View Poll Results: Alpha 17 HP

Voters
0. You may not vote on this poll
  • █████████████████████████████████

    0 0%
  • A17-E releases when the HP Bar Runs Out

    0 0%
  • ████████████████████████████████████

    0 0%
  • When the xp bar fills, the HP bar will take a hit

    0 0%
  • News for console versions is only announced by Clare in the console news forum.

    0 0%
  • FIRST POST UPDATED: May 21

    0 0%
  • SECOND POST UPDATED: May 21

    0 0%
Page 535 of 1251 FirstFirst ... 354354855255335345355365375455856351035 ... LastLast
Results 8,011 to 8,025 of 18761

Thread: Developer Diary: Alpha 17

  1. #8011
    Fun Pimps Staff Gazz's Avatar
    Join Date
    Jun 2014
    Location
    In your brains. Thinking your thoughts.
    Posts
    7,606
    Rep Power
    2
    Let me put it this way:

    We're not working on this stuff for weeks just to create a system where you don't actually get to make any choices on what your weapon should be good at.

    The fireaxe used to be intentionally nerfed as a melee weapon but now... we actually don't have to.
    Use melee damage mods and you can be Hatchet Man.
    (this actually only occurred to me right now so we'll see how that fits )

  2. #8012
    Leader Tin's Avatar
    Join Date
    Feb 2014
    Location
    In between
    Posts
    5,060
    Rep Power
    1
    Quote Originally Posted by Gazz View Post
    Let me put it this way:

    We're not working on this stuff for weeks just to create a system where you don't actually get to make any choices on what your weapon should be good at.

    The fireaxe used to be intentionally nerfed as a melee weapon but now... we actually don't have to.
    Use melee damage mods and you can be Hatchet Man.
    (this actually only occurred to me right now so we'll see how that fits )
    That's what I took away from it. "The Sky's the limit" so to speak, for the Developers and the Modders.

  3. #8013
    Reconstructionist Bubo's Avatar
    Join Date
    May 2017
    Location
    Olympus
    Posts
    576
    Rep Power
    1
    Quote Originally Posted by Gazz View Post
    Let me put it this way:

    We're not working on this stuff for weeks just to create a system where you don't actually get to make any choices on what your weapon should be good at.

    The fireaxe used to be intentionally nerfed as a melee weapon but now... we actually don't have to.
    Use melee damage mods and you can be Hatchet Man.
    (this actually only occurred to me right now so we'll see how that fits )
    Last edited by Bubo; 04-14-2018 at 11:47 PM. Reason: hosting change

  4. #8014
    Zombie Hunter
    Join Date
    Aug 2015
    Location
    Somewhere in Random Gen
    Posts
    498
    Rep Power
    1
    I look forward to the new gun system. Right now you can build a weapon with four parts and exchange parts until you have the best weapon possible, a purple one. The quality of the flashlight attached does nothing, but it adds light.

    Now we will be able to find five (?) tiers of weapons, and each higher tier can hold another mod, up to five (6?) mods. The mods will also have a tier, and the higher the tier, the more impact on the final weapon. We don't know how many mods are being added to the game, but even my simple math abilities tell me there will be nearly endless weapons variances within each weapons class. This is a lot better than finding hundreds of gun parts to make a brown, orange, yellow, green, blue or purple weapon with an optional flashlight attachment.

    Gazz, are there plans to add an exploding steel arrow for the compound bow?

  5. #8015
    Chronic Cougher Ouch Quit It's Avatar
    Join Date
    Sep 2014
    Posts
    1,341
    Rep Power
    1
    Quote Originally Posted by Gazz View Post
    Maybe we should make them buy the next alpha as a new game. Then it would really feel like a new game to everyone!
    Great...another Early Access game...just what I want!! I hate when games are complete ....much more of a challenge with bugs and unfinished systems.

    Coughs * VIDEO* Coughs
    Last edited by Ouch Quit It; 01-07-2018 at 06:17 PM.

  6. #8016
    Scavenger
    Join Date
    Mar 2016
    Posts
    51
    Rep Power
    1
    Quote Originally Posted by beerfly View Post
    You just made every zombie a superhero. No they are very ill , not supernatural. Obviously they don`t feel good, so they just wander around. Sometimes angry and running. New weapon system is gonna replace the current one. There are few posts around and you have to read before complain next time. Cheers.
    I like supernatural. Poor Zs. That means we are killing ill people?! Now i am demoralised :/ i guess i have to stop killing them.
    On the other hand you said posts... So its not in a game... Zombies!
    Never liked old weapon system. Never complained.

