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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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Have you guys tried war of the walker mod?

will it take my mind off things til A17 releases?

 

funny your post appears just below the WOTW Mod's developer post.

 

Yes it is fun game, easy to collect resource, but those resources mean more tougher fight as compare to vanilla.

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Far Cry 5 has "Press [E] to pet dog." I know it isn't voxel based but that's a good mechanic to implement.

Noted. Allow the player to press E while playing Far Cry.

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Noted. Allow the player to press E while playing Far Cry.

 

While you’re at it Gazz, can you increase the stack size for C4? I never seem to have enough in Far Cry...

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Since it's rather quiet on the forum at the moment, we can discuss the following: Roland started a Q&A thread on the Steam forum (very good job, btw), and one question-answer set is the following.

 

Q:

How does repairing work now? Since a gun or tool doesn't have a quality number anymore do you always repair it back to 100% with no quality loss?

If so would that mean no more combining in workbench?

 

A:

Right now repairing fixes your tool or weapon back to 100% with no quality loss. There is a plan to have repairing out of your backpack add a "badmod" into one of your mod slots that would have some kind of penalizing effect. This "badmod" could be removed at a workbench and repairs at a workbench wouldn't have the penalty. As for combining I think it still works as it always has but I've heard talks about changing it or removing it depending on how things end up with repairing. This aspect of the game is still in flux but most likely won't hold up A17's release. For now we may all get an easy button on repairing.

 

 

Discuss!

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Roland quote:

"I haven't tested the multiplayer quests at all but I have done a few single player quests and they are a lot of fun and possibly the only way to get mods for your weapons. That is still up in the air."

 

If I want to explore and not set foot in a trading outpost ever I should not be punished by not getting mods.

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Or better go there and read some of Roland`s answers. I read some. I am more hyped and don`t know what to do.

Thanks for revealing that.

 

https://steamcommunity.com/app/251570/discussions/0/1734343065614146604/

 

Map sizes per Roland for 17

4x4

8x8

16x16

 

Vs current of 6x6? Huh?

 

Roland, am i missing somethin or did you make a mistake thus proving you are human?

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Map sizes per Roland for 17

4x4

8x8

16x16

 

Vs current of 6x6? Huh?

 

Roland, am i missing somethin or did you make a mistake thus proving you are human?

 

you did not miss anything and Roland is still a human.

 

the three (3) sizes available sizes are :

4096 x 4096

8192 x 8192

16384 x 16384

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I just looked and for deaths I only have the "Die 5 times" achievement(?) after playing 2821 hours!

 

I'm almost positive I will get my next death "achievement" in A17. :)

Needless to say I take my survival seriously-ish, but the new AI will be the death of my character, there will not be an easy way to stay alive.

 

I'm looking at Agility as the clever mans game, but I don't know enough to focus it on my first try.

 

My knee jerk first try will most likely be: Strength, Intelligence, Fortitude. Each one getting about twice the points as the next. There should be a character building thread somewhere, right?

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firing a gun will wake up all nearby

 

You say it as if this means you need to be careful. Id say this makes it much easier. Instead of beeing surprised, we just need to fire a gun at the entrance, and wait for them to come at us, like before sleepers existed.

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you did not miss anything and Roland is still a human.

 

the three (3) sizes available sizes are :

4096 x 4096

8192 x 8192

16384 x 16384

 

Thanks, i am confused about how he said A16 is 6x6 which is smaller than 2 of the A17 sizes he mentioned. I thought A17 defaults are much smaller tham A16

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Or better go there and read some of Roland`s answers. I read some. I am more hyped and don`t know what to do.

Thanks for revealing that.

 

https://steamcommunity.com/app/251570/discussions/0/1734343065614146604/

 

From one of Roland's answers, to a question about quests:

 

You can also form a party with friends and complete quests together and share in all the xp earned while killing zombies as well as the final reward.

 

@Roland

 

I've asked about this before, but never got an answer, so it's worth another shot...

 

1) When you form a party, do you only share specific quest xp or do you share all xp? (Previous mentions of this had suggested you share all xp if you're partied up, but I wanted to check.)

 

2) In previous mentions of this mechanic, we've been told that there's a radius on this effect - so you only share xp if you're within Xm of each other. Is this radius stored where we can get at it to mod it (e.g. in the XML or in an option)?

 

 

Personally, I'm hoping that it is for all xp (not just quest xp) and that it is moddable so that I can set the radius to larger than the size of the map. That way my friends and I can play where we all do what interests us the most (building, farming, scavenging, treasure hunting, etc.) and we don't have to worry about some of those activities giving more xp than others and us therefore leveling up at different rates.

