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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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I was suggesting a chance of being knocked off. When you get a decent bike (fast enough) and you have gas you are nearly invincible on it. you can ride around all night and not worry about zombies. I also suggested they bring back the damage you could do with the bike, but I mean if you hit a deer or a tree on a minibike IRL you would almost for sure get knocked off.

 

 

Maybe if you hit big stuffs (trees, zombies, ...) over a given speed. They can add some "Driving" perk to mitigate/help driving.

 

If they add vehicles, pickups or whatever, the vehicle would take damages from such hits while you won't pass through the windshield.

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Ok, lets say devs should add new item - large backpack. You may equip it like clothes and your inventory space greatly enlarge. But with equipped backpack you cant run, cant crouch, and cant ride minibike, its balance, and only stamina drain is not enough. Now you make decision - many inventory slots, or chance to stay alive after your meeting with lonely zombie. And of course when you take off this backpack with items, or die, all extra slots just drops on ground. Looks balanced, but do you'll be really use it?

 

Then ya prolly say goodbye to prefabs. Goodbye to people making bases cause you wont be able to make anything and carrying 1 thing at a time will kill the fun.

 

As far as the trolley idea. Thats stupid as orhers mentioned the minibike be used iver the trolley and the trolley will just use a extra space in the xmls that could be used for other more useful things.

 

If tfp dont do anything with the BP i not so worried it can be modded. But at least they can do is make it so you can make it larger without editing the dll and have it save on exit and death still.

 

- - - Updated - - -

 

MM i hope the block ids will be fixed in a17. So we have more then 2047 as you were talking bout for a16

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why do those of us that want bigger back packs have to be penalized ????

 

Yeah I don't know what that guy was talking about. Lets just be happy they haven't added weight to the game yet. I'm all for an extra line of inventory. If they want to add this as something that needs to be found in the world I am all for it.

 

If they add it as something you spend 10 points on to unlock it then congrats one being lazy. Why dont we just remove loot from the game and make the game text based so all we do is buy perks and craft at stations all day and not have to you know, scavenge in a scavenging game.

 

Over 50 items have been added to the game in the past few years. Backpacks never grew to accommodate this. Not unreasonable for someone to expect to be able to find a bigger backpack out in the world.

 

Oh and just because, Minibikes should ALWAYS take damage if you hit a zombie. Not sure about trees. I mean they ARE big. But rocks and stuff? NO! Physics is already a major issue with that bike. And if anything is going to knock you off a bike it should ONLY be if a zombie swings and hits you. The idea of an invincible mini bike that you can use with no repercussions to kill zombies and bears is ridiculous and no gamer worth their salt would EVER expect to find such a thing in ANY game that hopes to be taken seriously.

 

But Im not really for knock offs either. I guess the middle ground is damage. Zombies can damage your bike. Yeah.

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Aww man , I missed the whole rake , hoe and grass conversation...and I had a witty line about having smoked grass with hoes before...sigh

 

Now , things like belt pouches/cargo pants etc to add 2-4 more slots would be cool and I don't see that as being completely game breaking or over powered...BUT this game doesn't have inventory item size or weight...as of yet...so...you could stick a bazooka in your cargo pants pockets! <hey ladies>

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If you want knocked off your minibike just drive it into some water. That is enough of an issue to have to worry about. If I got knocked off it every time I ran into something I might as well not build the thing. I just don't get why people want to add stuff that is only going to be an annoyance.

So we'll need a new zombie attack that knocks you off the minibike, into a fire, tosses the bike into water, infects you, and breaks your leg.

Got it!

 

 

The ultimate in minibike storage and bedroll portability

 

[ATTACH=CONFIG]22738[/ATTACH]

 

Ah, what a noob base! No spikes!

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Classes

 

I think the only way you will keep everybody happy with the game is with classes. Scavengers have bigger backpacks. Engeneers get more durability/load per block.

Green thumb gets more from harvesting.

Miner gets more for harvesting minerals.

Arms specialist better with weapons.

Ect.

This will balance the game alot better especially in MP games.

Not complaining im happy with the game as it is, just a thought to help the devision in game styles.

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seed name?!!?

 

i really should start writing these things down.. LOL

 

the Dark

Here Alone

Dark Water

 

pick any zombie movie and make a variation of its name as a seed, thats what I do.. until we got to Dr. Pepper. But that seed wasnt Dr. Pepper, it was in the Dark Waters, Here Alone, The Last seed era when I watched those movies.

