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Thread: Alpha 19 Dev Diary

  1. #316
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Gromit View Post
    What are the vehicle mods that you're thinking about adding?
    I'll do a proper announcement on those once we get everything sorted.

  2. #317
    Colony Founder Xtrakicking's Avatar
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    Quote Originally Posted by madmole View Post
    I'd like to make it a lot more difficulty/impossible to find firearms the first 10 levels or so. You could find broken ones and salvage the parts to craft one early game.
    Yeah, this would be nice. Currently there's not much reason to loot POIs such as the Shotgun Messiah factory, unless you just want to get some experience points.

  3. #318
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Gareee View Post
    Now just wait a minute. Your argument changing all tool repairs to repair kits was that repairs were over complicated, and we shouldn't have to lug iron and steel with us to repair them.

    But now we'll have that same old repair system you hated for tools but in the vehicles instead, and have to lug all of those parts around with us in the vehicles.

    I'm not understanding how this makes sense to you but tool repair using thier base forged material did not.

    Imho for consistency tools should either need the old repair materials requirements back, or vehicles should just need repair kits. (The former old tool repair system is more in line what you have in mind for player and vehicle repairs.) Repair kits could just be removed, and everything that needs repairs could just require base materials like pistol parts for pistols, or mechanical parts for wrenches.

    That would also create a value in finding a low level gun to scrap for fixing your higher level gun, and encourage scavenging for repair parts.

    Btw, sounds good to me, as long as everything has consistent systems in place.

    - - - Updated - - -



    Nothing wrong with that at all...that keeps us getting the trickle feed of new content without the ever increasing pressure of a huge update release.
    The main thing is that a broken arm is a significant event and should require a significant action (cast). A vehicle breakdown everyone can relate to and will need something specific for the major events, like nose diving off a skyscraper, such as a new engine or radiator. Those are big events designed to throw the player for a loop. Needing 5 ingredients to repair a basic item isn't good, but once in a while have to find a radiator after I drove wrecklessly non stop? That feels interesting and helps balance vehicles. So we will continue to streamline repair of most things but we want vehicles and criticals to be significant for players.

  4. #319
    Colony Founder Xtrakicking's Avatar
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    Quote Originally Posted by madmole View Post
    I have a bunch of paper designs you can all fight over, so I will keep them to myself.

    I will say that we have a new critical injury system on paper ready to go. It will work like infection, meaning getting hit with low health and in poor armor will increase chance of getting a critical injury.

    Broken arms, Abrasions, deep lacerations, concussions and infection will be delivered via the new crit system and have new unique effects and unique cures. All the new ones will remove 25 max health and heal slowly over time or faster via specific cures, like a broken foot heals faster with a cast.

    A nearly identical system will deliver vehicle damage and critical vehicle damage which would be flat tire (drive slow and hard to control), leaky radiator (drive for a minute or so before overheating), bad battery (random won't start with cool down), bad engine (won't run at all), etc. You'll need those parts to repair it, repair kits for general damage. On screen debuffs when you are in the vehicle. Debuff hyperlink system, click the debuff it opens character stats page and highlights the debuff.

    No more micro damage from small wounds, no more tiny bandage spam, but more meaningful big debuffs to players from combat trauma. You guys wanted survival, its coming.
    Sounds amazing. Please, proceed.

  5. #320
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    Quote Originally Posted by madmole View Post
    I'd like to make it a lot more difficulty/impossible to find firearms the first 10 levels or so. You could find broken ones and salvage the parts to craft one early game.
    Make low quality guns do low quality damage , misfire , blow up in your face , jam or shoot yourself in the leg putting it away or drawing it out. make them non repairable if they're below yellow. Much better option than making them impossible to find while also Making finding a good one harder and worth it.

    Same could be done with everything else low quality. Cheap tools break all the time right? head breaks off your cheap stone tools. Handle breaks off your hammer etc.

    Things to think about.

    -IPWT-

  6. #321
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Gareee View Post
    Now just wait a minute. Your argument changing all tool repairs to repair kits was that repairs were over complicated, and we shouldn't have to lug iron and steel with us to repair them.

    But now we'll have that same old repair system you hated for tools but in the vehicles instead, and have to lug all of those parts around with us in the vehicles.

    I'm not understanding how this makes sense to you but tool repair using thier base forged material did not.

    Imho for consistency tools should either need the old repair materials requirements back, or vehicles should just need repair kits. (The former old tool repair system is more in line what you have in mind for player and vehicle repairs.) Repair kits could just be removed, and everything that needs repairs could just require base materials like pistol parts for pistols, or mechanical parts for wrenches.

    That would also create a value in finding a low level gun to scrap for fixing your higher level gun, and encourage scavenging for repair parts.

