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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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The Gyrocopter should definitely be able to avoid the horde, BUT it would be cool if:

 

  • Initially it didn't have enough fuel to (increase with parts or perks), causing you to have to make an emergency landing on a building halfway through the night to refuel.
    .

  • Vultures cause the Gyrocopter to lose some altitude, making it risky as not flying carefully might mean running into a swarm and crash-landing.
    .

  • The sound from the Gyrocopter got the attention of nearby zombies, which you could reduce/eliminate with parts or perks.

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Not to sound like a uhhh wimp or anything, but some of Joel's comments on the difficulty level worry me. Sure the game isn't that hard as it is and could use a slight bump, as long as it's not unfair, cheap, and frustrating difficulty. The only "hard" games I like are the souls games, love me some bloodborne, because the only reasons you die in those games is because you did something wrong, and can learn from your mistakes, go back and do it right. If a game is "hard" because of simple cheap overwhelming mechanics with luck being your only way out it becomes frustrating and uninteresting.

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...Also, I'm pretty confident that in A17 you'll still be able to settle on the roof of any average chain store (crack a book,working stiffs, etc), build a rim of frames along the sides to avoid spiders, and be safe from zombies for weeks and weeks.

 

Well, we haven’t played it or even seen that yet, and Madmole has specifically said rooftops aren’t safe anymore, so the only evidence we have works against your hypothesis.

 

If the down shaft is close enough [in a ‘P-trap’ style tunnel configuration], they will choose it as the path of least resistance.

 

I don’t think they would, because my understanding was that zombies will never try to get lower than the player. Among other things, TFP didn’t like the idea of them burrowing under your walls.

 

Does anyone else think that the Jeep will be hard to maneuver off road? Faatal said it is 2 blocks wide and that is not a lot, but I think about traveling through the woods on my minibike and how many spaces I squeeze through and barely zig or zag around.

 

For that reason I am most looking forward to the Motorcycle, but will definitely make a Jeep and test it out.

 

I think for larger vehicles to compete with smaller ones as far as handling/maneuverability goes, the critical factor will be how blocks exert forces on them. Specifically, driving through a shrub or pile of garbage should slow down a 4x4 a little, but slow down a smaller 2-wheeled vehicle a lot. In fact it could deflect your heading or even knock you off, but I don’t want to be greedy... speed is the main factor. That would also allow ‘softer’ collisions. E.g. driving through tall grass blocks is painfully slow on a minibike, so taking them off road is a bad idea, while the 4x4 can handle it.

 

Another factor not mentioned yet (this time around anyway) is stealth. The bicycle would make less noise than the powered vehicles, so it’s not necessarily a straight upgrade to an all-around better vehicle at each step.

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The jeep has more storage but the inventory is divided into free slots and fuel consumption slots. If you have items in the fuel consumption slots it will drain your fuel faster. But buying ranks in the Hybrid Vehicle perk tree can remove those fuel consumption slots and turn them into free slots.

 

I did a short video on it so you can see.

 

 

That's great to hear! I like that it has the same general direction as the backpack with encumbrance. At work so can't watch the video right now, but definitely looking forward to checking it out. Thanks, Roland!

 

-Edit-

 

Scratch the above message... I hate you Roland. Lol. Saw some Trolland comments so turned my volume down and I recognized the scene... smh, fml... I fell for it.

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i built underground horde base. with blade traps, turrets and escape routes. believe me, it is very hard work and time consuming. nothing boring there.

since air vents and gases are hard to implement according to Faatal. would be easier create new zombie, specialised for digging. like zombie badger or pack of zombie meercats.

 

Or use dogs, bears and wolves for digging.

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I love the notion of underground threats. And I will STILL build an underground base. I built an incredible underground palace in 16.4 with balconies overlooking a pit trap, fully furnished kitchens and rooms, and an efficient loot gathering system. I created escape routes and hidden doors to fool the zombies. Built outposts away from the base to spend the first few horde nights while I completed my masterpiece. Then realized the horror of building a system too complicated for the AI to figure out/challenge. All that time and effort spent on creating a nice place for zombies to run in circles above my head. Like that neebsgaming video posted earlier I started building bad bases on purpose for the challenge. I just hope I can get away with some cool designs before I break the AI.

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I still say they should not have gotten ride of the giant bees...and added in Giant Ants , Spiders , Scorpions and Cockroaches ;)

That would cover your underground threat for sure!

lol

 

Always wanted to mod in Giant Ants and add in the sounds they made from the movie Them!

