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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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Well, that's really just another way of saying: "Play the game how you like".

 

But yeah... I have had similar thoughts :)

 

It is, but the real point was showing that it isn't new. I wonder what the SMB forums would have been like...

 

Also, clearly it needs to be said again...

The entire point of the game is to "get to the top," where "top" means "I can be safe from zombies and not die." That is what drives the perception of progression in a game without a storyline.

My only point: Roland shouldn't criticize players for doing what the game, itself, is motivating the player to do. If "rush[ing] to get to the top" causes the game to be less enjoyable, that's not a problem with the player, that's a problem with the game.

 

Somebody didn't read my Super Mario Bros. example.

 

why can't I make a corn feeder ( Barrel, electrical, battery, pipes, plastic + Corn) that attracts deer?

 

That would be awesome!

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Hello everyone,

can someone help me understand one of the changes in the latest patch notes?

"Sleeper volume padding of .9 in xz for when passive is disabled"

I have no idea what this means:upset:

 

It means russian agents in hiding will get issued 9mm ammunition when they get activated.

 

"The woods are lovely, dark and deep. But I have promises to keep, And miles to go before I sleep, And miles to go before I sleep."

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Ok... guns sell for like 20 Dan coins now.way to much of nuf.... when junk is worth more then a Gunther is a problem......

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Agreed. There are some very interesting notes in this release. This time I'm reserving all opinions until I get in and make it to day 7. Looking forward to it. Thank you for the hard work Pimps and Testers. It's not easy during the holidays but here you guys are still knocking it out of the park, my opinions aside ;)

 

I like this change. And they lowered the attribute costs.

 

People say no level gates. But you need some kind of gate. Level gates, rng gates, or skill point gates. Something has to be there to tell the player "no, you cant have that now, work twords it"

 

Without that there's no progression.

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I like this change. And they lowered the attribute costs.

 

People say no level gates. But you need some kind of gate. Level gates, rng gates, or skill point gates. Something has to be there to tell the player "no, you cant have that now, work twords it"

 

Without that there's no progression.

 

This is just me but, I would like certain things like the 'Forge', not able to be made till you find a working one the player can take apart.

Once you fully break it down (like a reverse-engineering), the recipe for it becomes unlocked and notifies the player a new recipe is available.

 

Also would like for these types of 'Items' that have the capability of shifting your characters tech stages, to be placed in highly dangerous places filled with zeds or whatnot.

 

Still has a gate of sorts, but not necessarily level gated.

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So y'all gave no level caps a try for what, 10 minutes before returning to the old system?

It was an experiment. We thought that it could work. Would work.

It did not.

 

 

 

As far as I know it means you get a loot roll as if your game stage was 50 points higher. It doesn't mean you will get lvl 3 weapons consistently but your chance to get them might be double as high as without the perk or googles. Observe your game stage for a few days in game and you will know what 50 means in terms of playing time.

Between GS 1 and 200 your chance of finding a T6 weapon increases 10x.

It's still low. This is not A16 where you get showered in a purple rain of items but +50 is meaningful.

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It was an experiment. We thought that it could work. Would work.

It did not.

 

 

 

 

Between GS 1 and 200 your chance of finding a T6 weapon increases 10x.

It's still low. This is not A16 where you get showered in a purple rain of items but +50 is meaningful.

 

The big thing for me was no level caps for attributes. You can still specialize now, but anything too game changing will get a level gate behind it.

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I guess you can cook charred meat and boil water. I can make boiled eggs perk less.

 

  • Boiled eggs do not need master chef cook to make

 

Thank you!!

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I think the level gates for stage-defining technology is good!

 

It wasn't needed for solo play so much IMO, but with team EXP bonuses people were unlocking INT10 features on day 5, which gives their group end game tech, so we had to put level gates in. I have no problem with level gates on super powerful perks, I just didn't like them on attributes. There are still plenty of good perks to enjoy at attribute level 10 so specialization is rewarding.

 

The only other option was to make rare ingredients in the crafts, or make recipes super grindy, and noone wants to go there.

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I like this change. And they lowered the attribute costs.

 

People say no level gates. But you need some kind of gate. Level gates, rng gates, or skill point gates. Something has to be there to tell the player "no, you cant have that now, work twords it"

 

Without that there's no progression.

