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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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A quick question with regards to the new biomes setup.

 

Will the mining resources change as far as biome specific types change? Ie will we still need to find the sub biome to get the resource that we find in the plains now or will the whole distribution change from what we have now?

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*quickly adds everyone to the ignore list so I only see posts from Fun Pimps staff!*

 

At one point i thought it would be neat feature to have this the other way around. Instead of ban, you would temporarily select bunch of users (with orange and green names :D ) and see all their post in a certain thread in a chronological order.

It'd make it easy to skim through important stuff.

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Guest Rassilon
A quick question with regards to the new biomes setup.

 

Will the mining resources change as far as biome specific types change? Ie will we still need to find the sub biome to get the resource that we find in the plains now or will the whole distribution change from what we have now?

 

And regarding to that, what is the state of the Perlin-Worm Cave System that was talked about in the early A16 Preview Videos?

 

Is this completly scrapped or still planned/comming for A17 ?

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[Madmole's raw cookies with commentary]

 

This is perfect except, dont'cha know people who post pictures of their lunch on the internet deserve what they get? :watermelon:

 

+1

 

It would make sense if burnt forest would be sub biome of forest and wasteland would be sub biome of rural area that got bombed.

 

The wasteland was originally an urban area, I would say, since the ground is completely saturated with building rubble.

 

A quick question with regards to the new biomes setup.

 

Will the mining resources change as far as biome specific types change? Ie will we still need to find the sub biome to get the resource that we find in the plains now or will the whole distribution change from what we have now?

 

It will have to change, unless A17 also overhauls subbiomes. I would use it as an opportunity to rethink biome distribution altogether. I liked someone (Roland's?) idea to use the plains art as a transitional border between desert and the other grassy/dirty/forested biomes.

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70 new dungeon POIs seem like a great fun. And i am not so worried about having too much of them as some might be. But i think the "one clear path through a POI" has its disadvantages. Easy access with low quality tools makes them OP for early loot. It would be good to have hard to access rooms - steel door - that i'd have to return to once i have better tools.

 

Will there be regular POIs with high level of detail in a17? Possibly without a low resistance path and with some sections totally blocked off. And possibly with randomized hidden loot locations.

 

I think it's great fun to clear out the whole house and maybe weeks later discover that this house actually had a hidden room that you never saw. A hidden cellar door behind the fridge, a hidden hatch/ladder under a sofa, a hidden attic that had no ladders going there, etc.

This would add so much to the exploration. You might discover cool "high level of detail" locations long after being through most of the content.

 

EDIT:

I just watched the video again and MM actually said "...70 new dungeons and POIs" So the "70" might not all be dungeons.

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And regarding to that, what is the state of the Perlin-Worm Cave System that was talked about in the early A16 Preview Videos?

 

Is this completly scrapped or still planned/comming for A17 ?

 

I second this. The caves we used to have where it opens into that huge room that sometimes was flooded with water, that was brilliant, nowadays we just have tunnels that have a dead end somewhere and there are not even rotten corpses inside there anymore. Would be nice to have sleeper zombies, a bit of loot, and these gorgeous rooms inside them again.

 

SPW9osD.png

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Check out the new Perishton and silencer weapon mod!

 

 

It looks great, you get a better sense of place with more variety in towns and I really like the dungeon concept for houses. It's going to make looting houses a lot less repeatitive. I like the weapon mods as well and I think crafting guns instead of putting them together with parts will be more interesting also.

 

Maple forest is just forest... plains is just basically desert nobody is losing anything really other than these can be sub biomes now.

 

I used to get confused between the 2 different forest biomes and the desert and plains when I started playing the game because they're so similar, so I'm glad they're going away.

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And regarding to that, what is the state of the Perlin-Worm Cave System that was talked about in the early A16 Preview Videos?

 

Is this completly scrapped or still planned/comming for A17 ?

 

They've also been made more dungeon-like complete with Goblins, Cave Trolls and a Balrog at the end.

