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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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It's not the last voted option. It's the option you voted for - although obviously here "you" refers to whoever took the screenshot.

 

I voted a few weeks ago. So that could be possible. Don't know what I voted haha

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You can't buy all the perks in the game with the maximum available points, if I explain it correctly.

 

But what if we are able to get quests infinitely, points will be added for every done ? I think it is this what Gronk thinks. I am confused, too.

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But what if we are able to get quests infinitely, points will be added for every done ? I think it is this what Gronk thinks. I am confused, too.

 

What I'm thinking is that these quests give XP, not the actual points you can spend. And since each successive level requires more XP, one can put an upper limit to the max level you can get.

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I doubt people will love that. Player A pauses game and goes for a number 2..... Player B enters and starts horde night.

 

Well shouldn't be that bad as it shouldn't take long to find a pencil especially if it doesn't have to absolutely be a No 2.

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In A16, a purple shotgun inflicts more damage than a tan shotgun.

 

In A17, a purple shotgun inflicts the same damage as a tan shotgun.

 

It is different and so it is noted on the first page. You are correct that quality tier does ultimately determine damage via mod slots but it doesn’t directly determine damage amount as it has in the past few alpha versions. Sorry for the confusion.

 

So there are magical gun mods that increase damage? I suppose melee will have some simmlar mods as well?

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What I'm thinking is that these quests give XP, not the actual points you can spend. And since each successive level requires more XP, one can put an upper limit to the max level you can get.

 

That makes sense. Seems a little odd to put a max value on the xp when you could just have a logarithmic algorithm which should give you all the points you ever need with less code. You'll still need a max value but that'll likely be in the millions of xp range.

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They feel that we should make choices then the next time we play we can play a different way and make another choice. A way to reset character would be nice without doing a command or editing XML files. But to unlock everything and be a master at everything I can see where they don't want that for the base game.

 

Remember they are not stopping people you can always mod it to where you 100% every perk/skill.

 

From a multiplayer perspective that is a great idea, but it falls apart when your playing single player and have to do everything yourself. Thats why I said make a lving softcap, where once you hit it, you can still level, but you only get 1 skill point instead of whatever the base is. This way, you still have to be careful what you choose because otherwise its going to take a long time before you can fix any mistakes.

 

In a single player game you need: good weapon skills and building skills at the minimum, or else you'll not survive the hordes. Armor is probally going to be even more important now in A17 due to the changes to when zombies can attack and such. Then again I usually just avoid the hordes, as in A16 they aren't worth the time, unless it has alot of soldier zombies, they are bascally the only ones worth killing. I love the rare soldier wandering hordes, such good loot off those.

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Actually, I was thinking of the opposite. The group I play with would like to increase that radius to cover the whole map; so that when one of us is sent out to hunt, one of us stays at the base building, and one of us has gone into the town to scavenge for things, we still share the xp we get for doing those different activities.

 

Currently - and this may improve as balance is tweaked - if you split up and specialise in different activities then you get quite wildly different amounts of experience. It will be nice to all share xp all the time regardless of what we're doing and where we are and therefore be able to let everyone do the activity they enjoy the most without worrying about us all leveling at different rates.

 

Well, its always refreshing to know that some people still abide by communist principals. :)

Although it should work in a game... mostly.

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That makes sense. Seems a little odd to put a max value on the xp when you could just have a logarithmic algorithm which should give you all the points you ever need with less code. You'll still need a max value but that'll likely be in the millions of xp range.

 

If I understand Roland's earlier comments correctly, there isn't a maximum value on xp itself, but there is a maximum value on player level - so any xp earned after you've reached that level are wasted.

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Am I missing something here?

 

What's to stop you maxing out your perks with xp gained from quests?

 

There is a level cap, which means once you hit it, Xp does nothing for you anymore. Only choice then are those challenge quests you can pick up if they still exist in A17. Ark Survival evolved has a level cap and you unlock recipies with skill points bascally, but they don't really have pve base destruction, so you can get by with low end walls and such for single player so you have enough to get the stuff you need. Not the case in 7dtd, where even a concrete base can get ripped apart pretty fast at higher gamestages. I'm worried that I won't be able to make a defensable base in A17 because of the skill point costs, while still being able to max out at least one weapon type. Plus there are other skills you'd need too. This is just a worry of mine for now, and it'll mostly effect people who play the game solo like I do. Will have to see when A17-e comes out to make a final judgement on it, but from whats been revealed so far it has me worried a bit.

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If I understand Roland's earlier comments correctly, there isn't a maximum value on xp itself, but there is a maximum value on player level - so any xp earned after you've reached that level are wasted.

 

Yep, level was what I meant. Still seems a little odd to have a cap set so low when you could effectively get a balanced higher cap with an increasingly crippling algorithm. I'm pretty sure that's going to be a setting that'll be changed by most people.

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The brass doorknob idea is great. There should be more stuff in POIs to scavenge and get brass from, like pipes, lamps and such.