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The jeep has more storage but the inventory is divided into free slots and fuel consumption slots. If you have items in the fuel consumption slots it will drain your fuel faster. But buying ranks in the Hybrid Vehicle perk tree can remove those fuel consumption slots and turn them into free slots.

 

I did a short video on it so you can see.

 

 

lol!!

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I still say they should not have gotten ride of the giant bees...and added in Giant Ants , Spiders , Scorpions and Cockroaches wink.png

That would cover your underground threat for sure!

lol

 

Always wanted to mod in Giant Ants and add in the sounds they made from the movie Them!

 

Hell, let's go for broke and put desert triffids in place of yucca plants lol.

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Not to sound like a uhhh wimp or anything, but some of Joel's comments on the difficulty level worry me. Sure the game isn't that hard as it is and could use a slight bump, as long as it's not unfair, cheap, and frustrating difficulty. The only "hard" games I like are the souls games, love me some bloodborne, because the only reasons you die in those games is because you did something wrong, and can learn from your mistakes, go back and do it right. If a game is "hard" because of simple cheap overwhelming mechanics with luck being your only way out it becomes frustrating and uninteresting.

 

There are two difficulty levels below default that can be selected. I think it would be great to hear that many will have needed to turn the difficulty down a level or two after it releases.

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Not to sound like a uhhh wimp or anything, but some of Joel's comments on the difficulty level worry me. Sure the game isn't that hard as it is and could use a slight bump, as long as it's not unfair, cheap, and frustrating difficulty.

 

I agree with this, and think there may be ways to do this while still being somewhat realistic.

 

For example, it could be easy to start off with a vehicle, but they can't be repaired, gas is 10x harder to find, and nothing respawns. So eventually you have to give it up and walk everywhere. (I'll admit I'm getting this from TWD where they start out in an RV and eventually have to abandon it.)

 

Also, one of my "asks" that I forgot to ask about was seasonal weather. You start off in "summertime" where everything can grow, but then winter comes and all your crops fail, so unless you prepared you're screwed.

 

I think that these sort of "depleting resources" mechanics would make it a world that felt a little more real, because the world gets more and more apocalyptic as time goes on. It also complements (rather than detracts from) the ever-present zombie threat, since you'd have to go into more and more dangerous situations to eat.

 

...Of course that's what mods are for. :)

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There are two difficulty levels below default that can be selected. I think it would be great to hear that many will have needed to turn the difficulty down a level or two after it releases.

 

I wouldn't, it would mean the balancing is borked. If your tower cannot defend against a horde then the tower defence aspect of the game is broken, not improved.

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I find it amusing Joel is giving advice on Twitter about how to play the game when he's admitted himself he's a total amateur at the game and only recently started playing it after a year hiatis. Even then, I stopped playing for a year wasn't nearly as bad as he was in his vids.

P.S. does anyone else find it strange that

Joel is as bad at a game he created?

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I find it amusing Joel is giving advice on Twitter about how to play the game when he's admitted himself he's a total amateur at the game and only recently started playing it after a year hiatis. Even then, I stopped playing for a year wasn't nearly as bad as he was in his vids.

P.S. does anyone else find it strange that

Joel is as bad at a game he created?

 

Not really, his main job is art. You can't shoot a texture atlas at an enemy.

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Also,I get that Joel's taking the transparency route and improvising his vids but he also comes off as a disorganized mess - doesn't know what changes have been made yet, what works or doesn't work yet etc.

All it takes is a little prep time before hitting record to not look like that.

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I agree with this, and think there may be ways to do this while still being somewhat realistic.

 

For example, it could be easy to start off with a vehicle, but they can't be repaired, gas is 10x harder to find, and nothing respawns. So eventually you have to give it up and walk everywhere. (I'll admit I'm getting this from TWD where they start out in an RV and eventually have to abandon it.)

 

Also, one of my "asks" that I forgot to ask about was seasonal weather. You start off in "summertime" where everything can grow, but then winter comes and all your crops fail, so unless you prepared you're screwed.

 

I think that these sort of "depleting resources" mechanics would make it a world that felt a little more real, because the world gets more and more apocalyptic as time goes on. It also complements (rather than detracts from) the ever-present zombie threat, since you'd have to go into more and more dangerous situations to eat.

 

...Of course that's what mods are for. :)

 

Actually, that would be an interesting use of mods. I wonder how far they can use the new buff system to replicate seasons.

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