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Roland

Developer Discussions: Alpha 17

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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The problem appears to be Roland thinks its a survival game with as much realism as possible while retaining the fun and TFP still seem to be exploring what the game should be. I think they look at top sellers and try to emulate some things.

 

Bottom line, one play through and you will know when you can take on some high tier Zombies, target status bar or not. I still don't understand the XP (Fallout 4?) bar, but what do I know?

 

**Edit: With Boss tier zombies patiently waiting in an attic with a pile of loot not being used... This might be the kill shot to believability.

Why are they waiting there?

Who put them there?

Why is the loot not used? Is it stored for a rainy day by the New World Order? A planned massive assault against some group and the supplies will be used then?

 

Kurt Vonnegut said a great story requires everything to want something, even if its a glass of water.

 

one simple way to look at it would be... maybe... maybe... the boss is merely the infected previous owner of the house you are snooping thru. why is the loot not used? hmmm really, what does the zombie want with it... he just wants live human meals he is not worried about ammo that he cant eat.

 

now that to me would be as simple of a reason as any... but the pimps might be like the us military (i spent plenty of years in it to know), they take something simple and make it complicated. :)

 

joel did say they are trying to basically design each one with its own back story so we will find out in due time. :)

 

however, i would have preferred the hp meter of the target be over the target and not in my HUD itself.

Edited by unholyjoe (see edit history)

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I threw up a little bit in my mouth....

 

I am not against modding, however, so I’ll give it a try first but am glad I’ll have options. I’m really glad I’m not one of those poor suckers in the community with mod phobia...

 

Also it’s nice to know there is a line that when crossed it brings more people around to my perspective. ;)

Edited by Roland (see edit history)
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not against your perspective Roland but as i cant feel my dry lips or feel the empty in my stomach i need some indication that my character is hungry or thirsty. i cant rely on the audio cues because they are too ambiguous . with the temperature system bugged my character is constantly moaning about something.... so i then have to hit the B key to see if im too hot or too cold or thirsty or hungry.....

 

someone mentioned horde night , i can just picture the lag as the GUI keeps trying to show the health bar of the 15 zeds trying to break into my base.

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**Edit: With Boss tier zombies patiently waiting in an attic with a pile of loot not being used... This might be the kill shot to believability.

Why are they waiting there?

Who put them there?

Why is the loot not used? Is it stored for a rainy day by the New World Order? A planned massive assault against some group and the supplies will be used then?

 

Kurt Vonnegut said a great story requires everything to want something, even if its a glass of water.

 

 

[Fran and Stephen are observing from the roof of the mall]

Francine Parker: "What are they doing? Why do they come here?"

Stephen: "Some kind of instinct. Memory of what they used to do. This was an important place in their lives."

- Dawn of the dead (1978)

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but the pimps might be like the us military (i spent plenty of years in it to know), they take something simple and make it complicated. :)

 

Too true lol

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Thanks for the video MM. I have some questions.

 

1. I noticed that the stamina will not fill up and that it got worse as the video went on. Is this a bug?

 

2. The icon at the top of the screen that looks like a sun with a sad face. Is that a temperature indicator?

 

Merry Christmas.

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[Fran and Stephen are observing from the roof of the mall]

Francine Parker: "What are they doing? Why do they come here?"

Stephen: "Some kind of instinct. Memory of what they used to do. This was an important place in their lives."

- Dawn of the dead (1978)

 

:) Not a bad take on the situation. The "Boss" zombie has a genetic desire to reach high ground, even if its in a POI. I can buy that.

 

Of course, they missed high ground by one and that is where I will be shooting down on them with my bow/x-bow: The roof!

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The new animations are coming along so nicely! Can’t wait to see more and I hope we get some more advanced movements along with them (prone, climbing etc)

 

New POIs are also looking so good.

 

One big no for me is the new targeting system. This is a big immersion breaker for me. I’d rather discover the toughness of an enemy through engagements and surely bosses can be identified by their character models / sounds / behaviour or even a sound queue. (When you engage in combat with them it could play an alerting SFX or even some power metal)

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HP bars? Hmm, I'll try it for awhile but I already know I'll go the extra mile and get rid of it for myself. Liking just about everything. Very nice work to all TFP ppl.