    Btw, sounds good to me, as long as everything has consistent systems in place.

    Hey now! Let's not discourage any complex system designs. Chances are they might eventually end up streamlined but lets start with something interesting at least...

  7. #322
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    Quote Originally Posted by madmole View Post
    The main thing is that a broken arm is a significant event and should require a significant action (cast). A vehicle breakdown everyone can relate to and will need something specific for the major events, like nose diving off a skyscraper, such as a new engine or radiator. Those are big events designed to throw the player for a loop. Needing 5 ingredients to repair a basic item isn't good, but once in a while have to find a radiator after I drove wrecklessly non stop? That feels interesting and helps balance vehicles. So we will continue to streamline repair of most things but we want vehicles and criticals to be significant for players.

    This feels like trolling the player, rather than adding interesting survival elements to the game. To be on the safe side now, you'll need to carry full set of car parts in case the game glitches out and your vehicle gets wrecked.

  8. #323
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Ladarian View Post
    Make low quality guns do low quality damage , misfire , blow up in your face , jam or shoot yourself in the leg putting it away or drawing it out. make them non repairable if they're below yellow. Much better option than making them impossible to find while also Making finding a good one harder and worth it.

    Same could be done with everything else low quality. Cheap tools break all the time right? head breaks off your cheap stone tools. Handle breaks off your hammer etc.

    Things to think about.

    -IPWT-
    I really like the idea of early game finds being low quality or broken and that guns and tools become broken if they are tan or orange and can't be repaired.

  9. #324
    Colony Founder Odetta's Avatar
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    Quote Originally Posted by madmole View Post
    I'd like to make it a lot more difficulty/impossible to find firearms the first 10 levels or so. You could find broken ones and salvage the parts to craft one early game.
    If you implement the caveman firearms that you were talking about then this would be perfect. I just made the blunderbuss in my Insane - always sprint game out of necessity; something I would never do on default settings. Feels good.

    Spoiler: 
    Last edited by Odetta; 12-04-2019 at 09:33 PM.

  10. #325
    Navezgane's Perv SnowDog1942's Avatar
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    Quote Originally Posted by Roland View Post
    I really like the idea of early game finds being low quality or broken and that guns and tools become broken if they are tan or orange and can't be repaired.
    Iíd rather it be completely random instead of each playthrough be similar. Okay Iím level 20, time to find my level 2 pistol....

  11. #326
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    Quote Originally Posted by faatal View Post
    There should be one soon. I've got more changes I want to get out there.
    Noice! I'm excited. Is there a time-frame on when 'soon' is? I wanna know how much effort I should put into this Stable.
    Last edited by AlabasterW; 12-04-2019 at 10:32 PM.

  12. #327
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    Zombie dogs were just added to the burnt biome, but could the team please add a new model for the burnt zombie dogs? Hell hounds with a fiery texture would be nice. The zombie dogs' black texture will make them difficult to see from far away. The occasional zombie bears in the burnt biome are already terrifying to deal with.

  13. #328
    Colony Founder Gareee's Avatar
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    Quote Originally Posted by Roland View Post
    Hey now! Let's not discourage any complex system designs. Chances are they might eventually end up streamlined but lets start with something interesting at least...
    I can't argue with this reply!

    Next thing we know we'll get better at repairing vehicles by doing it often....

  14. #329
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Thecolours View Post
    This feels like trolling the player, rather than adding interesting survival elements to the game. To be on the safe side now, you'll need to carry full set of car parts in case the game glitches out and your vehicle gets wrecked.
    That is assuming we're going to be harsh and stupid. Right now you can nose dive your gyro to the roof top of shamway and grab all the loot. Bust out two railings and launch off of there and get all that loot for 0 player risk, maybe 30 damage to your gyro. This system solves that, smashing into metal going full speed should give your vehicle a critical injury. Driving over a few things at 100 heath? No, minor damage. You will need probably several heavy impacts to get a critical injury on a player or vehicle, so we'll be fair about it, and yes it will be interesting.

    People who want to lug around all those parts can, but it should be perfectly safe to drive on roads with caution. Unless we change things, just keep a spare vehicle in your pocket, that takes less slots that car parts.

  15. #330
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Roland View Post
    I really like the idea of early game finds being low quality or broken and that guns and tools become broken if they are tan or orange and can't be repaired.
    Making repair not possible on brown and orange would help with early game scrounging for sure. It would be like that one zombie game criminal something years ago monolith made where every weapon was throw away. The problem is consistency. Not spawning guns until higher levels will help. Sure they would be a chance, but low. Most the time finding broken guns or parts on low gs loot boxes will promote crafting.

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