I shut off z-spawns and crank animals up for a me-vs-wilderness experience. I love this.

 

Just another plus in my book to add to the already high replay value.

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Has anyone discussed how the gyrocopter is going to function in its entirety? How is this going to affect pvp/raid servers? Will you be able to just fly on top of peoples' bases? What's the max "altitude" you can fly at? Can you just jump out of the copter mid flight or what? Any info on how this affects raid servers would be appreciated.

 

265m is approximate max ceiling.

You can jump out in flight, but your gryo will still continue to move at a reduced speed, eventually falling to the ground.

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I think your key words there are "he's never even played a17"

 

Also, even if it is possible I dont plan to game them, I like the challenge that is intended. Just like how I currently dont use stilt bases above ground.

 

Unless you're standing still not doing anything, letting them eat you, anything you do to defend against them is gaming them.

 

I'm the player, it's not my job to make it difficult.

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turn on cheat mode,

 

debuff yourplayerid brokenLeg

debuff yourplayerid sprainedLeg

 

to find your player id use the list entities command

 

- - - Updated - - -

 

 

 

until a17 when the zombies dig!

 

Umm.... ok, lol.

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