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Roland quote:

"I haven't tested the multiplayer quests at all but I have done a few single player quests and they are a lot of fun and possibly the only way to get mods for your weapons. That is still up in the air."

 

If I want to explore and not set foot in a trading outpost ever I should not be punished by not getting mods.

 

I wouldn't get your hopes up. It's been clear for a while now that this is the direction that the devs want to push the game - from "survival horror" to "action rpg".

 

Personally, I don't like the idea that the traders exist and I never use them; and I really dislike the idea of going and doing quests for factions - to me, that goes completely against the grain of it being a survival game. It's bad enough in A16 in that there are some items that can never be found, only bought. I'd hate to think that in A17 even more stuff will be gated behind the quest system so that I'll be forced to be running around doing errands for people if I want to progress in the game. It completely destroys the idea that I'm out there on my own trying to survive against the odds.

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Personally, I don't like the idea that the traders exist and I never use them; and I really dislike the idea of going and doing quests for factions - to me, that goes completely against the grain of it being a survival game. It's bad enough in A16 in that there are some items that can never be found, only bought. I'd hate to think that in A17 even more stuff will be gated behind the quest system so that I'll be forced to be running around doing errands for people if I want to progress in the game. It completely destroys the idea that I'm out there on my own trying to survive against the odds.

 

I’d look at it from a slightly different angle. I’ve never seen it said anywhere that you would be completely alone (that doesn’t mean it hasn’t been), and it would stand to reason that if one person could still be alive, so could others. The world is a wasteland now, and with other survivors being around, then someone with some savvy would set up an outpost for trading. That to me is just common sense. Doing quests for those traders and/or factions also makes sense because then you are getting on the good side of the factions, and are under their ‘protection’ (i.e, not being shot on sight), or improving your standing with the trader, so he/she’ll be more inclined to give you a good deal and not rip you off (as much), or even so that they’d even want to trade with you at all.

 

In a survival situation, there will always be things you’ll want/need, that you can’t get yourself for instance. Being able to trade for that item might just be the difference in just surviving or thriving.

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Dear devs, I'm been thinking about the modders wish of getting XML files before the release. I'm aware we can't have that but I started thinking about.. what if we got the XML's the day streamers got the experimental release? like saturday early you make a .rar available for all modders containing those xml?

 

Is this viable? :)

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Dear devs, I'm been thinking about the modders wish of getting XML files before the release. I'm aware we can't have that but I started thinking about.. what if we got the XML's the day streamers got the experimental release? like saturday early you make a .rar available for all modders containing those xml?

 

Is this viable? :)

 

 

 

What difference does it make if you get it two days later?

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What difference does it make if you get it two days later?

 

He might get severe brain damage caused by hype.

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What difference does it make if you get it two days later?

 

A run a server and you know, as soon as experimental gets available servers with rush to open and people will rush to play. Normal. Thing is, people will choose the servers that are available as soon as they are able to open the game :)

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I've been out for like the last 6 weeks. What's the current boogalago on development? I'm seeing attribute vids from Joel. Are we still in the creation proces ?

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I wouldn't get your hopes up. It's been clear for a while now that this is the direction that the devs want to push the game - from "survival horror" to "action rpg".

 

Personally, I don't like the idea that the traders exist and I never use them; and I really dislike the idea of going and doing quests for factions - to me, that goes completely against the grain of it being a survival game. It's bad enough in A16 in that there are some items that can never be found, only bought. I'd hate to think that in A17 even more stuff will be gated behind the quest system so that I'll be forced to be running around doing errands for people if I want to progress in the game. It completely destroys the idea that I'm out there on my own trying to survive against the odds.

 

I think it all comes down to what TFP have in mind with the lore of the game ultimately.

Did humanity adapt enough over the years to establish enclaves to justify traders?

Are the Traders we see, just in the infancy of this enclave trying to do just that?

Are they part of an attempt that is currently failing?

Where are these enclaves at that can do this?

Will we be able to find them some day?

 

Since TFP have been pretty tight lipped on the lore, minus the basic premise, numerous scenarios come to mind, on the need for traders existing.

It'll be interesting, finding out where they go with it either way (imo).

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I've been out for like the last 6 weeks. What's the current boogalago on development? I'm seeing attribute vids from Joel. Are we still in the creation proces ?

 

These videos are the closest we got from developement. Balancing, final touches, detailed work you know. Ah, gyro is confirmed to be in A17.

