View Poll Results: Alpha 17 HP

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  • FIRST POST UPDATED: May 21

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Thread: Developer Diary: Alpha 17

  1. #17581
    Guppycurian Forum Whore Guppycur's Avatar
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    I think sphereii said the bigger backpack versions of the mods he services are downloaded like 10:1 to their vanilla backpack size counterparts...

    ...that's a ridiculously large amount of lazy players... =)

  2. #17582
    Super Moderator Roland's Avatar
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    Small inventory doesn’t make the game harder—it makes choosing what to carry and keep or leave behind harder.

    Tough choices that have consequences that you have to live with are what make survival games more interesting to me.

    Larger inventories, perks and skills that can be sold back for xp, save files to revert the game to undo bad results, etc. are all ways that make choices not really matter and I’m against that kind of design.

    Players should agonize over choices and then deal with the consequences. If those consequences mean survival becomes harder then so be it.

    Small inventories mean you either do without or only loot some OR if you just have to have it all you make several trips. I, too, think several trips to get it all is tedious so I prioritize and only take the most important stuff and leave the rest and scrap a ton (even things I later regret having scrapped but...oh well).

    I recently did a playthrough where I filled every slot of my backpack with fiber gloves and so played with only my tool belt. I scrapped a glove every time I leveled up thus increasing my inventory size progressively. It was a lot of fun and resulted in stashes becoming a necessary component of survival. I used cars, tree trunks, and cupboards everywhere to stash extra stuff I used to carry. It required a lot more planning and meant I would often have to go empty my hands before doing something else.

    When I got to a whole row of slots I felt like a king.

  3. #17583
    Zombie Hunter Henrique's Avatar
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  4. #17584
    Hood Ornament Gamida's Avatar
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    Quote Originally Posted by Tin View Post
    No but they can -> "Super Secret" Don't look unless you're prepared
    Damn it, got sucked into youtube again and spent over 45 minutes watching vids...

  5. #17585
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    Quote Originally Posted by faatal View Post
    Right now spiders just path like the rest. I'll have to give them some attention at some point, but I'd call that an advanced feature.
    Not sure if I agree with you there faatal. They seem to path differently once they get to a wall. If the player is on top of it, they climb. While the others moan and mope around, randomly bashing anything in there way.

  6. #17586
    Colony Founder The-Walking-Dad's Avatar
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    Quote Originally Posted by Roland View Post
    You and me, Tin. Outsiders.
    Tin and you and... some others. Still wish I could get the invisible HUD working.

  7. #17587
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    Quote Originally Posted by Roland View Post
    Small inventory doesn’t make the game harder—it makes choosing what to carry and keep or leave behind harder.

    Tough choices that have consequences that you have to live with are what make survival games more interesting to me.

    Larger inventories, perks and skills that can be sold back for xp, save files to revert the game to undo bad results, etc. are all ways that make choices not really matter and I’m against that kind of design.

    Players should agonize over choices and then deal with the consequences. If those consequences mean survival becomes harder then so be it.

    Small inventories mean you either do without or only loot some OR if you just have to have it all you make several trips. I, too, think several trips to get it all is tedious so I prioritize and only take the most important stuff and leave the rest and scrap a ton (even things I later regret having scrapped but...oh well).

    I recently did a playthrough where I filled every slot of my backpack with fiber gloves and so played with only my tool belt. I scrapped a glove every time I leveled up thus increasing my inventory size progressively. It was a lot of fun and resulted in stashes becoming a necessary component of survival. I used cars, tree trunks, and cupboards everywhere to stash extra stuff I used to carry. It required a lot more planning and meant I would often have to go empty my hands before doing something else.

    When I got to a whole row of slots I felt like a king.
    This may help you out. Make yourself two secure trunks. Store all the crap that stacks in one and all the items that don't stack in the other.
    This really helps when your doing a big job like looting a hotel. Plus it helps keep things organized.
    Loot each room. dump the crap on the chest once your full and repeat till done. Then make a run to your base taking as much as you can.

