View Poll Results: Alpha 17

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  • A17-Exp Release: Estimated End of July/ Beginning of August 2018

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  • -> Release Candidate -> A17-E

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  • FIRST POST UPDATED: July 11

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  • SECOND POST UPDATED: June 29

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

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Thread: Developer Diary: Alpha 17

  1. #8221
    Colony Founder The Gronk's Avatar
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    Quote Originally Posted by Gatling96 View Post
    Will be there new ammo type on A17 or just the gun mods ? I mean new type of ammunition like armor-piercing for AK-47, hollowpoint for pistols, tracers and etc ?
    That could be done with an ammunition modification. It wouldn't be a bad idea to implement them, if they aren't already. Take the ammunition to a workbench and combine them with a "hollow-point" mod, or just give the workbench the ability to make a hollow point round if you have the basic ammo available. Probably better to just create a new craftable type of ammunition requiring the basic ammunition instead of trying to strap a mod to each bullet.

    Is there such thing as an ammunition extension? Can anyone think of an example? Grappling hooks on the end of a shotgun shell spring to mind but ziplines are out.
    Last edited by The Gronk; 01-10-2018 at 01:10 PM.

  2. #8222
    Inventor beerfly's Avatar
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    Good old .50 cal would be awesome, even as a mod. But without proper animations that shows what damage you do on zed, would be just meh. Cool idea Gatling96.

  3. #8223
    Colony Founder The Gronk's Avatar
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    Quote Originally Posted by beerfly View Post
    Good old .50 cal would be awesome, even as a mod. But without proper animations that shows what damage you do on zed, would be just meh. Cool idea Gatling96.
    I'm still musing on the idea of ammunition mods. Something with large, individual rounds could use an ammunition mod, an RPG that shoots varying types of cluster munitions would be fun, especially with dismemberment. I'm still failing to see the scenario where it's not just easier to make another type of craftable ammo though.

    "There are very few problems in the world that cannot be solved by the correct application of explosives."
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    Last edited by The Gronk; 01-10-2018 at 01:45 PM.

  4. #8224
    Inventor beerfly's Avatar
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    Quote Originally Posted by The Gronk View Post
    I'm still musing on the idea of ammunition mods. Something with large, individual rounds could use an ammunition mod, an RPG that shoots varying types of cluster munitions would be fun, especially with dismemberment. I'm still failing to see the scenario where it's not just easier to make another type of craftable ammo though.
    As you say it must not be "just another type of ammo". I agree here.

  5. #8225
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    Maybe it was suggested before... In any case.
    Horde nights are pc resourses hungry, especially in MP. How about removing loot, maybe even bodies from fallen horde Z. For killing Z you would get ''blood points'' which you could spend in trade post.
    Or maybe after horde night you would get ''horde chest''.
    I know looting Zs after horde night is fun.

  6. #8226
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    Quote Originally Posted by Archetype View Post
    Maybe it was suggested before... In any case.
    Horde nights are pc resourses hungry, especially in MP. How about removing loot, maybe even bodies from fallen horde Z. For killing Z you would get ''blood points'' which you could spend in trade post.
    Or maybe after horde night you would get ''horde chest''.
    I know looting Zs after horde night is fun.
    Not a bad idea. I don't know if it helps FPS, but looting and scraping all the corpses is tedious.

    Since zombie bosses are planned for A17 one solution could be that only they leave corpses and loot on blood nights. Horde chest or blood points sound too gamey, too much MMO for my taste.

  7. #8227
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Archetype View Post
    Maybe it was suggested before... In any case.
    Horde nights are pc resourses hungry, especially in MP. How about removing loot, maybe even bodies from fallen horde Z. For killing Z you would get ''blood points'' which you could spend in trade post.
    Or maybe after horde night you would get ''horde chest''.
    I know looting Zs after horde night is fun.
    Well, yeah. I have been thinking about "bosses" or somesuch spawning either along with the horde or after each "wave".
    Those would have the Cool Stuff™ instead of you having to loot/clean up 500 generic corpses.

    You'd still have to do the repairs but not clean up hundreds of corpses and sort out boxes upon boxes of trash.

    Right now killing the 7 day horde is more of a role playing thing. There is no reward unless you get lucky with a wave of soldiers or somesuch...

    All the A17 features are starting to make something like that possible but it feels more like an A18 thing.
    There is tons of work to do without casually opening up another can of worms.

  8. #8228
    Leader Tin's Avatar
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    Quote Originally Posted by meganoth View Post
    Not a bad idea. I don't know if it helps FPS, but looting and scraping all the corpses is tedious.