 

Glad team Kage likes it. As mentioned I don't mind level gates on perks, I just hated attribute gates because I'd spend points I really wouldn't otherwise.

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This is just me but, I would like certain things like the 'Forge', not able to be made till you find a working one the player can take apart.

Once you fully break it down (like a reverse-engineering), the recipe for it becomes unlocked and notifies the player a new recipe is available.

 

Also would like for these types of 'Items' that have the capability of shifting your characters tech stages, to be placed in highly dangerous places filled with zeds or whatnot.

 

Still has a gate of sorts, but not necessarily level gated.

 

Then you would join a server and can't find one to break down because someone else broke them all down. Then we'd need to put more in everywhere and that would look silly. Its literally the same as "forge ahead" which noone liked.

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Hoping it becomes sth like a box of chocolates where we don't know what we gonna get. I picture a 7dtd where some zombies are faster than us and make me fear stepping out instead of roaming the map 24/7.

 

Run speed = random? That could be cool. I mean per zombie too, not global.

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Has the "Big" performance Madmole has been hinting at been implemented yet? Just curious because I see some people saying there are gains. I haven't been playing much... waiting on stable.. so I haven't really tested.

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1) Removes zombie loot from zombies, since 'you don't want to receive crap from zombies', 'you will get good loot once it drops', 'zombies aren't providing you with crap all the time'.

 

2) Kills a zombie, said zombie drops a loot bag.

 

3) Loot bag contains 1 corn meal.

 

 

 

 

 

 

Can someone explain to me why zombie loot is A) not completely removed, or B) zombie loot actually drops useful/valueable stuff.

Its supposed to be good stuff. It is game staged though, so maybe there is some junk in there yet. On some mid game chars I got some pretty nice stuff.

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Then you would join a server and can't find one to break down because someone else broke them all down. Then we'd need to put more in everywhere and that would look silly. Its literally the same as "forge ahead" which noone liked.

 

Don't quest reset pois for the quest? seems forges would be rest in them as well, no?

but I understand.

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Can someone explain to me a little better how the concept of 'Loot Bonus' works in regards to Lucky Looter perk and Lucky goggles. I never really got a chance on my last playthrough to progress properly through it to get a better feel for the system.

All I know is, I had reached level 10 on day 3, had picked Lucky Looter 1 & 2, and was wearing Lucky goggles. I didn't really get a feeling that I was getting any more loot than previous playthroughs, and I was still only looting level 1 & 2 tools/guns/items whenever I did loot speciality crates.

Before I start again on new build, I would like to get a better idea on the functionality of this before deciding on whether or not to spend these perk points this early again. My previous assumption was that if looter 1 & 2, plus lucky goggles is giving me +150 loot bonus, I should be expecting to loot mainly level 2 or 3 items instead of level 1 or 2.

I would like to try this out, as a ruthless scavenger/barter expert style, seems it might be a fun build to experiment with, but if its not working quite as I assumed, then it might be worth concentrating on core basic perks first, and then specialising later.

The goggles are like being 50 game stages higher, and the perk T5 is like 250 higher. I think the goggles alone increase your chance to find a pink x10.

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Has the "Big" performance Madmole has been hinting at been implemented yet? Just curious because I see some people saying there are gains. I haven't been playing much... waiting on stable.. so I haven't really tested.

 

i hear a cuddly puppy barking :)

 

get in there and test it for yourself you chicken. :)

 

<rubs puppy's neck>

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Its supposed to be good stuff. It is game staged though, so maybe there is some junk in there yet. On some mid game chars I got some pretty nice stuff.

 

 

Madmole, why loot timer? I like loot being something that you feel rewarded, but not being able to get those bags during horde night is a bit unfair. Imo, those bag should last all horde night and then a timer to get it, let's say one game hour.

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I'm really surprised b238 wasn't released as stable, it's playing really well for me, got to day 8 so far (been playing all day), and it's pretty good, nothing game breaking at all, that I've noticed.

 

***************************************

 

(edit added comment by QA Tester-unholyjoe)

 

there are other issues that might need attention too.

thanks for your insight, glad to hear you have no game breaking issues.

 

enjoy :)

 

***************************************

Edited by unholyjoe (see edit history)

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Trader Jen still has a deep voice... because he is a guy in drag trying to hide from the bandits he double-crossed on the other side of town...

