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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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They should speed up some or at least not stop. Could be wheel friction. I'll add to my todo list to take a look at.

 

Can you also consider a parking brake so to speak for all vehicles and the bicycle? Even a bicycle can be laid on a hill and it'll just sit there. A simple auto parking brake system may help that and limit some of the "lost vehicle" issues. I know I've nearly lost a bicycle multiple times because it slid down a hill into bushes.

Edited by Jackelmyer (see edit history)
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Well, from the concrete mixer... the most you use it for is... well... concrete... so u turn it on... do other stuff and when you come back, it has made a bunch of concrete mix...

 

With the tablesaw it's very different... maybe u need 1 piece of a shape... and 5 of another... and 10.... and etc... so to run each time to the tablesaw for each shape, because u didn't know u needed a certain one... is annoying at best...

 

But as I can't see many (if any) persons agreeing with me... I guess I'm one of few that see this as a problem.

 

This goes back to the "Reality based game play" thing that some people are insanely passionate about. And TFP, based on A17, seems very much on board with. i.e. Table Saw and Cement mixer changes.

 

I get more joy out of a thing when less hassle is involved. So a lot of these "reality based" changes are just pain to me and notably lessen the game experience.

 

I don't really understand it all either. A16, there were comments of "Sure, you can carry 1000(however many) concrete blocks but only 15 water in a stack! That's realistic!". I don't recall the conversations being much worse than that except with a very few people who tend to be very active on the forum. I thought A16 had much better game play personally. The balance was good and it seemed like all camps were roughly served equally save maybe for the PVP camps. *shrug* There's a small Super Insane Difficulty camp that wanted ways to make the game harder. So maybe A17 was really the Realists and the Insane Difficulty camp patches. meh.

 

Content wise... A17... holy hell. It's almost overload lol. Great content release for sure.

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Thanks, but the perk bonus should fix that right?

 

If you were only level 30, but steel requires level 70...a single perk point isn't going to help you no.

 

I found them all to have worked/are working fine with the exception of the Self Medicated one, only cos that perk is disabled...I did report it in the Bug Thread however that they were still on the loot table.

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I'm probably blind here, but is there not a craftable, normal 1/4 wood block? I see it in the creative menu and I think the cement one can be crafted iirc but not a wood version. Was trying to build with the 1/4 3 corner wood block and was only seeing the 1/4 wood SCTR which doesn't line up properly with those.

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I have a question that I can't post in the "is it broke" thread because I am not on a vanilla server, but has anyone else had problems with the tier 5 quests not working? They all seem to be in the same POI, and you have to clear it.. but when you get everyone dead there is one yellow dot.. which you cannot find and cannot interact with it, so you constantly fail the tier 5 quests... Our server admin just plain turned off the tire 5 quests so we can't get them.. best we can do, but wondered if anyone else is experiencing this in vanilla?

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Oh yeah? What do you know? :<

 

Things, all the things, just ask me and I'll tell ya.... joking aside, I know that after about day 3-4 the canned goods are pointless aside from Shalmon and Chili because they have recipes.

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Things, all the things, just ask me and I'll tell ya.... joking aside, I know that after about day 3-4 the canned goods are pointless aside from Shalmon and Chili because they have recipes.

 

... Oil. ;U

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or just cut out some of the canned food and make the rest drop more. Would certainly save me some inventory space...

 

I'd like to see the return of different meat types, allowing for minor buffs depending on the type of meat.

 

Especially when bandit's are put in, long-pig should give some sort of close-combat bonus :-)

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I'm considering just disabling the drops... at day 60 they just aren't worth the trip for a low level gun, enough ammo to off yourself if surrounded, and a pile of canned food no one will eat because we have a farm and more meat than you can shake a stick at (1200!)

 

I think bears are spawned more often later game as a threat, but when you have perks and decent weapons, bears are a meat delivery system.

 

For balance, bears shouldn't increase in later game, and bear meat yield should possibly be lowered so its harder to aquire.

 

 

Also mulling over the upcoming patch.. if its all xml balance changes, why not just hold off until there are more significant changes like rwg fixes, optimisations, more equipment mods, quests, pois, or core code changes?

 

We have modlets to adjust balance pretty easily right now, so they aren't really critical.

 

Also, can you change functionality so itemicons and resources for modlets can be pushed by servers? There are some nice new additions like the windmill for early game power that have model assets that need to be installed on clients, since they can't currently be pushed.

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Oh, also on game progress and how we are seeing it fall out...

 

Early game we occasionally used the magazines for the perks, but once you invest in skills the magazines just pile up or are scrapped as paper.

 

There either needs to be a significant buff from more rare magazines that is more worthwhile, or they might as well just be removed and replaced by more mods.

 

Maybe a Decapitator Monthly 100% chance of Decapition magazine, a Major Miner buff that doubles mining yield, a Bottomless well buff that negates beer drinking effects making the kill while drunk quest easier, or that sort of thing.

 

Adding a buff that requires the major category level makes them pretty worthless now, because you can earn that perk on your next level up.

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Looks like they put something more ( content,changes,balancing ) into the 17.1 expi patch.

Little bit exited...

 

Yes, b8 started building an hour ago, but it still has food/water bugs. There are changes with that and they are working through the bugs and it looks like one bug remains, so b9 is likely. In the meantime I just finished several AI destroy area improvements.

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Oh, also on game progress and how we are seeing it fall out...

 

Early game we occasionally used the magazines for the perks, but once you invest in skills the magazines just pile up or are scrapped as paper.

 

...snip...

 

Every skill and recipe in the game coming from spending points is one of my least favorite things in A17. Don't get me wrong. I like the new skill trees but did EVERYTHING have to move to it? I don't know why anyone bothers even looting a book store now. They went from my "must find" poi list to my "what a waste of a building" poi list. :(

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