    Since zombie bosses are planned for A17 one solution could be that only they leave corpses and loot on blood nights. Horde chest or blood points sound too gamey, too much MMO for my taste.
    hmm, That really is a decent Idea. My twist would be: Make 1 zed per wave that will turn into a "master loot chest".

    Oh or... make it somehow you keep a tally on your zed kills and you need to go to a trader to collect your reward then that count gets reset every time you collect.

    So 2 tally counts.
    1) Overall kill count.
    2) a reset able tally count till you go to a trader and collect.

    edit: heh or what Gazz said.

    edit2: heh very doable... at least just making 1 zed a container that is and the rest just downgrade into nothing.
    going to play around with this... Thanks Archetype @ meganoth.
    Last edited by Tin; 01-10-2018 at 03:54 PM.

  9. #8229
    Colony Founder Maharin's Avatar
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    Quote Originally Posted by Aldranon View Post
    Edit: THIS would be the reason for people to leave their immediate area and explore because as of now, there are no reasons to move from your starting area. THAT is whats missing in the game, the adventure part.
    100% agree with this. The need to move around is nearly non-existent and the reasons for wanting to become negligible once you've seen what there is to see. My short list of things to help make exploration an integral part of the game:


    1. Unique POI's - they're put at most once onto a map and not necessarily guaranteed to be on every map. Unique loot would be key here. Unique enemies could also be a boon.
    2. Unique Loot - Items that only ever appear once and can't be crafted. Make sure there are enough of them so multi-player games create opportunity for trade instead of coveting what you can never have.
    3. Special/unique enemies - Enemies only found under specific circumstances, such as POIs, biomes, after quest triggers, gamestage, whatever. Named bandit leaders, particularly gruesome zombies of local legend, etc.
    4. More biome diversity - more reasons to seek out each biome. Maybe this includes higher tiers of craftables that require components and/or resources only found in specific biomes. Maybe there's an armor set for each biome, for instance. Loot tables should be more biome specific (the likelihood of finding fresh foods in the desert should be minimal, for instance). Biome specific zombies and other enemies.
    5. Maybe there should be a 30 day roaming mega horde cycle that happens when player(s) stay in one area too long and attract the attention of the starving zombies. If your bedroll stays in the same area for 80% of a 30 day period then the mega horde comes to visit and hangs out until completely destroyed.
    6. Gaining experience for exploring new areas
    7. Exploration feedback - Give us counters for how many distinct POI's we've been to (total included). How many of each zombie we've killed. Which biomes have we been to and maybe the cumulative time we've spent in each. So many things to add to this list.
    8. Quests - More quests that force someone to go to new areas, possibly a long way a way. Everything from "deliver this pretzel to a stubborn fish" to "find the rare fetid dingo kidney" to "OMG why haven't you killed Kenny yet?".


    Ok, so it isn't a short list but I'll still stop here.

    - - - Updated - - -

    Quote Originally Posted by Gazz View Post
    All the A17 features are starting to make something like that possible but it feels more like an A18 thing.
    There is tons of work to do without casually opening up another can of worms.

  10. #8230
    Leader Aldranon's Avatar
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    Quote Originally Posted by icehot View Post
    100% agree with this, more difficult buildings need better quality loot, and yes a reason to get to the edge of the map - it's a bit like how starvation mod does it.
    I've read a lot of people mentioning the Starvation mod, I guess its high time to check it out as I've stopped playing the vanilla.

  11. #8231
    Leader Aldranon's Avatar
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    Quote Originally Posted by Maharin View Post
    100% agree with this. The need to move around is nearly non-existent and the reasons for wanting to become negligible once you've seen what there is to see. My short list of things to help make exploration an integral part of the game:


    1. Unique POI's - they're put at most once onto a map and not necessarily guaranteed to be on every map. Unique loot would be key here. Unique enemies could also be a boon.
    2. Unique Loot - Items that only ever appear once and can't be crafted. Make sure there are enough of them so multi-player games create opportunity for trade instead of coveting what you can never have.
    3. Special/unique enemies - Enemies only found under specific circumstances, such as POIs, biomes, after quest triggers, gamestage, whatever. Named bandit leaders, particularly gruesome zombies of local legend, etc.
    4. More biome diversity - more reasons to seek out each biome. Maybe this includes higher tiers of craftables that require components and/or resources only found in specific biomes. Maybe there's an armor set for each biome, for instance. Loot tables should be more biome specific (the likelihood of finding fresh foods in the desert should be minimal, for instance). Biome specific zombies and other enemies.
    5. Maybe there should be a 30 day roaming mega horde cycle that happens when player(s) stay in one area too long and attract the attention of the starving zombies. If your bedroll stays in the same area for 80% of a 30 day period then the mega horde comes to visit and hangs out until completely destroyed.
    6. Gaining experience for exploring new areas
    7. Exploration feedback - Give us counters for how many distinct POI's we've been to (total included). How many of each zombie we've killed. Which biomes have we been to and maybe the cumulative time we've spent in each. So many things to add to this list.
    8. Quests - More quests that force someone to go to new areas, possibly a long way a way. Everything from "deliver this pretzel to a stubborn fish" to "find the rare fetid dingo kidney" to "OMG why haven't you killed Kenny yet?".


