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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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Without mods what difference is there between a level 1 and level 5 sniper rifle? Why is a level 5 one all you need? Is it the extra durability that makes the difference from a level 1 gun?

 

Nope the perks. Thats where the REAL quality of the weapon comes from

 

- - - Updated - - -

 

Adding in the Scrap part would just be mean :) Iron is pretty darn scarce in early game. But somehow I think you know that Jax <ha!>

 

But I have always wondered why 'wood' was basically just for internals. I think if it were a viable very early game build then it would add to progression.

 

Personally I'd rather see additional Stations like you & WoW do. A Primitive Forge to cook Iron. Advanced Smelter for Steel. I'm okay with slower progession if there's still -progression-. Atm it feels like there's a fair number of 'bits' missing that would/could liven up early game while still having something to work for in middle & late game.

 

I like this as well. Unlock the forge at day 1-5 for making lower tier mats including concrete. Then a second upgraded forge like a blacksmith station you can lock to 20 or 30 that makes forged iron and steel perhaps.

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So far Durability & number of Mod slots seem to be the only differences.

 

And w firearms having multiple thousands of durability, that alone doesn't intice me to 'upgrade' unless I loot it.

 

Lower Durability but heavy use items like axe, pick, melee weapon; for those more durability is worth an upgrade as it comes. At least to me since it means I can likely save a backpack spot by not having to pack around repair mats.

 

modslots = quallvl -1 , that' what it's supposed to have.

 

Each mod also ups the damage.

 

For the sniper (MR10) silencer, scope, bipod, magazine, light or auto/burst)

 

So yes, more durability (4400 to 8800, 21 degredation per shot)

 

and purple is cooler than grey. :D

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I would be fine with a makeshift forge from day one that could produce better tools than stone.

 

But I dont see any need for concrete first week if bm hordes would be more balanced.

 

What I mean is if gs is tied to AI and blockdamage. The higher gs the smarter base you have to build. Like these new bases we have seen in threads.

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one question guys, since i cant scroll back the last 200 pages, if the answer was here before.

latest experimental is kind of an early access to a17? accepting, that it still might be a little buggy?

if so, can the savegame be continued in a17 then or do i still have to start a new game?

 

again the question

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Fwiw. Jax got me wondering about Iron. Did the maths, scratched my head. wth-eck? thought some might find it interesting...

 

I've mined approx 16,000+ Stone this playthrough. Maybe only 10 Boulders? Majority was below ground. Bought Mother Lode & Miner 69er as early as possible. Total Iron Ore mined is about ~1,000. So cooked up would be 5,000 Iron or 500 Forged Iron. Made an axe, pick, hoe & hammer so used 20+20+16+12=68. Could build Two rows of Metal Spikes for a 7x7 for 288 Forged Iron. Three rows would take 480.

 

Upgrading Wood w Iron or making Scrap Frames in Forge is similar Iron cost wise. Upgrading Wood costs ~8 wood then Iron costs 12, 40 & 40. Scrap Frames cost 15 Iron in Forge then 40 & 40. So using 92 Iron as an upgrade cost the 5,000 Iron I could have would only upgrade 54 blocks. Those blocks would have 2,000 total hps. (2 'layers' of 1,000 hps each).

 

Looking at Flagstone to Cobblestone. 1 Stone + 1 Clay/dirt = 1 Cobblestone. 1 Flagstone block takes 4 Cobb. Upgrading Flag to Cobb take 10 Cobblestone. Cobb blocks have 1,500 hps total; no degrade path so broken = gone.

 

Say I'd used half the time mining stone to dig dirt. (know it's not that but as an example) 8,000 Stone & Dirt so 8k Cobblestone Rocks. Need 14 to make then upgrade so could build 571 Cobblestone blocks.

 

Currently the next upgrade for either top-lvl-Scrap-Iron or Cobblestone is Concrete.

 

Definately suprised me. Iron felt pretty scarce but.., wowsa. Definately not an early game building material for me :)

 

--------

 

@canadianbluebeer, good additional info. Hadn't realized the per shot degradation was >1, good to know!

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one question guys, since i cant scroll back the last 200 pages, if the answer was here before.

latest experimental is kind of an early access to a17? accepting, that it still might be a little buggy?

if so, can the savegame be continued in a17 then or do i still have to start a new game?

 

it is recomended to wipe all game files after every update. you may be able to play between a17 builds but it may cause errors and wierd stuff in game.

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OMG I was wrong... I got back to A16.... and I just replaced my 457 long gun barrell with a 469... HOW EFFING COOL IS THAT?

 

Wanna counter my points? Maybe make a better argument? Because you are not winning me over.