 

In steam Roland opened Q&A, it is pinned , so you can read bit there, too.

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I wouldn't get your hopes up. It's been clear for a while now that this is the direction that the devs want to push the game - from "survival horror" to "action rpg".

 

Personally, I don't like the idea that the traders exist and I never use them; and I really dislike the idea of going and doing quests for factions - to me, that goes completely against the grain of it being a survival game. It's bad enough in A16 in that there are some items that can never be found, only bought. I'd hate to think that in A17 even more stuff will be gated behind the quest system so that I'll be forced to be running around doing errands for people if I want to progress in the game. It completely destroys the idea that I'm out there on my own trying to survive against the odds.

 

Nobody said you have to use the traders. 1st off their are air drops. That means there is some group advanced enough for aircraft and supply drops outside the radiation zone so there are survivors. 2nd if you look through history at any major collapse throughout all of recorded history people go back to barter and trading as a means to get what they need. If a zombie apocalypse actually happened once it settled down a bit you would see outposts and traders (and possibly wandering traders) as well as bandits and other survivors. Commerce in some form would continue. Nobody said you have to use them and there really isn't anything that traders have that you can not find in the wild if you look hard enough. Between looting and air drops you don't need to use them and they are so spread out that you are not going to run into one all the time plus until you reach end game levels everything is so expensive from them that even if you wanted to you couldn't just go to a trader and load up on weapons and ammo and even if you had money they have a small inventory capacity so you might get a rifle and no ammo or a shotgun and 25 to 50 rounds and that would be very expensive and they take time to get new inventory so you can't just spam them. If you would check them out you would know this instead of having a fit over something you don't even use. If anything there being traders is more survival like because that is what would happen in real life if something like a zombie apocalypse actually happened. As of right now nothing is gated behind any quest system. Even if they do put something in that is gated someone will sell it and you can buy it from a trader. LOL. Go play solo if you want a totally you against the world experience and just ignore the traders. Everyone else likes them and they are a more realistic likelihood then no traders. If you survived then others did as well.

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Dear devs, I'm been thinking about the modders wish of getting XML files before the release. I'm aware we can't have that but I started thinking about.. what if we got the XML's the day streamers got the experimental release? like saturday early you make a .rar available for all modders containing those xml?

 

Is this viable? :)

 

I'm going with no. But I guess it doesn't hurt to ask. :)

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Roland quote:

"I haven't tested the multiplayer quests at all but I have done a few single player quests and they are a lot of fun and possibly the only way to get mods for your weapons. That is still up in the air."

 

If I want to explore and not set foot in a trading outpost ever I should not be punished by not getting mods.

 

If you don't want to use trading you can just ignore that part of the trader dialog. You can use the trader just for the quests.

 

If on the other hand you have a principal objection to traders existence, well, thats your problem and modding is the solution. It often hurts to have principles.

 

I liked finding quests in bookshops and containers, are these basic quests still in the game? Advantage of the new system is that you have more control: If you want to do a quest, go to a trader.

 

I wouldn't get your hopes up. It's been clear for a while now that this is the direction that the devs want to push the game - from "survival horror" to "action rpg".

 

Personally, I don't like the idea that the traders exist and I never use them; and I really dislike the idea of going and doing quests for factions - to me, that goes completely against the grain of it being a survival game. It's bad enough in A16 in that there are some items that can never be found, only bought. I'd hate to think that in A17 even more stuff will be gated behind the quest system so that I'll be forced to be running around doing errands for people if I want to progress in the game. It completely destroys the idea that I'm out there on my own trying to survive against the odds.

 

I just checked, the original kickstarter already included a strech goal of NPC characters and merchants. So this survival game was always thought to include survivors and traders, probably even factions (there is mention of the Duke). This is no direction they are taking, this is just an incomplete game where you see missing parts added.

 

Traders were useless in A15 and too powerful in A16, next stop, A17, should have more balance in the end. If not, we mod.

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There should be a character building thread somewhere, right?

 

Let's try this. I made this google sheet and copied it for public consumption. Anyone can edit this, so I would recommend that you copy it and use that one instead of the one being linked here.

 

Enjoy: https://docs.google.com/spreadsheets/d/1tZZNRckARZb12G7MQ9qSK9QnYtnLN6m4lDBUzIqEFBM/edit?usp=sharing

 

Edit to add:

 

Do not fill out any values that are colored in. Only put numbers in the uncolored (white) boxes. The colored fields have formulas in them to auto fill.

Edited by Cazmyr (see edit history)

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