View Poll Results: A18 Developer Diary

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Thread: Alpha 18 Dev Diary!!

  1. #14281
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Kage848 View Post
    Is the 25% penalty the only punishment for dying now? Other than bag runs I mean?
    I believe so.

  2. #14282
    Fun Pimps Staff faatal's Avatar
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    Quote Originally Posted by Guppycur View Post
    You added it to the profile picture but not the avatar. Click on your profile, and we see your baby blue's.
    Thanks, I found the avatar section.

  3. #14283
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Viktoriusiii View Post
    @madmole

    Seeing how this deathpenalty discussion continues, even though I am satisfied... I have a question:
    I gave that opinion back in A17 experimental, and a few times since then:

    (no attack, honest question) Why do you guys want to punish the player?
    Instead of rewarding survival and taking that reward away
    (so lower base xp gain to 50% and give *1.5 after one day; *2 after 3 days (so "normal") and *2.5-3 after 7 days survived)
    meaning you aren't punished but rewarded for staying alive.
    It wouldn't cut out all the commentors saying that on multiplayer ppl fall behind, but you can not fall in a "death loop" and be stuck at that level.

    Also it feels just so much better beeing rewarded for staying alive this long.
    Also you can tweek the numbers... make base leveling give 10% of what it is now but go in x5 day 1 x10 day 3 and x20 day 7 or something.

    I feel like this way you do not punish the player who already had problems surviving.

    Factually it is the same... (more or less) but it FEELS different. It doesnt feel like someone clubbing me with a hammer for dying, but someone just took away my bone and I can earn it back if I survive long enough.
    It should be obvious, we don't want players eating glass to get out of infection, dysentery, broken legs, etc. You are getting rewarded now by staying alive, you aren't losing XP. Feels great already. Your method is just reward and more reward. People would have their glass and eat it too with that design.

    Our system takes away nothing. You die at level 42 you are always going to be level 42. It ensures people will avoid death no matter what, which they should, unless they think its a fair trade to get rid of infection to lose some XP. SOme will still eat glass, and we're fine with that now. Before no matter how you sliced it, people would suicide to get out of things because it was safe and convenient and had not much drawback. Now I think people will think twice and thank us for the game play it took to heal their leg or get rid of infection. Those "needs" produce great stories. Being stuck at a certain level might feel good to overcome.

    If I had it my way I'd take away a full level, -5 to all attributes, gaining back 1 per day, respawn starving with 1 health and food and water how they were when you died. But thats my own hardcore version I'd like and realize that would be a nice mod and horrible for a retail release.

  4. #14284
    Fun Pimps Staff faatal's Avatar
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    Quote Originally Posted by MajorMunchy View Post
    don't know if this every got answered but is the bug with the vehicles being silent at top speed fixed?

    They also dont rotate the wheels either.

    This is all from a perspective of the passenger or a civ walking by/someone driving by.

    Don't think a 4x4 should be quieter than sledge hammer hitting dirt
    Not fixed yet. Low priority.

  5. #14285
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by archergod View Post
    If I remember correctly they introduce death penalty to stop players from suicide to heal their broken legs and stuff like that. And Yes, it seems negative, but I really like it. It make us more cautious. Though I hate the part where I have to pick my bag pack, from where I die which is still overloaded with same zombie that kill me.. maybe a bear or radiated and now I am weaker and have no defence to take it back.
    You could drop nothing on death. Its easy enough to throw a rock and distract zeds away from your gear with some stealth. Take some spikes if you must. Usually you can easily kite them away, sprint over there, grab gear and go.

  6. #14286
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Kage848 View Post
    I am going to try lots of different things. But not having the ammo isent the issue.

    If I have 10k ammo and i do a t5 tower and end it with -500 ammo why am I doing the tower? Ammo is my main need in game. If a poi nets me a loss of ammo I'm gonna skip it.
    Its going to cost you ammo. Your reward is XP, possible better armor, guns, tools and gear you might find. Supplies, trader rewards, dukes... its all worth it. If you go in and expect to make gains on ammo then you need your head examined. The idea is the loot is worth it. That remains to be seen and is up to the RNG.

