View Poll Results: Alpha 17

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Thread: Developer Discussions: Alpha 17

  1. #17386
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Rassilon View Post
    Seeing Effort is nice regardless, but i agree with Vega and Snowdog.. Why this huge investments of Ressources and Manpower in Navezgane?

    I thought RWG is the "future" or rather said Big Feature of this Game, because of its Replay Value.

    Every Major Patch i visit Navezgane, spend 2 or 3 hours in it and move to RWG. Even if it gets expanded and Overhauled, it still has this Feeling that you saw it way to often before and want a Map full of Suprises.

    Dont get me wrong, im happily awaiting the new Navezgane and i will spend some hours exploring Perishton... And then go start RWG^^
    Navezgane is easier to work in. It loads up faster and the devs and testing team know where everything is if they want to teleport to a location to see how it is working in game. So much time would be wasted if they developed the game in a random map full of surprises. Once things are in they can be made available to randomgen.

  2. #17387
    Guppycurian Forum Whore Guppycur's Avatar
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    Quote Originally Posted by Roland View Post
    Navezgane is easier to work in. It loads up faster and the devs and testing team know where everything is if they want to teleport to a location to see how it is working in game. So much time would be wasted if they developed the game in a random map full of surprises. Once things are in they can be made available to randomgen.
    Yeh, I gotta say; loading rwg for testing is... time consuming.

  3. #17388
    Chronic Cougher Ouch Quit It's Avatar
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    Faatal...
    With all the work being done to the code...will we get a bump up in the max 64 zombies in game? Will all the AI fixes and tweaking help get that number up?

    Would love to have a few more zombies wandering around.

    Regards,
    OUCH

    Coughs* VIDEO* Coughs

  4. #17389
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    Quote Originally Posted by Roland View Post
    Let me help you out Sillls. Faatal is playing a different version than you are. When he says “Right now” he means Alpha 17. Descriptions of what zombies do in your game aren’t proof that he’s wrong in what he says about spiders.
    I see. Thanks.

    That's why I would like to see more videos please. Because this new game is becoming so different it's harder to understand what TFP's are talking about.

    It's like someone talking about a game that you haven't played and your trying to compare it to a game that you have.

    - - - Updated - - -

    Quote Originally Posted by Roland View Post
    Navezgane is easier to work in. It loads up faster and the devs and testing team know where everything is if they want to teleport to a location to see how it is working in game. So much time would be wasted if they developed the game in a random map full of surprises. Once things are in they can be made available to randomgen.
    Thank you for taking the time to explain this Roland. But again, it would be great if we could see what you all are talking about.

  5. #17390
    Inventor Menace312's Avatar
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    Quote Originally Posted by sillls View Post
    I see. Thanks.

    That's why I would like to see more videos please. Because this new game is becoming so different it's harder to understand what TFP's are talking about.

    It's like someone talking about a game that you haven't played and your trying to compare it to a game that you have.
    "Reading between the lines":
    I'm also very much looking forward to A17... Almost like a kid at Christmas

  6. #17391
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    Quote Originally Posted by Guppycur View Post
    Yeh, I gotta say; loading rwg for testing is... time consuming.
    Yes I know what you mean plus it still has issues. One time the water did not match what was on the map and another time some of the traders were missing while others were duplicated in RG.

  7. #17392
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    Quote Originally Posted by Roland View Post
    Navezgane is easier to work in. It loads up faster and the devs and testing team know where everything is if they want to teleport to a location to see how it is working in game. So much time would be wasted if they developed the game in a random map full of surprises. Once things are in they can be made available to randomgen.
    Ok, glad to hear that RWG still gets some love too

    I really appriciate Immersion and Details that you probably only can achieve in a Hand crafted Map like Navezgane, but I love to explore, not to know what i will find.

    And if even half the Dungeons and Details you guys did fpr Navezgane can be seen in RWG later, im a Happy Man.

  8. #17393
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    Quote Originally Posted by Menace312 View Post
    "Reading between the lines":
    I'm also very much looking forward to A17... Almost like a kid at Christmas
    HaHaHa. Yes I would like to play A-17 BUT that's not what I am talking about here. The videos are the one thing we have that we can use as a reference. Without them it gets harder to understand what TFP's are talking about.

    I don't need the video and got other games that I am helping with like Empyrion Galactic survival: Alpha EXPERIMENTAL 8.0 - Part IV.

    https://empyriononline.com/threads/a...part-iv.37664/

    Lots of issues, lots of fun.

    Anyways, a video now and then form TFP's would help us to know what the developers are talking about in 7D2D
    Last edited by sillls; 05-12-2018 at 03:28 PM.

  9. #17394
    Leader Aldranon's Avatar
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    Is Navezgane bigger in A17?

    It could make a difference between being a "one off" deal or people seriously considering it a worthy long term experiance.

  10. #17395
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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.
    thats a good a ide... i like it!!!!