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Trader Jen still has a deep voice... because he is a guy in drag trying to hide from the bandits he double-crossed on the other side of town...

 

are you judging him/her? :)

 

oh... the bandits stole the shipment of steroids that Jen needed. (cant trust no one anymore)

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Run speed = random? That could be cool. I mean per zombie too, not global.

IMO that would be ideal, each zombie would have a range of speed... (min and max) or a factor of "up to bonus %".

 

+1 to +5% variance would add a lot of randomness to their movement changing timings and making us on edge often rather then swing-power-step back-swing-swing routine every time.

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Madmole, why loot timer? I like loot being something that you feel rewarded, but not being able to get those bags during horde night is a bit unfair. Imo, those bag should last all horde night and then a timer to get it, let's say one game hour.

 

The first thing I do each new build is go into my entityclasses.xml and change the "timestayafterdeath" values for animals and loot bags to 3600. Then at least I can survive until morning and then skin all the dogs that died during a bloodmoon and loot all the bags.

 

Maybe it's an idea to give us a dropdownmenu/slider for this in the menu when making a new game?

 

Also another suggestion: A "trader restock" setting in the options when making a new game. So we can change it from the default 3 days without having to modify the xml file. (just like the airdrop option we already have).

I like to have my trader restock every 7 days, just like my airdrop is set to 7 days. I consider it my reward for surviving a blood moon.

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The goggles are like being 50 game stages higher, and the perk T5 is like 250 higher. I think the goggles alone increase your chance to find a pink x10.

 

Yeah. I've been running some tests (using the console obviously) to get a better idea of how it functions. Opened 50 working stiff crates for each variant of my skill setups to see how noticeable the perk points were.

I tested:-

Level 1, Gamestage 1

Level 10, Gamestage 10 - perks spent on Perception 5/Lucky Looter 3

Level 10, Gamestage 10 - perks spent on other perks

Level 50, Gamestage 50 - perks spent on Perception 10/Lucky Looter 5

Level 50, Gamestage 50 - perks spent on other perks

Level 100, Gamestage 100 - perks spent on Perception 10/Lucky Looter 5

Level 100, Gamstage 100 - perks spent on other perks

Level 150, Gamestage 150 - perks spent on Perception 10/Lucky Looter 5

Level 150, Gamestage 150 - perks spent on other perks

 

Each category, tried using them with and without goggles.

 

Now, I get that by only testing it this way, and not levelling naturally, the difference in gamestage is going to be vastly different, so the results may be less obvious than if comparing level 50 and 150 in a real game, but that is not likely to be testable until we reach stable branch, so maybe the best I could manage for now.

 

However, whilst it was possible to notice a difference in loot quality as the tests progressed, the difference between spending the perk points on Lucky Looter, or spending them elsewhere, seemed relatively negligible. In fact, out of the 850 crates that I opened, I only looted 1 level 6 item, and 2 level 5 items - the level 6 item coming in a set when I didn't have Lucky Looter perks.

 

As I said, I understand that whilst the method of testing I have used is of little comparison to natural gameplay, my conclusion is that becoming a Lootmaster specialist early on is definitely not a worthwhile strategy compared to a jack-of-all trades build that occasionally picks a looter perk.

 

Although may I say, seeing its the first time I have really bothered to use the console for anything significant, I figured I would test a fully specced and equipped archer stealth build, and am really happy to discover that it is a beast, so will be looking forward to working down that route when the time comes to actually be able to play a lengthy game again. Great work TFP.

Edited by Sullen Skulls (see edit history)

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The first thing I do each new build is go into my entityclasses.xml and change the "timestayafterdeath" values for animals and loot bags to 3600. Then at least I can survive until morning and then skin all the dogs that died during a bloodmoon and loot all the bags.

 

Maybe it's an idea to give us a dropdownmenu/slider for this in the menu when making a new game?

 

Also another suggestion: A "trader restock" setting in the options when making a new game. So we can change it from the default 3 days without having to modify the xml file. (just like the airdrop option we already have).

I like to have my trader restock every 7 days, just like my airdrop is set to 7 days. I consider it my reward for surviving a blood moon.

 

I like both of these ideas. I'd been thinking about having the airdrops tied closely to survival of the blood moon horde as a concrete reward. I mean it's literally the name of the game, and I've always felt there needed to be a little more pomp tied to it.

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