 

Sorry, couldn't resist :-)

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Max Stamina = Fullness level

Stamina will only regen up to the modified max (how much fuel you have in the tank AKA Food.)

Keep it topped off longer with good hearty foods that will provide an over time fullness rather than a simple jolt of energy

 

Water controls the regen rate of both stamina and HP (current value and max). It will also restore some Stamina. If you're dehydrated you regen stamina and hp slower. (Min 25% regen speed) This means that eating while low on water won't do you as much good as eating while hydrated.

 

HP is how much fight you currently have in you. The modified max hp is how banged up you are. (Min 25% of actual max hp) This means that you can quick fix some bleeding and such in a fight (hp) but for each point of health lost you lose a fraction of your max HP. Using higher end healing items will restore this, as will time. Similar to a recovery time after a bad fight. Patch it up proper and it'll heal faster, let it go and it'll still heal, it will just take longer and give you less overall hp for your next fight.

 

Thanks for the clarification, but honestly this new system seems confusing and I prefer wellness more.

 

There is no more hunger bar. Hunger can now be tracked by the shrinking of max stamina. This is great because now hunger means something the entire time it builds within your character.

 

Not only that, but it also means 2 bars in one so no more need to mod the game to constantly keep track of hunger. But we all know you will want the stamina bar gone next, hehe.

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I won't confirm or deny anything but those things are obviously level designer tools.

 

Ingame you wouldn't need more than a compass marker.

 

I'd suggest to have a cup of tea and calm down but...

 

You mean like settling down and not freak out because there is question marks breaking immersion in the video of a current work in progress alpha version of the game? No way!

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70 new dungeon POIs seem like a great fun. And i am not so worried about having too much of them as some might be. But i think the "one clear path through a POI" has its disadvantages. Easy access with low quality tools makes them OP for early loot. It would be good to have hard to access rooms - steel door - that i'd have to return to once i have better tools.

 

The room would have to have steel walls too which makes it quite artificial. Better just accept that experienced players have "ways" to loot weapon boxes when their scavenging skill is so low that they find only 4 oil in them. At least that is a clear advantage of leveled loot.

 

I think it's great fun to clear out the whole house and maybe weeks later discover that this house actually had a hidden room that you never saw. A hidden cellar door behind the fridge, a hidden hatch/ladder under a sofa, a hidden attic that had no ladders going there, etc.

This would add so much to the exploration. You might discover cool "high level of detail" locations long after being through most of the content.

 

Yes, a nice feature. Lots of player-made POIs have such rooms. The disadvantage is that room-sized hidden spaces are easy to find if you look for them (except if they are underground). And once you know such a hidden room, you have another easy to access OP room for early loot in the following play-throughs.

 

Case in point, in Ravenhearst I always loot the blue houses with the entrance to the side with the kitchen directly behind the entrance. Lots of them in the game and in the attic...

 

You mean like settling down and not freak out because there is question marks breaking immersion in the video of a current work in progress alpha version of the game? No way!

 

I accept the ridicule as deserved, reject the "freak out" as too harsh, and offer my tinnitus as explanation why I didn't hear a probable "developer tool" mention in the video. :crushed:

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Yeah, it's somewhat limited.

 

But if it's the same user picturing everything in a negative light again and again and again and... I just don't care any more because this person will never be pleased with anything and unspecific negativity is simply unproductive. *shrug*

If someone is offended by that I fully support their right to feel offended

 

Of course. Feeling offended is a right. But being offended is in the eyes of the beholder as well.

 

Okay. Lets try to be on-topic here.

 

 

In A16, in Random Gen, you can often see POI's being placed in such a way that they are either located on top of a circular 'column', or on the side of a mountain, within a cylindrical cut-out. Is this an issue being looked at? It's not game-breaking, but it's rather immersion-breaking. Thanks for the help.

 

 

 

 

 

There ya go. I hope this was positive enough? I can always add flowers/unicorns/sparkles/praise if deemed necessary.