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So I'm here to give my own little suggestion for the future maybe even a17?

 

So remember in the walking dead when they explained how the mega hordes of zombies form? It goes a little something like this "Something gets a walkers attention and then other walkers see that he is tracking something so then they follow him and the bigger the group gets the more take notice and follow as well"

 

What I'm getting at is its easy to drive away from some zombies and forget about them, but what if that wasn't the case? What if they kept walking in the direction they last saw you heading and the longer it takes for that zombie to reach you the more likely it is that some of its friends will tag along?

 

Just my addition to this awesome thread~

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In one of the first A16 experimental releases the zombies would keep following you for what seemed like forever. I had neglected to get rid of the enemy memory on the server. I am not sure that that is what caused it but it was cool I thought. You had to deal with every zombie that saw you right away or...later. They would come rambling over a hill many minutes later. I called it the "give me my two dollars" effect.

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In one of the first A16 experimental releases the zombies would keep following you for what seemed like forever. I had neglected to get rid of the enemy memory on the server. I am not sure that that is what caused it but it was cool I thought. You had to deal with every zombie that saw you right away or...later. They would come rambling over a hill many minutes later. I called it the "give me my two dollars" effect.

 

I remember that. I thought it was an early version of breadcrumbs that snuck in. It was very cool. Id be back at base after scavenging and a few minutes in id get a handful of zombies that followed me from a town back to my base. I hope this becomes a thing in the future.

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I think the only way you will keep everybody happy with the game is with classes. Scavengers have bigger backpacks. Engeneers get more durability/load per block.

Green thumb gets more from harvesting.

Miner gets more for harvesting minerals.

Arms specialist better with weapons.

Ect.

This will balance the game alot better especially in MP games.

Not complaining im happy with the game as it is, just a thought to help the devision in game styles.

 

Yeah, um; no. Have you seriously played any games, particularly MMO's, with classes? It always boils down to arguments of "well this ability/skill/thing really belongs in " (whatever class the poster plays "and not in " (some class the poster does not play). Classes do not belong in skill based games. Particularly since classes automatically add "balance" into the scenario, and there is no such thing. "balance" is entirely subjective.

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With classes, they end up being nearly identical because there's just so many crybabies in the world.

I can see Backpack getting out of hand as well.

 

The solution is a cost system: Say you have up to 10 points you can use to improve your character, each point increases minimum game stage say 100-200 points.

 

Things you can improve are:

-Special items (including larger backpack)

-Increased perk start (tired of starting over?)

 

Something like that, everything has a price.

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With classes, they end up being nearly identical because there's just so many crybabies in the world.

I can see Backpack getting out of hand as well.

 

The solution is a cost system: Say you have up to 10 points you can use to improve your character, each point increases minimum game stage say 100-200 points.

 

Things you can improve are:

-Special items (including larger backpack)

-Increased perk start (tired of starting over?)

 

Something like that, everything has a price.

 

Isn't that pretty much a class system?

 

At least that's how class systems pretty much work in certain games. You have a pool to pick various perks and abilities from, and some presets if you don't want to create one. Some even let you have disabilities so you can have more buffs.

 

Granted some games are generally more restrictive (a class is restricted to a move set), or are emergent in that regard and don't really have classes (although you can develop a character to excel at something)

 

Also, you could kind of do this by having players start with x amount skill points, which already kind of happens with the opening quest, and let them decide their starting perks.

 

Now if the skill system were more robust, and maybe you couldn't do everything (not off the bat anyway) so the choice would be important, then a class system would pretty much be there whether explicitly designed or not.

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So we'll need a new zombie attack that knocks you off the minibike, into a fire, tosses the bike into water, infects you, and breaks your leg.

Got it!

 

 

 

 

Ah, what a noob base! No spikes!

 

vhat are deez spikez you zpeek of?

 

 

edit: If you look at Valmod and the way he did classes, you will see that the classes only mean something when starting out and for about the first 25-35 levels, after that most recipes should be unlocked thru a waste of points and you still cant get a minibike too early in the game. I would be against permanent classes and associated restrictions. A title tho, could be added as a perk, and changed with non-refundable points.

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Isn't that pretty much a class system?

 

At least that's how class systems pretty much work in certain games. You have a pool to pick various perks and abilities from, and some presets if you don't want to create one. Some even let you have disabilities so you can have more buffs.