    Ok, so it isn't a short list but I'll still stop here.

    Good ideas, I hope some dev is watching!

    I'm hoping whenever bandits comes you get the weapon they were using, unless a rocket hits them or something equally destructive.

    I like the exploration idea but have it that all zombies must be cleared before that area is marked as discovered. This to keep people from running their moped around the map, discovery should also be exploration, not drive by viewing.

    If you cleared a certain number of areas, you start getting positive reputation and any perks that might give you.

    I would like copper ore in a dangerous biome (forget zinc in the brass, it might work)

    I like quests that are not the "Kill x number of y's".

  12. #8232
    Tracker jdifran's Avatar
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    Quote Originally Posted by Aldranon View Post
    Good ideas, I hope some dev is watching!

    I'm hoping whenever bandits comes you get the weapon they were using, unless a rocket hits them or something equally destructive.

    I like the exploration idea but have it that all zombies must be cleared before that area is marked as discovered. This to keep people from running their moped around the map, discovery should also be exploration, not drive by viewing.

    If you cleared a certain number of areas, you start getting positive reputation and any perks that might give you.

    I would like copper ore in a dangerous biome (forget zinc in the brass, it might work)

    I like quests that are not the "Kill x number of y's".
    I think a good roleplaying solution for RWG would be to always spawn survivors on the very outside edge of the map, with the central quest to get to an NPC or POI at 0,0. Ideally, the world gets more and more dangerous as you progress toward the center (or maybe it just appears that way as your gamestage increases).

  13. #8233
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    Quote Originally Posted by Gazz View Post
    Well, yeah. I have been thinking about "bosses" or somesuch spawning either along with the horde or after each "wave".
    Those would have the Cool Stuff™ instead of you having to loot/clean up 500 generic corpses.

    You'd still have to do the repairs but not clean up hundreds of corpses and sort out boxes upon boxes of trash.

    Right now killing the 7 day horde is more of a role playing thing. There is no reward unless you get lucky with a wave of soldiers or somesuch...

    All the A17 features are starting to make something like that possible but it feels more like an A18 thing.
    There is tons of work to do without casually opening up another can of worms.
    I would like to see that met somewhere in the middle. The generic zombie corpses can just go away after 30 seconds or so. They don't need a gore pile with crappy loot. Leave gore piles to loot for the special and boss zombies. That will probably force players to go out more and loot small containers and explore more for the loot that gets taken for granted.

    Quote Originally Posted by Gatling96 View Post
    Will be there new ammo type on A17 or just the gun mods ? I mean new type of ammunition like armor-piercing for AK-47, hollowpoint for pistols, tracers and etc ?
    There are a few mods with that have different ammo. If they do add new ammo into the game it would be cool if they either added to part of a quest to use or make it or as a bonus to the quest. Example, one quest could be "Take out Bandit Leader using incendiary shotgun ammo."

    Adding the ammo to this new buff system(from what I understand about it) would be interesting too. You might be able to make that incendiary ammo more effective against some zombies and not others, also more effective in some biomes or POIs than other. Like the incendiary ammo does more damage to construction worker zombies but nothing to burn victim zombies. It does less damage in snow or swap biomes but more in grass lands. Does more block damage to wood but nothing to concrete. An ammo buff system could probably work on the player and weapons they are used with too. Full Metal Jacket ammo could be great at stopping military zombies and bandits with armor, but do no more additional damage to regular zombies and NPCs. But they cost more to make and damage/wear down the weapon more than regular ammo, and the recoil is worse while using it.

    To put both those ideas together as an example you're given a quest that says "Clear marked gas station of construction worker zombies and save survivors trapped in room (which is surrounded by gas barrels)." That would be a awesome challenge/quest IMO.

  14. #8234
    Nomad Jacoviz's Avatar
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    Madmole pls, show us something

  15. #8235
    QA Tester unholyjoe's Avatar
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    Quote Originally Posted by Jacoviz View Post
    Madmole pls, show us something
    I will be the first to say... I do not like the way that looks! <rolls eyes>

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