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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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Guys if we want these threats to be as realistic as possible, we must not sleep until we feed science what it wants and what it wants is accuracy. I look forward to seeing what all the scientists, doctors, geologists, doctors, mechanics, nurses, contractors, carpenters, culinary chefs, morticians, grave diggers, meteorologists, anthropologists, psychologists, janitors, motorcycle enthusiasts, stay at home moms, stay at home dads, whatever Morlock is, guppies, data analysts, server owners, hackers, avengers, professors, coaches, IRS agents and cult leaders come up with in this investigation.

 

I would have added math teachers to that list but we all know no one listens to them...

 

Cute of you to think of me :)

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And that right there is exactly why there is a loss of immersion. I really dont care what the actual numbers are. What matters here is whether Zombie_01 has more loot than say Zombie_02 and that Zombie_3 has different loot than Zombie_04. Thats it, word of mouth, no numbers lore.

 

dont be a ♥♥♥♥ and use actual numbers and percentages most people I know dont like that. Those that do post actual number ruin the game for others prolly have stopped playing the game for what it is and just constantly play math problems in their head. For myself, thats not fun at all.

 

Sorry, not trying to ruin the game for anyone.

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The only real problem with the system is that it needs more common sense, or the appearance of. For example, a mother zombie wouldnt have a gun but a cop or a cowboy would, I have yet to find a weapon on a cowboy, even the cowboy hats are not that common. Its the little things that bring up the question about loot randomness. its the same things that lessen the immersion because there is a lack of lore.

 

Decayed mothers are still using fat zombie loot. Now, should fat guys be more likely to carry a pistol in the first place? That's an argument to have, but it should at least be fixed for the female zombies, because it throws off things like how much canned food you accumulate. Fat female zombies still drop farmer loot, which causes similar oddities. If you're like me and think the system needs more common sense as you put it... there's a mod in particular that's all over that. :biggrin1:

 

And that right there is exactly why there is a loss of immersion. I really dont care what the actual numbers are. What matters here is whether Zombie_01 has more loot than say Zombie_02 and that Zombie_3 has different loot than Zombie_04. Thats it, word of mouth, no numbers lore.

 

dont be a ♥♥♥♥ and use actual numbers and percentages most people I know dont like that. Those that do post actual number ruin the game for others prolly have stopped playing the game for what it is and just constantly play math problems in their head. For myself, thats not fun at all.

 

Point taken, but you have to understand you're talking with a lot of modders here. When you point out x should happen more and y should happen less, it's only natural to verify if the actual results you're seeing are statistically probable. The game can't just be balanced based on too small of a sample size.

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The only real problem with the system is that it needs more common sense, or the appearance of. For example, a mother zombie wouldnt have a gun but a cop or a cowboy would

 

The solution to this is a thorough beta phase

 

Lore can be used in such a way to explain why screamers appear thru talk around a campfire.

 

double plus good. The lore is still missing and (with the advent of more NPCs, quest system and fleshing out of the story) lore can and should be added.

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Suggestion tho Alpha 17 or another alpha.

 

Hello i've been thinking why the cities dont have a sewer, its would be generathing with the roads in radon gen and have some diferent water that make zombies radiated spawn on this place, just to have more dificult to explore and would be very cool to make some hide roons with awesome loot.

 

Sorry for my bad english, i'm not fluent :upset:

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Loot quality is random. There is a modifier on the roll to be sure based on the player's level but there is still a chance for a level one player to get something high quality and a high level player to get something not highest quality.

 

Before they switched to the current model they were constantly adjusting the loot tables and the game would go back and forth between too rare for the high quality stuff to too common. Now it is just right. You get the rare high quality item in the beginning but as you level up and time goes on you begin to find more high quality things. The current system works well to keep the OP things out of the early game but make them obtainable later in the game.

 

The only real problem with the system is that you know how it works and that knowledge ruins the immersion because you understand how the game is simulating finding stuff. The same is true of the heat map and the sleeper system. There really is no problem with those systems until people start playing them based on how they know the game is making them work. A brand new player who purchases the game tomorrow and never comes to the forum won't worry about how the loot probabilities work. They will just loot everything as they play and slowly but surely they will start to find better and better things. If they don't know how the heatmap works they will notice that after a few days of living and working in an area a screamer will show up and call in a horde. Too much knowledge and even worse...too much play strategy base upon knowledge your avatar shouldn't have results in things feeling unnatural.

 

 

 

 

While we are on the subject of loot Roland. I would like to bring up a few things:

 

First I think that you should be able to find something in those storage boxes that you have to break open. Like the ones at the gun store and the Working stiff. I mean busting upon a packing crate only to find nothing inside doesn't make any since. Why ship a box with nothing in it?