 

Granted some games are generally more restrictive (a class is restricted to a move set), or are emergent in that regard and don't really have classes (although you can develop a character to excel at something)

 

Also, you could kind of do this by having players start with x amount skill points, which already kind of happens with the opening quest, and let them decide their starting perks.

 

Now if the skill system were more robust, and maybe you couldn't do everything (not off the bat anyway) so the choice would be important, then a class system would pretty much be there whether explicitly designed or not.

 

The advantage is you can go without any perks or items or take just a few things. There would a price to be paid however: Your minimum game stage will be increased the more changes you make. I think its near perfect.

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My thoughts about storage and inventory are what is needed is a mindtrack control device that comes in 3 parts a transmitter and reciever and a backpack

 

The transmitter will be special mining helmet that the character wears and transmits a location for the reciever to follow.

 

The reciever will be also a mining helmet but you fit it to a live zombie with the backpack and it follows you until the zombie just decomposes in a time limit which is 7 days.

 

The reciever is totaly destroyed and needs aquiring again but the transmitter and backpack is good to go.

 

Please make this happen i will be unstoppable with my zombie mule sidekicks!

 

I need the space for bullets to defend against the crack commando bears you are introducing.

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And a plasma powered vulture pet instead gyrocopter.

 

Pimps can add all we want, of course. But they have a plan that we don`t even know , no matter that all uf us want stuff to be added. Good and cool ideas all around.

Lets guys wait for Madmole to post whats the plan first and then let pimps work on it.

 

Hype is real. We are curisous and not well being patient. Have a good one there ppl.

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And a plasma powered vulture pet instead gyrocopter.

 

.

 

Yeah baby yeah !! My first idea was a kind of drone_vulture who can spot ennemies and the map for us .. wasn't so bad idea ... special eggs you can find in birds nest, very rare and depend of your scavenging skills.

 

Special skill: can infect players (pvp) and Z.

 

positive: by infected ennemies (pvp) slow down them

negative: by infected Z turn them to running ferals !

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What I really want is better zombies.

 

* Are you under the zombies? Have the zombies DIG DOWN.

* Are you above the zombies? Some zombies could have a special "mining" attack, and go for nearby pillars if you are out of reach.

* Is there an obstacle between the zombies and you? Some zombies should just circle around it, trying to find another way in.

* Bring back smell.

 

I'd also like to see electric traps on POIs! The silo would look much nastier with an auto turret or two and an electric fence. :) But it would be cool to have POIs that are actually abandoned bases, supposedly built by other survivors, which could then use the full range of tricks we have available. Not big ones -- make them just small bases that a survivor might have built as a temporary base.

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Alpha 16 is a dead end. It is not the game. It is step along the way. There is no reason to stick with Alpha 16 and keep making it better and better when the real game is going to be something else. Don't focus on the trees. See the whole forest.

 

Forget Alpha 16 and get moving on A17 and the rest of the game. Alpha 16 is good enough as an intermediate stepping stone.

 

Wtih the respect I ve got for a moderator, you take the problem in is wrong side.

 

Does it means that we should revert to the A15 hotfix version because this one is more stable and playable than the A16.3 B12 ? Does it mean that as "early acess alpha game" if the players complains, they dont have to play a game as soon as a real beta version is comming ? So what will happen if more than 50% of us decide not to play this game because of a crap version, who will report bugs ??? the dev themselves ?? In my country we say that "Customer is the king", we are not crash test dummies.

 

What about having tons of version during summer time, when people went out tu hollydays, then now we are suppose to wait for what, when ?? I use to play a lot of "early access alpha games" and most of them are like, smooth and playable. I prefer beiing stuck in my inventory, than see my fps turning from 50 to 12 in a second. Who build cars in year 2017 like copying other ones, just for the look, but technicaly crap and not safe ?? Chinese, Russian ??

 

Who builds houses starting with the roof first ?

 

This game is full of good ideas,and maybe one of the most exciting one I ever played. After 800 hours playing , once I ll be tired of it, It will be over. Do I have to wait 2000 hours more to have real fun ?

 

With a sick tree you wont have any forest ;)

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The point is that all additional work in A16 wouldnt be part of the final version. EA means not to produce a row of finished games. It means we the Cosumers can participate and get mostly playable "Steps in Development".

 

 

And maybe Customers are kings. But some behave as they have buyed a airbus, not a game for the price of a meal.

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