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Thread: Developer Discussions: Alpha 17

  1. #35101
    Inventor wicketness's Avatar
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    Ok Awesome so Release is *SOON ™* as described in a moved post a few hundred pages back.

  2. #35102
    Reconstructionist Orsey's Avatar
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    Perks STAY DOWN and HEAVY METAL is dublicate they effects. So one of this perks is redundant. For clubs, sledgehammer and other weapons one skill is enough, isn't it?

  3. #35103
    Reconstructionist Damocles's Avatar
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    I like the new encumbrance system, with the slots allowing to be used, but slowing the player down.
    Good design here. I approve.

  4. #35104
    Colony Founder Doombringer101's Avatar
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    Quote Originally Posted by Damocles View Post
    I like the new encumbrance system, with the slots allowing to be used, but slowing the player down.
    Good design here. I approve.
    Agreed.

  5. #35105
    Colony Founder Laz Man's Avatar
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    Quote Originally Posted by Xtrakicking View Post
    Just watched the new video. Gotta say, I love the new perk and class system. This brings up many possibilities and game styles to try out. I especially liked the fact that buffs can affect the attributes you buy, thus bringing the potential of having many more diseases that do much more than just drain your stamina/health.
    Yeah it's awesome. I was going to nitpick on some of the number increases per level but realized balancing is probably still unfinished. Also, at the end of the day if something doesnt feel right, it should be easy to adjust via xml.

  6. #35106
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    That last video didn't look very smooth and very playable. I expected them to be in better shape this far along. Quick question, when you kill a zombie I noticed the bag doesn't pop up right away to loot. Does this mean you have to keep hitting it until it goes "poof" then the bag will pop up? I really would love if the zombies stayed on the ground a little longer and you could loot each one. If they could optimize the game better they wouldn't have to make such silly compromises. I enjoined looting the bodies after defending my base and clearing out a building. Having a bunch of bags appear just doesn't seem right. imo

  7. #35107
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    Quote Originally Posted by 69WithAzombie View Post
    That last video didn't look very smooth and very playable. I expected them to be in better shape this far along. Quick question, when you kill a zombie I noticed the bag doesn't pop up right away to loot. Does this mean you have to keep hitting it until it goes "poof" then the bag will pop up? I really would love if the zombies stayed on the ground a little longer and you could loot each one. If they could optimize the game better they wouldn't have to make such silly compromises. I enjoined looting the bodies after defending my base and clearing out a building. Having a bunch of bags appear just doesn't seem right. imo
    Didn't i read somewhere that zombies weren't going to be lootable anymore?

  8. #35108
    Super Moderator Roland's Avatar
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    Quote Originally Posted by 69WithAzombie View Post
    That last video didn't look very smooth and very playable. I expected them to be in better shape this far along. Quick question, when you kill a zombie I noticed the bag doesn't pop up right away to loot. Does this mean you have to keep hitting it until it goes "poof" then the bag will pop up? I really would love if the zombies stayed on the ground a little longer and you could loot each one. If they could optimize the game better they wouldn't have to make such silly compromises. I enjoined looting the bodies after defending my base and clearing out a building. Having a bunch of bags appear just doesn't seem right. imo
    Heís probably playing in the editor. The testing builds are smoother. Zombie loot isnít hooked up yet so itís impossible to comment on it or show it at this time.

  9. #35109
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Sillage View Post
    Didn't i read somewhere that zombies weren't going to be lootable anymore?
    The bodies themselves are no longer lootable nor can you harvest bones and rotten flesh from them. Weíve been told that at some point there will be bags dropped by some zombies that will be loot for killing them. That isnít implemented yet.

    I will say that I donít even think about zombie loot any more . Iím completely used to it and I still kill them and I still get encumbered by all the crap ton of loot I find and it is still fun.

  10. #35110
    Inventor Bubo's Avatar
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    Thank you for the video! Have a few questions for the dev team:

    1. Regarding damaged attributes - Joel stated you'll lose perks temporarily until you fix the problem and then you'll regain those perks. Regaining those perks means we do not have to additionally repurchase them I hope?