 

Secondly, searching book shelves should find something. Why are most of them empty? This seems to hold true even in the late stages. Did people suddenly decide to go on a reading competition during the war? Even more scraps of paper would be preferable to finding nothing. But OFC finding books is always best.

 

Third. I think that the gun store should also carry loads of ammo to in separate ammo storage containers ofc. Not the military ones but something new. I never heard of a gun store just selling guns but no ammo.

 

Just some ideas that could make the game more fun. What do you think Roland? :)

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Hello i've been thinking why the cities dont have a sewer, its would be generathing with the roads in radon gen and have some diferent water that make zombies radiated spawn on this place, just to have more dificult to explore and would be very cool to make some hide roons with awesome loot.

 

Sorry for my bad english, i'm not fluent :upset:

 

That is a good question. I guess it that TFP's just haven't gotten around to making this. It has been talked about several times on this forum over the years. But there is only so much that TFP's can do and so they focus on what they think is best for right now.

Maybe we will see it latter. I don't know.

 

It is a good idea though. :)

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Did you all realize that the Difference between a Q1 and a Q600 Weapons is not that huge anymore since somcewhere in A16 ?

 

I spend my time currently by Balance startequip for my mod, and the Difference at weapons is not longer that much relevant. Today i look deeper in Tools, but if tools are comparable we make mountains out of molehills.

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T knocks them out of the park sometimes. We all have our roles, I'm happy just as host. =)

 

Wasn't trying to take away from that discussion by any means, but I like it when Roland makes you sweat. A sweating Gup is a fierce Gup and a fierce Gup is a Gup I can stand behind.

 

That whole convo is something Pimps need to read.

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If you really care about Quality Balance have a look in this Table

https://docs.google.com/spreadsheets/d/e/2PACX-1vQZNZDeqikaSlofRXEhULm0-AOmxlpyQGn9k54zD2eCetcMkkHUpW-V2uWJ3wzcOeQQucT0nnpSTPhD/pubhtml

 

My way will be to reduce the difference between Q600 and Q1 items to (stay at the Q600 Value )

125% at Startgame items

150% at Midgame Items

175% at endganme Items

But only at the Primary Value = Tools Blockdamage and Weapons Entity Damage

 

This way it simply is not longer so much important which Quality a item is

Here my result for my mod

https://docs.google.com/spreadsheets/d/e/2PACX-1vSmlejN7R6rsiAM-EXeu4fT_0ditup0P22504yeGOV0HKro61GDS6JMUswhJLMAJWodqvYegJQ8zVtw/pubhtml

 

There are still huge Differences at Degration, Buff Chances and other values that make better items worthfull, but the Damage is the Core Value of Weapons and tools that decide between usable and trash.

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Wasn't trying to take away from that discussion by any means, but I like it when Roland makes you sweat. A sweating Gup is a fierce Gup and a fierce Gup is a Gup I can stand behind.

 

That whole convo is something Pimps need to read.

 

Oh Lord, I didn't take it that way. :)

 

Roland gives as good as he gets, which is why I like him.

 

...and I truly do hope the pimps at least consider there are better systems than levelled loot, and more importantly that it's not too late to change it.

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I just think that having a timer (Let's say 30s) to get into a container could better implemented from time to gain access which is an arbitrary figure, into having to manually gain access (container is either locked, jammed, or trapped with consequential mini-games or whatever) into a system where every item or group of items has a value based on how easily it can be removed from the container. Like I said, gathering a pile of lead shavings or whatever should take more time than slinging a hunting rifle over your shoulder.

 

I was also mentally wrestling with an idea where the more knowledge you have in a field, the faster you can get it out of a container. That one may need some more playing around with to make it fit.

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Hi. Been lurking for a while.

Dont forget there is a thrill when you find a purple item on low levels. Especially a shot gun !!!!

I also quite like seeing the belt all full of purple. Getting gear to its max is almost like a mini quest i set for myself. Dont mind grinding to get it.

Purple wrench from crafting and combining and then go dismantle cars gives purple batteries etc.

Anyway plane is boarding

Awesome awesome game. Been gamng since before doom. Best yet!

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Oh Lord, I didn't take it that way. :)

 

Roland gives as good as he gets, which is why I like him.

 

...and I truly do hope the pimps at least consider there are better systems than levelled loot, and more importantly that it's not too late to change it.

