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       #Post#: 7380--------------------------------------------------
       A14 Dev remarks
   DIR By: guest215
       Date: January 11, 2016, 1:42 pm
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       [QUOTE=Skipio;381043]Hey Madmole
       I have a suggestion re experience for 13.7 (or 14)
       I have been spending a lot of time "grinding" in alpha 13.  By
       which I mean, making 100 wood clubs in a night to boost my
       weapon crafting skill etc.  And it's not just me, this thread
       has loads of people saying the same.  I'm level 60(?) at day 42
       and can make green weapons and yellow tools.  That's not great,
       it basically means anything I find is way better than anything I
       can make.  Maybe I should grind some more, but honestly...
       where's the fun in that?
       Here's my suggestion: Why don't you put in a cool down on
       experience from each recipe and raise the experience granted
       from it.  That way we could raise experience simply through
       using the skill and not have to do this game-y and dull
       grinding?
       And grinding isn't an option for all skills anyway.  There are
       some skills like (leather and metal) armor crafting which you
       never get enough materials to grind (much) overnight and that
       means at level 60 I'm still wearing faulty bits of armour plus
       drops.[/QUOTE]
       [QUOTE=madmole;381504]Leveling was too fast, so you were getting
       good equipment too soon compared to how fast your skills go up.
       I might make armor crafting perk based and level gated since
       you'll never make enough armor to level it to a decent
       level.[/QUOTE]
       #Post#: 7381--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: Devastation22
       Date: January 11, 2016, 3:56 pm
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       So he is saying that it will become even more grind-y?
       #Post#: 7382--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: guest215
       Date: January 11, 2016, 7:40 pm
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       No, less ez-mode where you up qualityjoe, loot all purple stuff
       and then be crafting 600 quality within a week.
       I look at it as making it more sustainable otherwise people
       would be bored quickly and the game needs to stretch it out more
       so people get more out of it.
       If things don't feel like an accomplishment then it isn't
       fun...for me anyways.
       #Post#: 7393--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: guest215
       Date: January 13, 2016, 11:46 am
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       New player deaths! Its not done or polished but a proof of
       concept. When players die zombies now eat their corpses for a
       little while. The corpse becomes a backpack after the zombies
       are done eating the corpse and then resume chasing other
       players.
  HTML http://joelhuenink.tumblr.com/
       #Post#: 7394--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: Thoddius
       Date: January 13, 2016, 12:44 pm
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       I don't suppose there is any way to make a light or medium
       weapon mount turret, is there? Maybe a 240B with a 10-2 swivel
       range. Maybe an M2 or Mk19. Maybe when we get to crewed
       vehicles. An ultralight would be amazing. I guess I would be
       happy if we had working NVGs, and an ACOG. I must say that this
       game has evolved way beyond what I expected it to become from
       the roots of A1. Keep up the good work h0tr0d. By the way, I
       added a TS avatar for you.
       #Post#: 7395--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: guest215
       Date: January 13, 2016, 2:09 pm
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       There is, with SDX
       #Post#: 7428--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: guest215
       Date: January 16, 2016, 9:36 pm
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       New workstations
  HTML http://joelhuenink.tumblr.com/post/137425804258/new-workstations-id-like-to-show-you-the-new
       #Post#: 7445--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: guest215
       Date: January 20, 2016, 12:35 pm
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       New hide poncho and more
  HTML http://joelhuenink.tumblr.com/
       #Post#: 7450--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: guest215
       Date: January 20, 2016, 11:51 pm
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       New Faces
  HTML http://joelhuenink.tumblr.com/post/137727757158/here-is-a-first-look-at-our-old-player-face-and
       --- Quote ---
       > And yes this is Alpha 14 stuff but we haven’t forgotten about
       you guys playing 13. We are working on one last patch, no map
       resets will be required either.
       --- End Quote ---
       This is why I waited. A14.
       #Post#: 7451--------------------------------------------------
       Re: A14 Dev remarks
   DIR By: guest215
       Date: January 21, 2016, 12:45 am
       ---------------------------------------------------------
       You'll love this one:
  HTML [QUOTE=madmole;386993][URL=http://"
  HTML http://joelhuenink.tumblr.com/post/137727757158/here-is-a-first-look-at-our-old-player-face-and"]New<br
       />shot showing old player faces and new sunsets and smooth
       Navezgane.[/URL]
       Ok here we are again ready for another kickass alpha. FYI we
       aren't abandoning 13, we will release a patch for the last
       remaining issues, but lets talk about 14 here. Any troll remarks
       about 13 bugs in this thread will not be tolerated.
       That said so far we have a new hide poncho, full kevlar and army
       fatigues, unified sunsets, new death and spawning, animation
       drive sound events (footsteps are perfectly in sync as well as
       body thuds hitting the ground), hundreds of xml fixes from the
       community (I'm working with Gazz on this), and a lot more to
       come. Discuss! Our main goal for 14 however, is bug fixing and
       optimizations.[/QUOTE]
       How long have we had kevlar? pffft they do this every update and
       use my mods ;)
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