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I second this. The caves we used to have where it opens into that huge room that sometimes was flooded with water, that was brilliant, nowadays we just have tunnels that have a dead end somewhere and there are not even rotten corpses inside there anymore. Would be nice to have sleeper zombies, a bit of loot, and these gorgeous rooms inside them again.

 

SPW9osD.png

 

What Alpha had those cave systems?

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Of course. Feeling offended is a right. But being offended is in the eyes of the beholder as well.

 

Okay. Lets try to be on-topic here.

 

 

In A16, in Random Gen, you can often see POI's being placed in such a way that they are either located on top of a circular 'column', or on the side of a mountain, within a cylindrical cut-out. Is this an issue being looked at? It's not game-breaking, but it's rather immersion-breaking. Thanks for the help.

 

 

 

 

 

There ya go. I hope this was positive enough? I can always add flowers/unicorns/sparkles/praise if deemed necessary.

 

...needs more cow bell.

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So today I heard people are buying Far Cry 5 to use as a fishing simulator. so...When do we get Fishing? I want to catch Bass, Zombie Catfish and have a gator/caymen wanting to try and eat me.

 

Simply visit the steam forums, full of bait.

 

After 2 Hours you are alowed to spawn 2 Pices of meat as result

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In A16, in Random Gen, you can often see POI's being placed in such a way that they are either located on top of a circular 'column', or on the side of a mountain, within a cylindrical cut-out. Is this an issue being looked at? It's not game-breaking, but it's rather immersion-breaking. Thanks for the help.

 

 

There ya go. I hope this was positive enough? I can always add flowers/unicorns/sparkles/praise if deemed necessary.

 

As a test case for the unicorn/sparkles mode of communication I give it a 10 out of 10. If the question itself was not just an example, the gist from lots of developer posts is:

It is a known issue (which means it is on the todo-list), but A16 won't get any further patches. It also seems more of a calibration issue of the RWG than just a single bug one can correct and be finished about it (this is just my personal impression though). If you see such occurances in a few months in A17 experimental/BETA, post the seed and coordinates in the relevant bug thread.

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The room would have to have steel walls too which makes it quite artificial. Better just accept that experienced players have "ways" to loot weapon boxes when their scavenging skill is so low that they find only 4 oil in them. At least that is a clear advantage of leveled loot.

 

Concrete walls are enough.

I'm talking about a16 dungeon towers. For example, you can go through the huge "book tower" with just a stone axe on the first week. Once you follow the path you can access most of the loot without much resistance. It might be the case that you get all the "important" books on that single building and never have to look for books again.

 

It would be cool if there would be some bookshelves on the first 3 floors but past that you'd have to break down iron bar in a staircase or dig out some rubble to get to next floor.

 

Yes, a nice feature. Lots of player-made POIs have such rooms. The disadvantage is that room-sized hidden spaces are easy to find if you look for them (except if they are underground). And once you know such a hidden room, you have another easy to access OP room for early loot in the following play-throughs.

 

Case in point, in Ravenhearst I always loot the blue houses with the entrance to the side with the kitchen directly behind the entrance. Lots of them in the game and in the attic...

 

The bigger the building the easier it is to hide rooms. And little storage rooms can be hidden even in small houses.

The point is though, there should not be huge rewards there but rather couple of rng speciality boxes that might have some specific loot in them. Something you would find in a specialized store building.

And the underground... You could build a little bunker there, like someone hid there with some cool loot he/she hoarded before they got infected. Could be very immersive. Candlelight and berdoll... maybe even a workbench.

 

Hidden cellars could even be random. Like many layouts that fit to many buildings that have multiple places where the entrance could be hidden.

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What Alpha had those cave systems?

 

11 if i remember correctly

...those caves were deemed too numerous. And they kinda were. Since zombies didn't path down them, like, at all, they were natural hideouts.

but zombie spawn in them, even in a close one

i remember being hit by a "zombie rain"

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