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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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After such a long wait A17 is a VERY welcome change for me, the combat is a lot more slow paced but in a good way imo, I like that you can no longer loot zombies it is a great balance and i find it really pushes me to scavenge more which i love.

The graphics and pois are really beautiful to look at, like i have been taking a lot of screenshots and they have all looked good, this game is really easy to take a nice screen capture of now, i also like how there is decent loot containers at every poi its a nice feeling.

 

I like the skill system as it is but I understand that that is something that is being discussed and changed i think? I think I would prefer less strict gating but i get why it IS gated so strictly now.

 

My computer died recently due to a power out (i thinks its my psu but not sure) but I can't wait to get it fixed so I can get back into the game!

 

Thanks again Pimps.

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Quick question: can anyone confirm they found 'nerdy glasses' in loot in the current stable release? I'm lvl 36 and no luck yet. I used to find lots of them in previous experimental.

 

Yep; I found 2 pairs before day 7, new game on Navezgane started after stable.

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Quick question: can anyone confirm they found 'nerdy glasses' in loot in the current stable release? I'm lvl 36 and no luck yet. I used to find lots of them in previous experimental.

 

I am on day 4 not yet, but there is a pair at the trader. Chainsaw too lol, got lucky. Going for chainsaw first.

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Is there any reason to stay in it for the "latest_experimental" for new builds? Or is everything going to now be toward the stable version only? Making it 17.1, 17.2, etc.?

 

I wasn't here at the time for A16 stuff, so I don't know what happened last time or what to expect.

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I've sold a dozen of them to traders, scrapped another dozen. Keep looking ^_^

 

I have also found 2 pairs in loot and one being sold by trader. Day 3

 

- - - Updated - - -

 

Is there any reason to stay in it for the "latest_experimental" for new builds? Or is everything going to now be toward the stable version only? Making it 17.1, 17.2, etc.?

 

I wasn't here at the time for A16 stuff, so I don't know what happened last time or what to expect.

 

The next releases will be 17.1, 17.2, etc. And the first two updates will likely come soon and pretty close together. At least that's what happened for 16.1 and 16.2

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After putting more hours in over the holidays the perk system feels such a hindrance compared to A16. I like how the early game is focused on surviving now compared to running around looting/killing everything. But even with the latest build toning level gates down, having certain perks locked behind an attribute feels unsatisfying to unlock. Especially on SP we still have to be a jack of trades compared to A16s freedom to build a character.

 

Example I want to focus on a totally melee looter, but I have to waste points on ranged weapons just to improve my looting and wrenching or dump points into intellect just to get better transport, I'm not going to build anything else so it feels a waste of points.

 

Or I want to try a passive engineer/builder relying on trader and traps but I need to dump points into melee strength or play with just 2 rows of backpack. I get it's to make difficult choices but it also feels odd and restrictive.

 

It would be great if we had different alternatives to reach these perks, maybe trader stocks vehicles at very high prices or maybe we can gather difficult resources + high dukes so he can build 'if' he has a working bench. Or maybe more fleshed out quests for certain rewards. Example I'm building a sneaky ranged nomad, no melee, I don't need to build much or mine resources, but give me a long quest/adventure that unlocks inventory space.

 

Atm I'm dumping points into attributes that I don't really need for my character build.

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The next releases will be 17.1, 17.2, etc. And the first two updates will likely come soon and pretty close together. At least that's what happened for 16.1 and 16.2

 

Ah, okay. So if I don't want any changes atm, just stay in "latest_eperimental". I'll probably just do that unless I see something about the 17.X that makes me want to update to it.

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Quick question: can anyone confirm they found 'nerdy glasses' in loot in the current stable release? I'm lvl 36 and no luck yet. I used to find lots of them in previous experimental.

 

 

i found nerdy glasses and aviator goggles before day 7. i think, it is just randomness and luck. i have not found any ak or marksman rifle, bad luck i guess. i have loads of huntingrifles. i found 3 mininghelmets and military helmet, i found 4 dyes, 2 handles, 4xscope, helmet light, rod and spring replacement, weapon light and some more , i can not remember right now. so i guess overall, i'm lucky enough.

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After putting more hours in over the holidays the perk system feels such a hindrance compared to A16. I like how the early game is focused on surviving now compared to running around looting/killing everything. But even with the latest build toning level gates down, having certain perks locked behind an attribute feels unsatisfying to unlock. Especially on SP we still have to be a jack of trades compared to A16s freedom to build a character.

 

Example I want to focus on a totally melee looter, but I have to waste points on ranged weapons just to improve my looting and wrenching or dump points into intellect just to get better transport, I'm not going to build anything else so it feels a waste of points.

 

Or I want to try a passive engineer/builder relying on trader and traps but I need to dump points into melee strength or play with just 2 rows of backpack. I get it's to make difficult choices but it also feels odd and restrictive.

 

It would be great if we had different alternatives to reach these perks, maybe trader stocks vehicles at very high prices or maybe we can gather difficult resources + high dukes so he can build 'if' he has a working bench. Or maybe more fleshed out quests for certain rewards. Example I'm building a sneaky ranged nomad, no melee, I don't need to build much or mine resources, but give me a long quest/adventure that unlocks inventory space.

 

Atm I'm dumping points into attributes that I don't really need for my character build.

 

Although i agree and the game has become very restrictive now.....ive been told i dont like change and dont know how to play the new builds....good luck....

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Hey.

 

I waited for the stable to be out before giving it a try. My first hour in-game was decent. New graphics, new items, new vehicles. That was nice.