  7. #14287
    Guppycurian Forum Whore Guppycur's Avatar
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    Quote Originally Posted by madmole View Post
    Its going to cost you ammo. Your reward is XP, possible better armor, guns, tools and gear you might find. Supplies, trader rewards, dukes... its all worth it. If you go in and expect to make gains on ammo then you need your head examined. The idea is the loot is worth it. That remains to be seen and is up to the RNG.
    Right now there is a hard loot list limit, which y'all are pretty close to maxing out (255 I think), so adding in special custom loot would get you even closer to that hard cap, so:

    1) Do y'all have any plans to increase the hard cap like you did for blocks and items
    2) Do y'all have plans to have specialty items inside of specific poi's or are you strictly handling those through trader quest rewards?

    I can tell you that as a modder, PLEASE raise the cap. As a player, PLEASE include more poi-specific loot.

    Thanks!

  8. #14288
    Survivor MajorMunchy's Avatar
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    Quote Originally Posted by faatal View Post
    Not fixed yet. Low priority.
    nooooooooooooo. but if it doesn't get fixed i still laugh every time i drive by smashing my horn on the 4x4 and that's literally all my friends hear LOL

  9. #14289
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by MechanicalLens View Post
    If TFP don't give us a reward that is the equivalent/greater amount of ammo per POI, then they would have to compensate with an even greater reward... (Legendary weapons having a higher chance to drop in them, due to special crates, in A19, perhaps.)

    I've run some tests and, on average, clearing out tier 2/3 quests will give you more ammo, loot, XP, and if they're quests, dukes per hour than doing one tier 5 dungeon. Even if TFP allowed us to acquire a similar amount of ammo at the end to what we put in, or even an increased percentage, it would still be inefficient. Doable, but inefficient. Just my opinion, but we need a more enticing, maybe even an exclusive reason to raid tier 5 dungeons.
    I haven't done enough T5's yet to say for sure, but the trader rewards are pretty amazing most of the time. The loot at the POI is more than I can carry out in one trip. I don't know what is enough, but it seems good to me. I'm playing A18 though. I don't recall how bad 17 was I never got past tier 3's before I quit playing.

    I don't think you need to have a net profit in ammo though, that is just stupid. You roll the dice and use your ammo and hope. That is the game. Sometimes you win sometimes you lose. You always gain XP though and get the trader reward so I don't view it as all that bad no matter what.

  10. #14290
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Kage848 View Post
    If i use 700 rounds and come out with 200 that's negative rounds. Main thing I need over all else is ammo. So doing a t5 tower is a 100% waste of time for me

    Except for the fun factor. And they are fun.
    You might as well sit in your mine all day then if stockpiling ammo is your goal. I want better gear (weapons, books, armor, mods, tools, more medicine) so I do the T5's.

  11. #14291
    Hunter
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    I completely agree with you. In fact, this is what I have been saying for the most part.

    But I just want to make this clear, I would not want end-game loot (such as Legendary Weapons) that is exclusive within these t5 dungeons, otherwise at some point in the game, these POI's are all that players would be clearing. It should just be a much higher percentage change that, on average, you'd walk out with a Legendary Weapon, or even two.

  12. #14292
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Trankitas View Post
    When you guys fix all those bugs what happens?
    Kraken.

  13. #14293
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by andrough View Post
    TFP: would it ever be possible to have multiple interiors for one POI that the game can roll for when you initiate a quest there?
    Its already random. All loot boxes are randomly open or closed versions.

  14. #14294
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by MikeRavo View Post
    Hey MM, with Dukes Casino tokens being the in game currency, has there been any thought to making a Dukes Casino POI?
    Uh yeah, that is the dukes base.

  15. #14295
    Tracker Phoenixshade35's Avatar
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    I have something i wouldn't mind being put back into the game, getting glass from breaking the paintings in homes, seems weird to break them and not even get 1 broken glass lol

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