 

well you turned me around. I wasn't bothered by the current system because I just can see so many things now as placeholders that are just, and still, getting fleshed out. I would like it if there was an almost impossible chance to have a 600/purple anything with a median at around 450/blue being the best you can combine/buy/scavenge across the board.

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...and I truly do hope the pimps at least consider there are better systems than levelled loot, and more importantly that it's not too late to change it.

 

I just read the conversation. There are some very good ideas to improve the loot system. Definitely worth to be considered by TFP!

 

I have not given it much thought other then the current system feels generic. Just hang in there long enough and the numbers (quality) will get better by magic. Usually i hate generic things in games. It's not that they certainly break the immersion, they just don't deliver it. Basically you grind to have some better numbers behind the curtains to have your gun feel less spongebobby.

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More locations

 

It would be good if there were more locations and vehicles such as railway stations and trains, airports and airplanes and other similar locations, because walking around the city, which is not very different from others (ok skyscrapers are great) is a bit boring after a while. I know that something like that is probably an impossible idea, but it would help improve the game, it would be closer to the real zombie apocalypse. I'm playing 7 Days To Die since Alpha 10 and many of the buildings has not changed, so a few new buildings have been added, but they're still just cities with nothing special. Even if nothing would be added, it will still be my favorite game.

P. S. Sorry 4 my english :)

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It would be good if there were more locations and vehicles such as railway stations and trains, airports and airplanes and other similar locations, because walking around the city, which is not very different from others (ok skyscrapers are great) is a bit boring after a while. I know that something like that is probably an impossible idea, but it would help improve the game, it would be closer to the real zombie apocalypse. I'm playing 7 Days To Die since Alpha 10 and many of the buildings has not changed, so a few new buildings have been added, but they're still just cities with nothing special. Even if nothing would be added, it will still be my favorite game.

P. S. Sorry 4 my english :)

 

I don't know if they have plans for railway stations or airports in the future, but MM did say they are remaking most of the houses for a future release near you. No subways in Arizona where the game is set, but some creepy underground areas with rare loot would be cool. And airports are a must if we get gyrocopters, where else would you find the parts?

 

P.S. Your English is good!

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It would be good if there were more locations and vehicles such as railway stations and trains, airports and airplanes and other similar locations, because walking around the city, which is not very different from others (ok skyscrapers are great) is a bit boring after a while. I know that something like that is probably an impossible idea, but it would help improve the game, it would be closer to the real zombie apocalypse. I'm playing 7 Days To Die since Alpha 10 and many of the buildings has not changed, so a few new buildings have been added, but they're still just cities with nothing special. Even if nothing would be added, it will still be my favorite game.

P. S. Sorry 4 my english :)

 

Your English is fine, so don't worry about it. :) And welcome to the forum.

On adding to the game, it would be nice if new buildings could be added, but I don't know enough about programing if it would create other problems to add or remove. I do know that there is going to be some changes in some houses, and it is possible they will add more buildings, they did when A16 was released so hopefully a few more.

I think a airport would be good, it doesn't have to be a big one, just one of those small types, like the one up the road from where I live. Just the two seater planes, maybe hold four are the type of planes that fly in and out. Something like that would have a hanger, couple of buildings for equipment and such, store a small plane in maybe, or whatever is needed to keep the runway clear. Small office building that would have the normal desk, bookshelf, filing cabinet and hopefully a bit more.

 

Have you checked out any of the mods? There are some great ones that you could check out. War of the Walkers is a really good one; has some fantastic builds, lots of different foods and loot, many different POIs, one town is a Asian town, beautiful buildings. Starvation is supposed to be a good one, lots of animals in it along with buildings added, and NPCs. I haven't played in any, but seen some videos and they are really good. Skippy(0033? can't remember the rest of his name) has created a mod and there is a new one, Ravenhearst I think is the name, and there are more I am sure that you could check out.

Crossing fingers that the fun pimps will check them out and maybe be able to use something from them, it would be nice to have a couple of buildings from that Asian town in a section of a city. And some of the recipes, loot and other.

I love this game too, but for those who have played it for a couple or more years it can get very familiar and older players want some spice added to the game for a change of pace.

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Catwalks-

 

is it possible to make the railing catwalks and board stairs behave in a manner where if you put one next to a catwalk block without, that it drops the railing on the inside that is connected?

 

ie to achieve a railing on one side, but not the other.

 

only within the catwalk family.

 

hope that's clear, always have a hard time spitting it out.

 

would also adore a catwalk corner without a railing :)

 

ps- i know there is a separate railing block, which is useful in situations, but it has to sit outside the block and doesn't line up if you're doing alternating builds

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