  7. #8017
    Hood Ornament Gamida's Avatar
    Join Date
    May 2015
    Location
    The Rock
    Posts
    3,372
    Rep Power
    1
    Quote Originally Posted by Gazz View Post
    Maybe we should make them buy the next alpha as a new game. Then it would really feel like a new game to everyone!
    I am sure that would be perfectly fine to those who buy the game a week before the new alpha comes out

  8. #8018
    QA Tester unholyjoe's Avatar
    Join Date
    Apr 2014
    Location
    south central U.S. in Arkansas
    Posts
    1,842
    Rep Power
    1
    Quote Originally Posted by Gamida View Post
    I am sure that would be perfectly fine to those who buy the game a week before the new alpha comes out
    pssssst here boy, here's a bone.... go sit in corner and stop trying to make sense out of this.

    you never cease to amaze me.... thanks for the laugh Gamida

  9. #8019
    Scavenger
    Join Date
    Mar 2016
    Posts
    51
    Rep Power
    1
    Quote Originally Posted by Gamida View Post
    I am sure that would be perfectly fine to those who buy the game a week before the new alpha comes out
    Just now! And only today! For a limited time! Never seen before! Hurry up and get your special!
    THE SEVEN DAYS TO DIE alpha bundle
    Just for .... 17*10$
    And remember never complain in our user-friendly forums! :}

  10. #8020
    Scavenger
    Join Date
    Mar 2016
    Posts
    51
    Rep Power
    1
    Dungeon POI 2.0
    +Environmental Hazards
    +Zombie Closets
    ???
    Last one is confusing me....


    Sorry for spamming :/
    Last edited by Archetype; 01-07-2018 at 07:22 PM. Reason: :)

  11. #8021
    Colony Founder Maharin's Avatar
    Join Date
    Jan 2015
    Location
    Michigan, USA
    Posts
    3,626
    Rep Power
    1
    Quote Originally Posted by Bubo View Post


    (no offense to our crack animation team...)

  12. #8022
    Reconstructionist wicketness's Avatar
    Join Date
    Jan 2015
    Location
    Canada
    Posts
    717
    Rep Power
    1
    *Peeks*

  13. #8023
    Ranger dhlmaster's Avatar
    Join Date
    May 2017
    Location
    Maine
    Posts
    293
    Rep Power
    1
    Quote Originally Posted by Archetype View Post
    Dungeon POI 2.0
    +Environmental Hazards
    +Zombie Closets
    ???
    Last one is confusing me....


    Sorry for spamming :/
    I believe the zombie closet is a small space just large enough to hold a zombie. You open the door hoping to find some loot, and BAM a zombie eats your face! MM walked by something in one of his videos and hinted that it was a "zombie closet."

  14. #8024
    Fun Pimps Staff Kinyajuu's Avatar
    Join Date
    Oct 2013
    Location
    Undisclosed bunker somewhere on planet earth
    Posts
    308
    Rep Power
    2
    Quote Originally Posted by DaVegaNL View Post
    You're not really convincing, I'm sorry to say. Gun parts did succeed at creating stat variations. The best part created the best stat. How will this be any different with mods? Will certain mods negatively impact some stats? If so, then good! If not, then it's the same system with the original gun parts.
    Jax, DaVeg, I know the old gun part system inside and out. It was very limiting.

    All you are hearing seems to be "removal of gun parts". Well think of it this way, each of those parts were basically a limited version of what mods are. The new mod system even uses the old assembly screen.

    Only one actual item ID in the xml has to be used for all item mods. The mods are stored in another xml file and have an upper limit of 32,000(ish) possible mods. In the old gun system a pistol could only have a single item assigned as it's "barrel"

    Now, using tagging and mods, a pistol COULD have 50 different types of barrels. All that do various things aside from editing the same set of stats. One could add damage and take away magazine size; One could have less damage but give you 1hp per shot when you hit an entity; One could give you any level in any skill for a specified time after a kill. 3 off the top of my head that are possible in the new mod system, and that's just scratching the surface..

    The limited nature of gun "parts" evolved into a mod system that can now work on any item in the game, not just tools and weapons. The new system can mimic the old system exactly if that is the desire, but, it can also do much much more.
    Last edited by Kinyajuu; 01-07-2018 at 09:18 PM.

  15. #8025
    Hunter ParaSyt's Avatar
    Join Date
    Jun 2017
    Posts
    114
    Rep Power
    1
    Quote Originally Posted by Kinyajuu View Post
    Jax, DaVeg, I know the old gun part system inside and out. It was very limiting.

    All you are hearing seems to be "removal of gun parts". Well think of it this way, each of those parts were basically a limited version of what mods are. The new mod system even uses the old assembly screen.

    Only one actual item ID in the xml has to be used for all item mods. The mods are stored in another xml file and have an upper limit of 32,000(ish) possible mods. In the old gun system a pistol could only have a single item assigned as it's "barrel"

    Now, using tagging and mods, a pistol COULD have 50 different types of barrels. All that do various things aside from editing the same set of stats. One could add damage and take away magazine size; One could have less damage but give you 1hp per shot when you hit an entity; One could give you any level in any skill for a specified time after a kill. 3 off the top of my head that are possible in the new mod system, and that's just scratching the surface..

    The limited nature of gun "parts" evolved into a mod system that can now work on any item in the game, not just tools and weapons. The new system can mimic the old system exactly if that is the desire, but, it can also do much much more.
    Agreed. Gun parts were/are limiting af. I would always have a chest or gun safe with one or two spare guns of each type of the highest quality I could find or make, and never use them. Now it sounds like I can have the storage full of a variety of guns with different mods for different situations. This sounds 10000% better. Not to mention it sounds like the mod community can be more creative with this system.

    So are you saying that clothing and armor could be modded, say with a flashlight? That would be awesome since the mining helmet has become a must have item to wear. Could this be the foundation for wearable backpacks that have more or less inventory slots?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •