View Poll Results: Alpha 17 Release Date: Not in January

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Thread: Developer Diary: Alpha 17!!!

  1. #7981
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    Quote Originally Posted by The Gronk View Post
    Why do I always forget that a computer screen filters out the sarcasm from a comment :-)

    Have a look at where ZINR are on your keyboard, it'd be damn near impossible to play with.
    Yeah... I did kind of see that... lol.

    But it did get me to think about button positions.


    Well.., anyways, we need a video. Right Madmole?

  2. #7982
    Ranger Bubo's Avatar
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    Quote Originally Posted by Demonoid74 View Post
    Unless one of those weapon mods allows me to forage AND then fire wooden sticks...I am out this game sucks!

  3. #7983
    Reconstructionist Demonoid74's Avatar
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    This game doesn't have health bars! It sucks I am...oh wait...its going to have health bars...

  4. #7984
    QA Tester unholyjoe's Avatar
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    Quote Originally Posted by Demonoid74 View Post
    This game doesn't have health bars! It sucks I am...oh wait...its going to have health bars...
    oh that was funny i seen what you did there.... and what bubo did.

  5. #7985
    Colony Founder The Gronk's Avatar
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    Here's a question which may have to be solved before the release of A17.

    With the breathing animation in place are we going to see the weird rubber metal that exists in other games? If I'm wearing metal armour will it expand and contract as I breathe? It's a minor thing but it bugs me in so many games perhaps it can be solved at an early stage in this one.

    No matter how much they shout, twist and turn the armour remains steadfastly unbendy in the following footage.

    https://www.youtube.com/watch?v=nPiYBfTE1ec
    Last edited by The Gronk; 2 Weeks Ago at 02:40 AM.

  6. #7986
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    ...I'm sworn to carry your.....shick ...thud.... Ah that feels much better! Decapitation as a stress relieving method.

  7. #7987
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    Quote Originally Posted by Janna3921 View Post
    Been occupied for the last couple of days on other things, so missed some discussions but I want to add my two cents on some.
    Agree with Janna3921. Thank you for expressing other part of truth.
    Personally i don't understand why Z die from single shot, because i have purple gun? They are Z, they are supernatural. So replacing gun parts with mods is better solution to me. It will bring more variety to combat.
    I was playing on warrior, Z were fun too kill - not too easy. Muties were a litle too much. Never had blue gear in second weak. Somethimes i am stuck with bow for weeks and for me it is normal game play. Casuals doesn't have too much time for games.

  8. #7988
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    Quote Originally Posted by Archetype View Post
    Agree with Janna3921. Thank you for expressing other part of truth.
    Personally i don't understand why Z die from single shot, because i have purple gun? They are Z, they are supernatural. So replacing gun parts with mods is better solution to me. It will bring more variety to combat.
    I was playing on warrior, Z were fun too kill - not too easy. Muties were a litle too much. Never had blue gear in second weak. Somethimes i am stuck with bow for weeks and for me it is normal game play. Casuals doesn't have too much time for games.
    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.

  9. #7989
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    Quote Originally Posted by The Gronk View Post
    Here's a question which may have to be solved before the release of A17.

    With the breathing animation in place are we going to see the weird rubber metal that exists in other games? If I'm wearing metal armour will it expand and contract as I breathe? It's a minor thing but it bugs me in so many games perhaps it can be solved at an early stage in this one.
    Never thought of that, that would bug the crap out of me to

  10. #7990
    Colony Founder JaxTeller718's Avatar
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    Quote Originally Posted by Roland View Post
    Guns being simplified? What drugs you on, brah?

    Now:

    * The same four gun parts repeated for each specific gun that do nothing but craft the gun
    * Crosshairs that are largely meaningless
    * My yellow quality shotgun is exactly the same as your yellow quality shotgun
    * Looting a crate might yield a hunting rifle stock that can only be used to assemble a hunting rifle.
    * Assembling and upgrading guns consists of finding parts and improving quality by swapping out parts with those that are higher quality. "Quality" is an abstract value that affects damage and durability

    Next:

    * Dozens of unique gun parts that enhance different aspects of your weapon and that can be used for whatever weapon you own
    * Crosshairs that dynamically reflect your ability to aim and hit your target
    * My yellow quality shotgun is unique and personalized and there is the potential for dozens of different yellow quality shotguns all depending on the combination of mods added to those shotguns.
    * Looting a crate might yield a hunting rifle with a random mod attached that can be removed and applied to a different gun.
    * Upgrading guns consists of finding a wide variety of parts and improving quality and abilities of guns. "Quality" is defined by many attributes including reload speed, magazine size, fire rate, accuracy, and more.
    Well I for one could take or leave different crosshairs. I already see the simplification by putting health bars on the screen so for me the idea that getting a mod to a gun that shows me more specific crosshairs, or widens the crosshair doesn't do much for me and thats just a preference so we can chalk that up for now.

    These mods you are talking about? How many are there? We talking 10-15? Or 3-5? Because extended magazines, scopes and silencers add variety yes, but when we talk about attributes like accuracy, scope distance, durability etc that's what parts do now. So if I understand this right, each gun has a stat to them, and depending on quality of the gun the stat is effected.

    Ok that's also what we have now. Youre saying that the landscape is broken wide open by the addition of these mod pieces, but I still don't really see how it's as complex or immersive as the parts system? Because you get a silenced weapon or an extended mag? Well i know its not in vanilla, but that's something we have been doing for years now WITH gun parts included.

    Unless we are talking 20 different modifications for every single gun that can be attached, how is adding a silencer to the barrel "part" any different than adding a barrel to the barrel part? And why couldn't there be attachments on TOP of the gun parts. Now THAT would make for some crazy combinations of stats if each part held a stat, plus the bonuses from the attachments? It would be a stat lovers dream and it would give the player a lot more control over his weapons.

    It could be that I am missing something. I guess I am trying to see the need for removing the entire parts system in favor of mods. The only way I see it as a better choice is if there are dozens of mods you can collect and add to the weapon. if this is the case then I am probably wrong in my assessment. But if there are only 5 attachments (extend mag, scope, laser sight, crosshair, stocks) then they system defaults to being simpler.
    Last edited by JaxTeller718; 2 Weeks Ago at 11:21 AM.

  11. #7991
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by JaxTeller718 View Post
    And why couldn't there be attachments on TOP of the gun parts. Now THAT would make for some crazy combinations of stats if each part held a stat, plus the bonuses from the attachments? It would be a stat lovers dream and it would give the player a lot more control over his weapons.
    Even if the parts had had randomised stats - there weren't enough stats to have you make a choice. 90% of a weapon's value was in the damage number. Anything else was "whatever".
    The gun parts have never succeeded at their task of creating stat variations. They should have been cut long ago.

    Some people make it sound as if gun parts had been any kind of gameplay system - they were not. It was pure micromanagement with zero choice involved.
    How the mods would work was discussed in many meetings. Deciding to toss the old system out took a minute at best. It was that bad and we're absolutely positively not going back.

    Mods are a completely different setup.

    Now if you want to create a game mod to reduce gameplay/choice you still can!
    Add a "pistol barrel" mod that is the only one with a damage component. You must have that mod or the pistol will be completely useless.
    It's totally realistic - and terrible game design. (7DTD is not a firearms construction simulator. Just a reminder.)
    Nothing stops you from doing so and there is even a tag system so you can decide which mods are shared between which weapons.

  12. #7992
    Beloved Curmudgeon DaVegaNL's Avatar
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    I again have to agree with Jax here. The whole system surrounding guns is being simplified.. Uh, I mean, overhauled. Uh, I mean streamlined.

  13. #7993
    Colony Founder Maharin's Avatar
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    Quote Originally Posted by Mikee View Post
    task list: "1st page"
    ohh... but they are editing it all the time if im correct. so they only edit it, after things are done or nearly rdy. i tought there is an another site where we can track what they are doing. task, to task. bcz the 1st page is just shows a bunch of things, an we have no idea about the workhours / what is done already
    Do you really expect them to turn in their time cards to you or something?

  14. #7994
    Beloved Curmudgeon DaVegaNL's Avatar
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    Quote Originally Posted by Gazz View Post
    Even if the parts had had randomised stats - there weren't enough stats to have you make a choice. 90% of a weapon's value was in the damage number. Anything else was "whatever".
    The gun parts have never succeeded at their task of creating stat variations. They should have been cut long ago.

    Some people make it sound as if gun parts had been any kind of gameplay system - they were not. It was pure micromanagement with zero choice involved.
    How the mods would work was discussed in many meetings. Deciding to toss the old system out took a minute at best. It was that bad and we're absolutely positively not going back.

    Mods are a completely different setup.

    Now if you want to create a game mod to reduce gameplay/choice you still can!
    Add a "pistol barrel" mod that is the only one with a damage component. You must have that mod or the pistol will be completely useless.
    It's totally realistic - and terrible game design. (7DTD is not a firearms construction simulator. Just a reminder.)
    Nothing stops you from doing so and there is even a tag system so you can decide which mods are shared between which weapons.
    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.

  15. #7995
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    Quote Originally Posted by Gazz View Post
    Even if the parts had had randomised stats - there weren't enough stats to have you make a choice. 90% of a weapon's value was in the damage number. Anything else was "whatever".
    The gun parts have never succeeded at their task of creating stat variations. They should have been cut long ago.
    Yes. But it will be interesting to see how you can avoid these pitfalls with the mod system. Because damage still will be the defining value of a weapon. The parts system had no choice but at least every part contributed to the damage value meaning it was always possible to find a part that could improve your weapon.

    I for one welcome our new mod overlords. But mods will only be better if you really drop any semblance of realism and go full "borderlands" style. I.e. let magazines or laser targetter have damage stats or (positive or negative) health bonuses for example, even if it makes no sense.

    Otherwise I don't see where choice comes into play if the magazine mod slot just allows to put in magazines of different sizes. Obviously biggest magazine would win. (Choice into which weapon to put it is not really a choice in 99% of situations a player is in)
    Last edited by meganoth; 2 Weeks Ago at 02:06 PM.

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