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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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two words for you.... experimental unstable............

 

Never mattered in the other experimental builds!!!!!! What about all the people who dont have the best of the best computers? We paid for the game also and haven't had a problem till now!!!! I have seen several that say the same thing, The concept is great but the game should have been optimized better so we all could enjoy it!

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You should try this little modification

 

The only concern with this new version, IMHO, is a level rise too fast.

And levelling up means meeting zombies, let's say, a little bit too aggressive early in the game...

Also the quests become too quickly harder.

 

So I multiplied the levelling time by two (you have to kill twice more zombies). However, because I am curious to test different skills, I now receive 4 points per level.

You should really test that.

 

In the progession.xml file, just change one of the first lines to get that:

<[color=#990000]level[/color] [color=#990000]skill_points_per_level[/color]="[color=black][b]4[/b][/color]" [color=#990000]experience_multiplier[/color]="[color=black][b]1.0149[/b][/color]" [color=#990000]exp_to_level[/color]="[color=black][b]20000[/b][/color]" [color=#990000]max_level[/color]="[color=black][b]300[/b][/color]">

Hope my English is understandable enough.:confusion:

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What are the actual requirements to build forge, I cant seem to figure it out. I'm player level 9, intellect level 3.

 

Loving Alpha 17 so far, 100% improvement, looks great and has so much still to do. Plus, the zombies are now a threat. Thanks guys.

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Land Claim Block Exploit

I was going to report this after breakfast but I thought I would ask here first. If anyone wants to try it & beat me to it that is fine too.

I tried my first night tower defense for the first night & stacked 5 W/F's & got on top of a Small Boulder, picked up any W/F's it took to get up there. I placed a Claim Block on the top W/F & the Z's took care of the Boulder & lower W/Fs but I had myself a Hovering Safe Space.

I tried it again in the new XP, still works & I even added another L/C/B Hovering up there.

 

Works with just W/F's but the L/C/B's look cooler floating there, going to see how big I can get it to make it fall.

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What are the actual requirements to build forge, I cant seem to figure it out. I'm player level 9, intellect level 3.

 

Loving Alpha 17 so far, 100% improvement, looks great and has so much still to do. Plus, the zombies are now a threat. Thanks guys.

 

If you hover over the lock icon on the right hand side it will tell you the requirements. You need to be level 20 and intellect 4 to unlock the forge.

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If you hover over the lock icon on the right hand side it will tell you the requirements. You need to be level 20 and intellect 4 to unlock the forge.

 

Cool, thanks Kosmic. Just found this in another post as you answered. Phew, a bit to go so far. The hover over tool tips is good once you see it. Cheers

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What are the actual requirements to build forge, I cant seem to figure it out. I'm player level 9, intellect level 3.

 

Loving Alpha 17 so far, 100% improvement, looks great and has so much still to do. Plus, the zombies are now a threat. Thanks guys.

 

Forge = level 20 character. If you're on the skills build page, you can hover your cursor over the "lock" icon and it'll show you the prerequisites for obtaining the next skill.

 

I think quite a number of us are trying to get used to having to wait until level 20 to get a forge, considering some of us at level 15 were already getting cops and feral Wights due to screamers, but didn't have a good enough base to protect ourselves... hopefully the forge level is changed before stable is released. (to try to make better tools, bullets, etc)

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Never mattered in the other experimental builds!!!!!!

 

So you are saying TFP is only allowed to have those bugs in experimental that they already had before? :cocksure:

 

Forge = level 20 character. If you're on the skills build page, you can hover your cursor over the "lock" icon and it'll show you the prerequisites for obtaining the next skill.

 

I think quite a number of us are trying to get used to having to wait until level 20 to get a forge,

 

Actually the chance to find a working forge is really high at the moment. I find lots of working workstations,forges and chem stations at traders and in shops and garages. Actually I think it is a bug because the RNG values for workstations are not in line with the comment in blockplaceholders.xml on the first line. According to it the chance to have a working forge in a trader is exactly 50% !

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I think the Wood Spike Traps should be bloodless initially.