 

Also, what you call "whining" I call fair criticism.

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All of these complaints on building and the forge has me cooking up an idea.

 

Why not unlock that forge on day one. Let them have it. They can make concrete on day one, cement mix etc. Lock the tools if need be.

 

BUT

 

consolidate the build path. Force the concrete builders to go through the wood path first then the scrap path into cobble and then concrete. Their only limitation then is how hard they work to get it done.

 

I've always felt wood should be sustainable for a few days. It's a survival game right? Wood shacks/shelters should be the first thing people try to make. Followed by upgrading it.

 

I can get behind this. Make a perk tree for building blocks. Makes sense considering everything else is gated behind tiers.

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All of these complaints on building and the forge has me cooking up an idea.

 

Why not unlock that forge on day one. Let them have it. They can make concrete on day one, cement mix etc. Lock the tools if need be.

 

BUT

 

consolidate the build path. Force the concrete builders to go through the wood path first then the scrap path into cobble and then concrete. Their only limitation then is how hard they work to get it done.

 

I've always felt wood should be sustainable for a few days. It's a survival game right? Wood shacks/shelters should be the first thing people try to make. Followed by upgrading it.

 

right, but it is very primitive forge. you can smelt scrap iron, but not ore. make cement and few essentials, like cooking pot, grill. maybe nails. proper forge with all recepies still behind lvl 20. or something like that.

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I thought the new zombie A.I. was supposed to reck poi's if you tried to hide on the roof during horde nights? From my playthrough and every content creator I've watched, I haven't seen this behavior reach a level where they are a real threat to taken down poi's.

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Question:

 

Will Cooking be expanded & balanced? I know this is still not the public release, but I don't really see an incentive to go beyond the 1st level of Master Chef.

 

Yeah, I tend to agree, but for those folks who like to amp out their character for endless stamina, they'll want to get to grandpa's secret recipies.

 

Myself, I'm just curious to know what mutated corn is used for.

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I'm not sure if this is a bug or working as intended.

 

I've played a few horde nights (most of them day 7) so far in SP and I've only had loot drop on one of them. At first I thought it might because my gamestage wasn't high enough. One night I had a few ferals, but the others were all 'regular zombies'. Then I played through two MP day 7 horde nights and neither of those dropped any loot bags. The first one had some ferals and regular cops, the second one (much to our shock and dismay) had 2-3 irradiated cops, 2 irradiated peter parkers, and a slew of ferals.

 

But no loot bags.

 

In that same vein the irradiated cops seem easier now? What I mean is, in A16, it took the concentrated efforts of two us (my friend with a sniper and me with exploding crossbow bolts to bring them down without them exploding everywhere) and this time I had iron arrows and my friend still had a sniper but we were able to bring them down before they even reached our traps. Both angry peters - who seemed unnaturally attracted to just me - went down to my (apparently) pretty awesome friend, Wood Club.

 

Both A16 & 17 were on Nomad. SP game stages have been mid 30s to about 40 and in the last MP game, I was GS 40 and my friend was 39.

 

(Edit: spelling)

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We were both on with local connections with less than a 24 ping, so I don't think that was the issue. Try a horde night on top of the mausoleum and odds are you'll see the same thing. I'd say we saw no less than 15 or 20 zombies replicate the same behaviour. They weren't teleporting... they were knocked down by an arrow, their "ground" animation was 3 blocks below them off the fence, and when they got back up it they popped back up on top of the fence.

 

Can they be knocked off a block with an arrow, or do they just get dropped to the ground? If they can't be pushed off a block, then that was the issue... their ground detection saw the ground on an adjacent block (or maybe the average) did the fall down/get up animation on the ground not on the fence, and when they righted up, they popped back up on top of the fence.

 

Desync issues have nothing to do with ping. It is simply the client and server having different positions for something. Ragdolls are partially synced, but they also have timeouts for when to stand back to an anim. If the client stopped syncing a ragdoll, which is what happens on death, but then started syncing position again, like say when it was not really dead, then it would teleport and would be a bug.

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Dying light had a great mechanic for telling you that you were spotted.. maybe that can be added? It played a startling alert sound that would get your heart racing, and a red eye icon popped up. The red would drain down to white as you got further away to escape detection, and if you managed to get away, it would disappear completely.

 

I don't like that mechanic because how would I know if someone if looking at me? When they get near me and I hear them, then I should know, not by mind reading magic.

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Are TFP playing on increasing XP from mining and building?

People in mp and myself in solo have no reason to build and stuff. Can you guys increase XP a bit from that...

 

if i'm correct, someone , maybe MM said, they are planning to balance it better and decrease xp from z kills and increase a little bit from mining.

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