    2. Does #1 apply to the Pack Mule perk? Let's say my backpack is full and something negatively happens to directly impact that. Will I automatically (or unknowingly) lose slots and then my loot is rolling down a hill?

    3. Regarding skillpoints - Is the game progression currently balanced enough to regularly buy some perks? I know we can't get them all, and that's fine, however I'm wondering if it will be a long haul between purchasing them.

    Outta the gate I see I'll be starting off with Strength & Construction.

    Thanks for your eyeball.

  11. #35111
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    Quote Originally Posted by Orsey View Post
    Perks STAY DOWN and HEAVY METAL is dublicate they effects. So one of this perks is redundant. For clubs, sledgehammer and other weapons one skill is enough, isn't it?
    You might think they are redundant, but a player with Stay Down AND Heavy Metal will be more powerful than a man with only Stay down. He might expend those 5 points elsewhere. I think this design is good enough and solid enough in its adaptation to the player. The more choices, the more fun. In this case simpler is less. So he opted for at least one skill per weapon, which is perfect, but also spiced with more general skill sets to make it interesting. In the future, we might see more variety, but for me at least, they are good enough to call it an alpha.

  12. #35112
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    Quote Originally Posted by Roland View Post
    The bodies themselves are no longer lootable nor can you harvest bones and rotten flesh from them. We’ve been told that at some point there will be bags dropped by some zombies that will be loot for killing them. That isn’t implemented yet.

    I will say that I don’t even think about zombie loot any more . I’m completely used to it and I still kill them and I still get encumbered by all the crap ton of loot I find and it is still fun.
    Well I hope someone mods this as soon as 17 comes out! Did anyone else enjoy that aspect? Sneaking around searching the dead zombies and making sure no zombies or players see you. Roland what was zombie looting back inn July when he said the alpha was almost ready? In the videos he always seem shocked by the bugs like its his first time trying the features.

  13. #35113
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    Quote Originally Posted by 69WithAzombie View Post
    Well I hope someone mods this as soon as 17 comes out! Did anyone else enjoy that aspect? Sneaking around searching the dead zombies and making sure no zombies or players see you. Roland what was zombie looting back inn July when he said the alpha was almost ready? In the videos he always seem shocked by the bugs like its his first time trying the features.
    Hated that part of it, glad I will no longer have to clean up dead zombies

  14. #35114
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Bubo View Post
    Thank you for the video! Have a few questions for the dev team:

    1. Regarding damaged attributes - Joel stated you'll lose perks temporarily until you fix the problem and then you'll regain those perks. Regaining those perks means we do not have to additionally repurchase them I hope?

    2. Does #1 apply to the Pack Mule perk? Let's say my backpack is full and something negatively happens to directly impact that. Will I automatically (or unknowingly) lose slots and then my loot is rolling down a hill?

    3. Regarding skillpoints - Is the game progression currently balanced enough to regularly buy some perks? I know we can't get them all, and that's fine, however I'm wondering if it will be a long haul between purchasing them.

    Outta the gate I see I'll be starting off with Strength & Construction.

    Thanks for your eyeball.
    1) no extra cost. It will be a temporary reduction that is restored once the debuff is resolved.

    2) The encumbered slots are always usable so your stuff will never be dropped out of slots. Instead, previously free slots would become encumbered and you would move slower. Once the condition causing the temporary loss in strength was resolved those slots would return to being free again.

    3) itís pretty regular. I wouldnít call it a long dry spell between leveling up. They are still tinkering with the progression speed, however.

  15. #35115
    Super Moderator Roland's Avatar
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    Quote Originally Posted by 69WithAzombie View Post
    Well I hope someone mods this as soon as 17 comes out! Did anyone else enjoy that aspect? Sneaking around searching the dead zombies and making sure no zombies or players see you. Roland what was zombie looting back inn July when he said the alpha was almost ready? In the videos he always seem shocked by the bugs like its his first time trying the features.
    July seems like a lifetime ago and there are painful memories of hopes and estimates seen as promises and guarantees. Maybe if you had a zombie dolly you could show me I could just point and feel less anxiety about what things were like in July.

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