    This leads to fewer trips.

    Another thing that will help is opening a chest and pressing R. This will merge stacks of junk, unless they are maxed. It's real easy to miss alike items.

  8. #17588
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    Oww, i will miss driving uphill along those small roads to suddenly fall into a 50+ meter deep hole... made driving through unknown territories so much more exciting ;-)

  9. #17589
    Survivor
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    on inventory space - coining a phrase from the kids - meh...
    if too much stuff then plonk a chest on a road and mark it on the map. check it each time you pass it. destroy it and remove the way point if you empty it later.
    i leave some food water and one honey or antibiotic in a chest i put down in this manner as an insurance policy.
    i hang around an area and slowly work out with treasure chests and air drops drawing me out more than anyting else.
    once you got a good minibike its not too hard to visit your stashes and condense stuff to your main horde.
    i reckon inventory space is fine as is

  10. #17590
    Inventor Siveria's Avatar
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    Quote Originally Posted by beerfly View Post
    Why when I read that someone wants more slots in the backpack or in the bike, or with the new vehicles, they expect the game should get easier ? The point is, yea, it could be made easier, but should it ? I think no. The harder the better. \w/
    More backpack space to me doesn't affect diffculty much at all, it just means less time wasted messing with the inventory. Stack sizes don't really affect it either imo. Depending what it is. I actually find the game more fun with a bigger inventory. Less running back and forth and such.

  11. #17591
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    More inventory space on the minibike would be nice.

    Maybe some options for a bigger basket?

    - - - Updated - - -

    Quote Originally Posted by Siveria View Post
    More backpack space to me doesn't affect diffculty much at all, it just means less time wasted messing with the inventory. Stack sizes don't really affect it either imo. Depending what it is. I actually find the game more fun with a bigger inventory. Less running back and forth and such.
    ...+1

  12. #17592
    Inventor toores's Avatar
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    Quote Originally Posted by Roland View Post
    Small inventory doesn’t make the game harder—...
    Yes, it makes the game slower
    The smaller the inventory the more trips you make to the base. The more items you leave behind, the more you'll have to go out looting once you need them.

    That said, I don't mind at all starting with just a toolbelt and work my way up from there - find some cloth, craft a basic shoulder bag > go loot a simple backpack > find a proper hiking backpack in a military base or something...

  13. #17593
    Inventor Siveria's Avatar
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    Quote Originally Posted by Brian9824 View Post
    Totally agree. I know MM has mentioned that we will be getting backpacks later and the current inventory size is supposed to be the maximum size with a fully upgraded backpack
    I'd quit the game entirely if that happens, 32 slots even at the start of the game is no where near enough.

  14. #17594
    Inventor Siveria's Avatar
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    Quote Originally Posted by Guppycur View Post
    Whatcha got that defeats "skip in 5 seconds". Cause I want.
    ublock origin for firefox, I haven't had ads on youtube for years since I started using it. I click any youtube video and the proper vid plays right away.

  15. #17595
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    Quote Originally Posted by Noctoras View Post
    This is not a shooter and I sure hope it never will be one. Go try DayZ, this game is heavily focused on gun recoil, gun jamming, weapon sway, reload animations and whatnot. Take a good game as 7D2D for what it is and don't turn every unique game into the average off the shelf shooter. 7D2D should and does focus on different content.
    7D2D isn't a shooter, I get that. But it relies on shooting just as much as shooters do, so I think if they make it feel right, and not a pain, it would NOT make it a generic shooter, but just a better game.. It would still be the same game we all love, so don't make such a drama out of a single request. The current recoil needs some work, and I'm sure you know that too.. It basically just makes the player look up every single time a weapon is shot. Keep firing for some seconds, and you suddenly find yourself looking at the sky, breaking your neck xD. Don't tell me thats normal. Also as fataal said "there are different programmers working on the game" so if the one thats working on the guns could get an idea whats wrong with them, and would start improving it, the others could still focus on the "different content" you are into. win-win.

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