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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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Don't think you have to speculate to know 100 slots will not be in vanilla lol.

 

Wow 100 slots that is a lot if flippin slots. I would of been happy if they left it the way it was and just added two slots on the character clothing section for the clothes you take on and off. That way when you need to take something off it doesn't go back to regular inventory so if your inventory is full when you need to take something off you don't have to drop something. If that makes sense lol.

 

Roland said it very well few thausands posts ago, it will break the choise factor ingame. An auger blade or 350 lvl nailgun ? Hmmm. When the bag is full there always be a "hmm". Thats how we love it , most of us.

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This is largely how I'm assuming it will work.

 

Repairing it drops a whole tier, which means the appropriate perk will be even more important.

 

Something seems a bit wonky with loosing an entire tier on what is basically weapon maintenance. It might be what will happen, but I think you will have perks that lets you repair the durability using some resources without tier loss, or not be able to repair it at all.

 

So 6 repair perks for each tier level, possibly requiring more rare and/or expensive resources. I don't know, I hate guessing.

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Roland said it very well few thausands posts ago, it will break the choise factor ingame. An auger blade or 350 lvl nailgun ? Hmmm. When the bag is full there always be a "hmm". Thats how we love it , most of us.

 

Yeah I agree and love it. But with that said the clothing section acts like a inventory slot but we have to deal with the weather and when we have to take something off it goes back into the backpack. Like above if my backpack is full why wouldn't I tie the jacket around my waist or something like that. But i have never truly had a problem with the way it is now I learned to adjust for it. Either way with what they are doing is basically the same thing just isn't beside the character clothing screen menu.

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Yeah I agree and love it. But with that said the clothing section acts like a inventory slot but we have to deal with the weather and when we have to take something off it goes back into the backpack. Like above if my backpack is full why wouldn't I tie the jacket around my waist or something like that. But i have never truly had a problem with the way it is now I learned to adjust for it. Either way with what they are doing is basically the same thing just isn't beside the character clothing screen menu.

 

There is a mod but requires changes to the exe which I don’t like. I appreciate the modders work but would like just xml changes.

 

I know not everyone agrees with bigger bags. It’s just how I like to play.

 

I’m kinda a pack rat and love collecting everything like znation haha

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I can’t say why the developers have chosen this approach. Here are my guesses:

 

1) the devs are crafting a game that has rules and limitations as opposed to a pure sandbox in which anything goes.

 

2) the devs are wanting to increase replayability by creating a framework where choices matter and the game will play differently each time because of those different choices.

 

3) the devs don’t support a philosophy of min/maxing yourself up to God levels in everything as quickly as possible so as to have the advantage over everyone else on a server.

 

4) the devs think specialization makes for a better design for their game but they will allow mods to exist for those who don’t believe as they do.

 

5) the devs are making a roleplaying game in which your character will have strengths AND weaknesses.

 

Personally, I see the desire to be able to get 100% of perks and skills, remove points to respend in other areas, spam crafting, trader abuse, able to remove weapon mods as all part of the same agenda by some to be able to be Gods by Day 7 or sooner and play the whole game at top levels. That is playing the game like an efficiency machine instead of as an actual person living through an apocalypse.

 

Without specialization people will discover the optimal path and always take it knowing they can pick up the tertiary perks later. With specialization people will have to choose to have some strengths and some weaknesses for the whole of that playthrough. It makes them a more realistic character. Maybe they’ll always play choosing the same skill set but maybe the next time they play they’ll change their strengths and see what impact it has on survival.

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Why is everybody so upset about specialisation? Roland said everybody is able do everything. I imagine it like master crafter can craft things faster/cheaper. Master builder is able place block on larger distance/faster upgrade, master of combat can deal more damage but you are still would be able do everything.

 

Some people like to max out their characters stats, if you're playing long enough on a server there's not much else to do after a certain point.

 

Personally I prefer to play dead-is-dead, I don't think I've ever truly maxed-out a character. I'd be pretty bummed if I hit an artificial wall though, has my ability to learn from my mistakes suddenly disappeared? If anything it should get better with practice.

 

Perhaps it's time to make the settings for SP and MP separate things? Tweakable still, just a different set of starting conditions and base settings. Having them both from the same starting point means that the settings have to meet half-way, this leads to the start of either being only half as good as it could be. If they are two different experiences have them as two different starting points.

 

Who knows? Seeing the differences in action may spur someone into looking at the difference in the xml. Stranger things have happened.

 

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Let it dry a bit while you go commando. All good!

 

Same rule as spaghetti, if it sticks to the wall it's been on long enough.

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Originally Posted by KhaineGB

This is largely how I'm assuming it will work.

 

Repairing it drops a whole tier, which means the appropriate perk will be even more important.

 

The problem with that is if it drops a tier do you also then lose the mod that you had installed in that tier?

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Some people like to max out their characters stats, if you're playing long enough on a server there's not much else to do after a certain point.

 

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Same rule as spaghetti, if it sticks to the wall it's been on long enough.

 

I hope that quests and the eventual introduction of NPC/Bandits will increase the end game difficulties.

 

Wringing out your shorts or conducting the spaghetti test on them will never cross your mind if you wear a kilt. Besides, kilts are air conditioned.

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I hope that quests and the eventual introduction of NPC/Bandits will increase the end game difficulties.

 

Wringing out your shorts or conducting the spaghetti test on them will never cross your mind if you wear a kilt. Besides, kilts are air conditioned.

 

A scotsman will never tell you what's under his kilt although he'll most likely show you if you ask :-)

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Wasn't it fixed in a16?

 

shows how much I use them....I don't really know...was it??

 

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Oh, was quality supposed to affect it?

 

 

I thought it was supposed too....last time I used them it was very grainy and I thought they were supposed to be fixed along with stealth ...which now isn't making it into A17. I remember MM used them in a video when he first showed Stealth. * Shrugs*

 

 

MTFGA

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