 

Fast forward a few hours, I came across the new Skill system. WTH did you do with 7d2d? Everything is level locked with no common sense. By level 10 I was able to craft ammunition along with pipe bombs and mines while I was NOT able to craft a damn crossbow? I magically learned to craft all that explosive crap with 1 skill point while I am not capable of making a crossbow. Well played in the designing of the game. Well played.

 

A16 made so much sense by leveling a skill line by repeating the same action again and again. Getting better with the bow by using it and developing perks through using it. Now you magically spend 1 point in an area and get better at it. This is pure garbage at this point.

 

I liked the upgrade you guys did to the Zombie AI. However, zombies have become a TOOL. Zombies are a necessity! You can't level a ♥♥♥♥e without killing zombie, except with the cheap quests. I got to the point where I am hunting zombies, they don't hunt me. In A16 I was able to reach level 50 only by crafting, upgrading, gathering resources. Now I am getting a tear drop of exp from a tree while a ♥♥♥♥e TON of exp from a zombie.

 

Does anyone know why did they change it in this way? Any ideas? They took a year to deploy A17, in the meantime wasting time on redesigning a perfectly working skill system.

 

So.. Does anyone know WHY?

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Hey.

 

I waited for the stable to be out before giving it a try. My first hour in-game was decent. New graphics, new items, new vehicles. That was nice.

 

Fast forward a few hours, I came across the new Skill system. WTH did you do with 7d2d? Everything is level locked with no common sense. By level 10 I was able to craft ammunition along with pipe bombs and mines while I was NOT able to craft a damn crossbow? I magically learned to craft all that explosive crap with 1 skill point while I am not capable of making a crossbow. Well played in the designing of the game. Well played.

 

A16 made so much sense by leveling a skill line by repeating the same action again and again. Getting better with the bow by using it and developing perks through using it. Now you magically spend 1 point in an area and get better at it. This is pure garbage at this point.

 

I liked the upgrade you guys did to the Zombie AI. However, zombies have become a TOOL. Zombies are a necessity! You can't level a ♥♥♥♥e without killing zombie, except with the cheap quests. I got to the point where I am hunting zombies, they don't hunt me. In A16 I was able to reach level 50 only by crafting, upgrading, gathering resources. Now I am getting a tear drop of exp from a tree while a ♥♥♥♥e TON of exp from a zombie.

 

Does anyone know why did they change it in this way? Any ideas? They took a year to deploy A17, in the meantime wasting time on redesigning a perfectly working skill system.

 

So.. Does anyone know WHY?

 

Your developers were so preoccupied with whether they could, they didn't stop to think if they should.

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Hey.

 

I waited for the stable to be out before giving it a try. My first hour in-game was decent. New graphics, new items, new vehicles. That was nice.

 

Fast forward a few hours, I came across the new Skill system. WTH did you do with 7d2d? Everything is level locked with no common sense. By level 10 I was able to craft ammunition along with pipe bombs and mines while I was NOT able to craft a damn crossbow? I magically learned to craft all that explosive crap with 1 skill point while I am not capable of making a crossbow. Well played in the designing of the game. Well played.

 

A16 made so much sense by leveling a skill line by repeating the same action again and again. Getting better with the bow by using it and developing perks through using it. Now you magically spend 1 point in an area and get better at it. This is pure garbage at this point.

 

I liked the upgrade you guys did to the Zombie AI. However, zombies have become a TOOL. Zombies are a necessity! You can't level a ♥♥♥♥e without killing zombie, except with the cheap quests. I got to the point where I am hunting zombies, they don't hunt me. In A16 I was able to reach level 50 only by crafting, upgrading, gathering resources. Now I am getting a tear drop of exp from a tree while a ♥♥♥♥e TON of exp from a zombie.

 

Does anyone know why did they change it in this way? Any ideas? They took a year to deploy A17, in the meantime wasting time on redesigning a perfectly working skill system.

 

So.. Does anyone know WHY?

 

See my above post....basically in a nutshell ...we dont like change.....i think the game handcuffs players now and forces them to play the game in a direction that the player may not necessarily want to go. you are right....you have to go hunt zombies now in order to get the points you need to survive or to raise the skills you want to. Too restrictive and not a free choice of play.

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<snipped for space>

 

It's a design choice.

 

During experimental a lot of people were... unsatisfied... with the locking of basic attributes behind an arbitrary point system. Several of us argued (and still do) that basic attributes should be "learning by doing" but as of yet those locks are still in place.

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See my above post....basically in a nutshell ...we dont like change.....i think the game handcuffs players now and forces them to play the game in a direction that the player may not necessarily want to go. you are right....you have to go hunt zombies now in order to get the points you need to survive or to raise the skills you want to. Too restrictive and not a free choice of play.

 

Just hope devs take it as good feedback, there's plenty to like in A17,

 

+ new dungeon poi's although a little heavy handed with the triggered jump scares,

+ the new vehicles, driving my hog to complete quests earning dukes is friggin amazing, hoping more fleshed out quest/adventures to come

+ early game feels way more survival based albeit from a nerfed starting point but at least it's heading in the right direction.

 

but then they took away good things from A16

 

+ level up attributes by doing

+ learn by rng looting books, helps with early game play, "life is like a box of choc dunno wut yr gonna get"

+ i miss zombie corpses, strange sentence lol

 

we had level gates in a16 but now these level gates are locked behind attribute gates and then there's player level gates, too many gates #gategate.

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