 

I wonder if they'll ever add some rare and unique weapons and gear that gets randomized stats wise like RWG does. I'm not talking about white, purple colored weapons/gear, but a more unique approach to loot that you could get from quests and horde nights/bandit encounters. Would make scavenging more fun and worthwile.

 

I added brass doorknob drops to a16, and it was pretty easy. After day 80 or so, I was still able to keep up ammo supplies for horde nights.

 

Without it, ammo defenses couldn't keep up with horde numbers... You'd spend the entire week scrounging for ammo supplies, and could no longer explore at all. You can even add it to doors that only have brass knobs on them, since they are unique.

 

The other big balance problem with a16 was that after day 100 end game irradiated did SO much damage, that it no longer made sense at all to do a horde night in your base.. between ammo shortages and rebuilding, it made more sense to sit out a horde night in an abandoned poi instead of your base.. making base building almost a waste of time.

 

Early game was great, but there were diminishing returns and less reason to play as game days increased, at least for SP. I think MP had more longevity, because multiple people could build a larger base, and repair and restock it exponentionally.

 

I also hope loot drops are better than normal on horde nights, making them more valuable to participate in, rather than just avoid. There needs to be a reason or reward to let your base take so much damage and to burn through so much ammo.

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So there are magical gun mods that increase damage? I suppose melee will have some simmlar mods as well?

 

The basic club item can have the Spiked mod. Also I heard of the Flaming mod (during Primes last stream) that can set zombies on fire as well as act like a torch.

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Yep, level was what I meant. Still seems a little odd to have a cap set so low when you could effectively get a balanced higher cap with an increasingly crippling algorithm. I'm pretty sure that's going to be a setting that'll be changed by most people.

 

The way it is now you don't get enough points to max everything put unless you go change it to be able to. I'm pretty sure people already have changed it that play vanilla.

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The way it is now you don't get enough points to max everything put unless you go change it to be able to. I'm pretty sure people already have changed it that play vanilla.

 

Is it enough just to change the progression xml file from max_level="200" to lets say 300? Or I also need to increase value of exp_to_level="11250" to higher value?

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There is a level cap, which means once you hit it, Xp does nothing for you anymore. Only choice then are those challenge quests you can pick up if they still exist in A17. Ark Survival evolved has a level cap and you unlock recipies with skill points bascally, but they don't really have pve base destruction, so you can get by with low end walls and such for single player so you have enough to get the stuff you need. Not the case in 7dtd, where even a concrete base can get ripped apart pretty fast at higher gamestages. I'm worried that I won't be able to make a defensable base in A17 because of the skill point costs, while still being able to max out at least one weapon type. Plus there are other skills you'd need too. This is just a worry of mine for now, and it'll mostly effect people who play the game solo like I do. Will have to see when A17-e comes out to make a final judgement on it, but from whats been revealed so far it has me worried a bit.

 

Don't get it wrong I know I don't word things in the best way sometimes but I completely understand what yours and others concerns are. I have no clue other then what the rest of us know so far. I don't think in my opinion they will do this. The game has always been about SP first and multiplayer second. I know this change might seem like it favors multiplayer more and it probably will. I'm sure they will still need some tweaking done after they release it before it is said and done. But based on my understanding and I could be far off and maybe I'm understanding what I want to understand and not what it is lol. But I think if you spend in perks normally to do this or that then the only thing you are going to really truly have to pick is combat style. So you should be able to still unlock workbench, cement mixer and such but when it comes to fighting style you will only be able to pick 1 1/2 type of fight style. Now I could be wrong but you probably are not going to be limited to just 1 1/2 combat style you could put points in a few different things but you just will not get the extra advantage of that combat style if you do so because doing that you will not be able to max out that style. So if I spent my points normal on everything besides combat then when it is done I should have enough or right at enough points to pick and max out one fighting style and 1/2 of another. Again could be wrong but this is the way I'm understanding and hopefully using the right words to describe it lol.

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Yeah not a fan of the making it smaller at first, the amount of space we have in A16 is no where near enough. I hate leaving loot behind because I am sure I read in A16 a poi spawned loot container will not respawn if it has anything in, so I have to manually loot or drop everything out of every container. Has this been fixed in A17? Or did I read wrong and containers that weren't placed by the player will always redo their loot every 30 days whether its empty or not?

 

Loot containers will respawn in A16. The old loot will be there but, if the PoI has respawned since you were there last, as soon as you take the old loot out of the container it spawns the new loot when you close it. I know it works like this because the first time it happened to me I thought it was a bug.

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Is it enough just to change the progression xml file from max_level="200" to lets say 300? Or I also need to increase value of exp_to_level="11250" to higher value?

 

To be honest I can't say I haven't played in awhile been working 6 days a week for awhile now and don't get on computer lately as much. I know a thread is somewhere around here that explains where to go and what to change to max everything out.

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