 

Agreed. I liked that you could tell easily if they were damaged because they became bloody after being damaged. Maybe this can be restored?

 

We dropped down to warrior mode from nomd hoping i would get rid of the stacked exp horde spawning, and while I think it id, the zombie feel underpowered health wise. we dropped max zombies per player on day 21 horde night, and that did improve framerates, from 17 fps on day 14 to 25 or so on day 21.

 

Still really low, but an improvement.

 

Even on warrior, zombies are tearing through flagstone like butter. Concrete will be my next unlock.

 

We had concerns about rgw world size, and it looks like thats confirmed at default size. It looks like you can drive across the entire map on the bicycle in one day! That seriously devalues the benefit of later vehicles.. we don't need more speed, so they only offer storage.

 

Also, the bike's mod slot should hold a flashlight to be used as a headlight, and I'm really hoping the bike gets an alternate ringing bell sound as it's horn. The bike feels and handles great! a high jump might be nice, as well as a tighter turn radius.

 

Speaking of which, why isn't there a controller button mapped for the horn while riding?

 

The bike riding is very smooth, but it looks like it should speed up more going downhill.. going uphill has a significant speed slowdown, and I'd think the speed multiplier would be the same going downhill.

 

 

POI editor pimps: AMAZING game changer work! Could a skate park trader challenge be possible now? The challenge would only be completed if you stay on your bike.

 

A half destroyed skatepark, a underground mine with minecart rails, a construction site, or small coaster would be great new locations for the challenge, and they could be limited to 1 per rgw map to make them a more unusual location to stumble across.

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Forge = level 20 character. If you're on the skills build page, you can hover your cursor over the "lock" icon and it'll show you the prerequisites for obtaining the next skill.

 

I think quite a number of us are trying to get used to having to wait until level 20 to get a forge, considering some of us at level 15 were already getting cops and feral Wights due to screamers, but didn't have a good enough base to protect ourselves... hopefully the forge level is changed before stable is released. (to try to make better tools, bullets, etc)

 

Thanks for the information Joonbug. Agreeded, trying to ramp up by mass zombie slaughter. Doubt I will make it to lvl 20 before day 7. I will just need to find a hide out building to sacrifice, don't want my base messed up. Its certainly a learning experience, but a good one. Getting pretty hand with melee attacks. Bandages are essential.

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Im not here to complain or try and get others to agree with my opinion. But what I would like to say is -

 

Fun Pimp Coders!-

Please activate this line of code

onSelfItemCrafted

and make it able to be triggered only on a selected item crafted like this

<triggered_effect trigger="onSelfItemCrafted" item="meleeToolFireaxeIron" action="AddBuff" target="self" buff="meleeToolFireaxeIronXP">

 

Also make CraftingTier a individual item stat again not a overall player stat. Doing this would allow us modders to make a real progression system again to help calm your players that really, really, really dislike your new Fallout nock off progression system you have decided to go with.

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Forge = level 20 character. If you're on the skills build page, you can hover your cursor over the "lock" icon and it'll show you the prerequisites for obtaining the next skill.

 

OMG, we never noticed that lock tooltip, and no one had mentioned it at all! Maybe the popup field size can be expanded to the entire perk text, not just the lock icon?

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Please first fix the performance of structures or enclosed places. it is impossible to play like this. And the difficulty of zombies I love now, but when you clean a house you can not move 10 meters away and there are zombies inside again!

Thanks, very good game.

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Please first fix the performance of structures or enclosed places. it is impossible to play like this. And the difficulty of zombies I love now, but when you clean a house you can not move 10 meters away and there are zombies inside again!

Thanks, very good game.

 

If you clear the whole house, no more zombies should spawn there. That is my experience so far.

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Shotguns. Is there a plan to be able to put reflex sights on them, instead of scopes? Scopes that can be put on are way off on the model. Another concern is the vehicle steering. I have to keep changing my mouse sensitivity, maybe we could get a seperate slider for vehicle steering versus the general mouse look? Also there's a lot of blocks that are way too shiny, which is killing performance. As well as when a mass of zombies show up it starts to kill framerates as well. and Are we going to get our FOV selection back or do we need to just rely on using the console command from now on?