  11. #17396
    Survivor Armstrrong's Avatar
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    Quote Originally Posted by beerfly View Post
    You said it. It makes you make easier choises what to leave and what to get, in early game it is essencial to make proper choises in a matter what you need most and so on. I know, more inventory is cool, but still , as Roland said choises are important.

    P.S. On Chrome I use AdBlock and to be honest i forgot about this ads. For years.
    It's essential part for games without backtracking and with permadeath, so the choice of what to take with you is very important.
    In 7D2D, you can loot whole town and come back to take all looted stuff.

  12. #17397
    Inventor Menace312's Avatar
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    Quote Originally Posted by sillls View Post
    HaHaHa. Yes I would like to play A-17 BUT that's not what I am talking about here. The videos are the one thing we have that we can use as a reference. Without them it gets harder to understand what TFP's are talking about.

    I don't need the video and got other games that I am helping with like Empyrion Galactic survival: Alpha EXPERIMENTAL 8.0 - Part IV.

    https://empyriononline.com/threads/a...part-iv.37664/

    Lots of issues, lots of fun.

    Anyways, a video now and then form TFP's would help us to know what the developers are talking about in 7D2D
    Sure sure, is was just having some fun

    I've tried starting up Empyrion a few times, both alone and with friends... We actually played the Alpha exp 8.0.1 last...
    I gotta say though... Empyrion doesn't do it for me...
    Digging is horrible!!!
    Building is weird.
    It constantly feels laggy... Its subtle at first, but quickly becomes totally unbearable.

    Just my 2 cents.

  13. #17398
    Survivor Ayrton's Avatar
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    hello TFP team I would like to suggest something for the fans that we are waiting with a lot of alfa 17, in particular I would like to know the study of TFP who are behind this great game, a video of MM showing the team in their respective activities would be good see the work outside of cameras, meet the entire TFP team, deliver breadcrumbs to the hungry

  14. #17399
    Reconstructionist Bubo's Avatar
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    Quote Originally Posted by Guppycur View Post
    I'm more curious if spiders still look retarded when they climb, or if they snap to the face. And if they can go upside down yet, so ledges no longer stop them and they can drop on you from the ceiling, like REAL LIFE SPIDERS DO.


    ..and maybe dropping down from trees

    As far as backpacks, now that I use the Simple UI Plus mod, I could never go back.

  15. #17400
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    Allergies have hit me hard this week, so if I sound grumpy, sorry.
    We have discussed, argued, debated the backpack size so many times I actually hate to see the topic come up. The game doesn't have weight limit and for a building, crafting aspect that would destroy the game. I see two sides, so here is one. Reality -- if it was real we would find a small backpack that would let us travel light, something to wear that had plenty of pockets, or carpenters pants with loops so we would have tools handy but our hands free. In the backpack necessities of food, water, bandages and a few other things, keep it light so you can run away from the zombies, bears and wolves.
    Game -- Thank God there is no weight limit, trees, stones, cement and scrap iron blocks we would never be able to carry, we wouldn't have a chance of surviving with the zombies able to bust through cement walls, especially when it is a wandering horde. So, we need something that has room to carry items we need. And yes, we do need to be choosy; but what is one man's trash is another ones treasure. I toss lead, brass, gunpowder, plastic, brass casing, bullet tips and much more. Keep cans of food, water and have wood, stone, plant fibers, cloth and feathers always in my backpack. I'm tired of needing stone or fiber to make a axe and not have any close by when in a building that doesn't have any growing in cracks. Things keep getting added to the game and some need more items, but no extra slots. I have stated before, I'm not asking to have a bag with 100 slots, but a extra row would be good, or we could make one later on with a skill and book later on.

    The mods that have bigger backpacks also have you needed to collect more supplies and able to make different items, so those extra slots are needed. And yes, Games4Kickz and other do need to realize you don't need to carry certain times, moldy bread can be used to make antibiotics, but you don't have the skill to do so or the equipment yet; you need more important things. You need leather and clay so you can make a bellows. You will need a lot of iron, so will need to make a lot of pickaxes. Prioritize, what do you need to make, crate now -- not a week later, focus on that. Things that you find and don't want to toss are items you can't make, but only one slot for wrench, so if you find four you will need those four slots, until you find a working bench so you can combine them. I also make crates, stack three frames and if I can leave a torch on it so I can find it. Also use fridges, cars, boxes to leave loot in if I have run out of room and need to head home.

    Problem, we all play different ways, have different goals, some feel the need for a bigger backpack and some don't see the need. Give us a choice at the beginning or the ability to make a small one to add to what we have. Provide the option to make one later on, that way if you need it you can get it, if you don't you can ignore it.

    sorry for the spelling and some grammar mistake, feel too lousy to correct them. please overlook them.
    Last edited by Janna3921; 05-12-2018 at 05:49 PM.

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