 

TY for the vid update!

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btw.....Madmole inadvertently showed a brand new feature in the most recent video but you have to be really observant to have caught it. If someone can spot the change I'll confirm it and it may lay to rest one of the biggest #gates we've had around here...

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Yeah, I don't like the HP bar either. Immersion is a key factor to me, and this game has it in spades (Though it is losing some of that, started with block health being a number instead of just looking at how cracked it got). It's why I enjoyed the S.T.A.L.K.E.R games as well as New Vegas and Fallout 4, and it's what drew me into 7 Days to Die. I understand that being able to gauge how difficult an enemy might be is important, but there should be visible or audible cues that could relay that same information without being beaten over the head with a 1990's JRPG mechanic.

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btw.....Madmole inadvertently showed a brand new feature in the most recent video but you have to be really observant to have caught it. If someone can spot the change I'll confirm it and it may lay to rest one of the biggest #gates we've had around here...

 

Ragdoll and knockback on hits?

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:) Not a bad take on the situation. The "Boss" zombie has a genetic desire to reach high ground, even if its in a POI. I can buy that.

 

Of course, they missed high ground by one and that is where I will be shooting down on them with my bow/x-bow: The roof!

 

Why bother killing it? Get on the roof, shoot it once to annoy it. Wait in the street as an enraged boss-zombie ploughs a nice easy path through the building and clears some of the traps while they're at it.

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Ragdoll and knockback on hits?

 

Not what I had in mind. I think he talked about those things but just in context of hitting them with cars. But any impact damage causes the ragdoll and knockback although it is a bit wonky still. I shot a deer in the head with a pistol the other day and it flew back about 100 yards bouncing up and over a ridge. Funny stuff.

 

The new feature is more subtle than that.

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Why bother killing it? Get on the roof, shoot it once to annoy it. Wait in the street as an enraged boss-zombie ploughs a nice easy path through the building and clears some of the traps while they're at it.

 

I like how you think! I will steal your idea, no royalties for you! :)

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Why bother killing it? Get on the roof, shoot it once to annoy it. Wait in the street as an enraged boss-zombie ploughs a nice easy path through the building and clears some of the traps while they're at it.

 

...or just loot the containers from the roof. Looting distance is pretty ridiculous if you ask me. I never felt it needed to be "fixed" back when you had to actually stand up close to a container to loot it. The current distance could make bosses irrelevant if you can continue to carry out "distant looting".

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btw.....Madmole inadvertently showed a brand new feature in the most recent video but you have to be really observant to have caught it. If someone can spot the change I'll confirm it and it may lay to rest one of the biggest #gates we've had around here...

 

I said something a few post back. It might not be what you are talking about. But I don't see what day it was. All I seen was the time and what looked liked a hrat/cooling symbol at the top.

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I said something a few post back. It might not be what you are talking about. But I don't see what day it was. All I seen was the time and what looked liked a hrat/cooling symbol at the top.

 

The 1 (Sun) marker looks like Day 1 to me.

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I like how you think! I will steal your idea, no royalties for you! :)

 

To be fair, using our enemies to do our work is something I stole from the British "Foreign Office"... who I believe stole the idea from the Romans.

 

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...or just loot the containers from the roof. Looting distance is pretty ridiculous if you ask me. I never felt it needed to be "fixed" back when you had to actually stand up close to a container to loot it. The current distance could make bosses irrelevant if you can continue to carry out "distant looting".

 

..and that leads into the #1 gate: Excessive looting!

 

As we all can see, there is only one POI in the world and the world is flat! (Hey, drop 20-30 THOUSAND fusion bombs around and flat earth'ers will be saying "I told you so". Win! I win win win!!! :)

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Everyone here is rambling on about a health-bar (which IMHO needs to be removed if food/thirst-bars are not present on the HUD), and I'm just wondering why bandits and the breadcrumb system are being postponed again and again..

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Who said they are postponed? Stop making mountains out of mole-hills. When they're ready to show they will be shown.

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