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So I just started farming because animal spawns are unreliable and infrequent and apparently it costs five of any crop to make one seed. and harvesting a crop only gives one crop.

 

How is that even remotely sustainable? Am I missing something or is farming not even worth your time anymore?

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So I just started farming because animal spawns are unreliable and infrequent and apparently it costs five of any crop to make one seed. and harvesting a crop only gives one crop.

 

How is that even remotely sustainable? Am I missing something or is farming not even worth your time anymore?

 

Plants regrow without needing to plant new seeds

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Fun Pimps

 

First and for most I have gotten far more then my money’s worth out of this game (2100+hr), but I feel it is running down a rabbit hole that will kill it. This is your game, I’m just playing it so if you’re happy with it so be it.

 

Settings that we play at

Insane

10% loot

Always run

Delete on death

No loot respawn or air drops

 

Now to be far I played a17 to level 50 before I opened my mouth, but after level 20 I was mentally done with it. There are a few things that I have been growing to dislike more each day, and some things that I feel are flat out killing the game.

The game I loved was an open voxel world that you could play however you wanted. Now it just feels like a zed killing game with a little bit of crafting. When I played I felt like I was locked in a play style box. Now I know people would sometimes take advantage of the open play style but guess what people suck, and it was there loss. The world will always have someone taking the easy road. For me A17 is a play it once and move on to the next game.

 

I know we have always pushed what you could craft from a few parts in this game but wheels, hog frame, hog front end, 4x4 chassis, gyro chopper blades, and guns. I feel we have gone too far with them, I would like to see them as rare loot finds or rewards from trader missions.

 

I would love to see the need to recharge our powered tools and toys. Mining helmet, night vision, flash lights, and nail gun.

 

So you ended meals on wheels. I have no problem with that, but I now have more food then I could ever need. The large farel hogs are every ware and I now have 3k meat and more leather then I could ever use.

 

I no longer have a need to go out and raid, and base building is dead. I have built some grand bases in my time but the resource gathering makes it ridicules and pointless. This deeply saddens me as I was looking forward to the new AI pathing to make it more difficult.

 

Before If I would start my forge and leave my base I would come back to a ton of zeds but now it don’t seem to matter

The zed trains of old would run past and then stop a long way off and wander around for a bit , but now they stop and slowly walk to you even if you move.

 

The new rad zone needs to kill you slower at first. I was out on the bike looking around and found myself in it, before I could find my way out I died. I wish I would have been able to know where was safe and not safe.

 

Thinking about all you have said and this part "Now it just feels like a zed killing game with a little bit of crafting" is a sad truth. Really sad in my opinion!

 

In fact, TFP staff said during the long process of releasing alpha 17 that zombie killing would be something we only do if really necessary, but the way they put it in the game (you can't properly level up without killing zombies and a lot of them) the killing became the main thing.

 

I do agree with the slow progression but zombie killing should not be the most important way of obtain XP and level up.

 

I really think TFP could diminish the XP gain for killing zeds harshly, divide the current amount by 10 (example, ordinary zeds give you 700 XP, it could be reduced to 70), and after you complete some relevant construction or harvest (example, maybe after 20 blocks upgrade or 30-40 harvest things/destroyed blocks/cleared trees) the player gain a large bonus of XP.

 

I thing it would make the game return to its origin.

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Never mattered in the other experimental builds!!!!!! What about all the people who dont have the best of the best computers? We paid for the game also and haven't had a problem till now!!!! I have seen several that say the same thing, The concept is great but the game should have been optimized better so we all could enjoy it!

 

They are optimizing as we speak. If you want a stable experience then wait for stable. If you want to come along for the bumpy/messy ride thru experimental then hop on. Realize tho that you made the choice to endure the likely buggy problem filled experimental portion of the ride.

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Why are most perks gated with levels? It seems to limit the player.

 

Yes, one of the most annoying things. I guess that's how they want to stretch the gameplay, sadly it only makes it more boring because of forcing the player into a single style of play.

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