PC Alpha 19 Dev Diary

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The sound in general, zombies being heard at 1 block away inside a bunker
eh. if the sound was a bit more faded that would be nice, know if i could change it i would change zombie sounds into something more scary/animistic. JUST LIKE THE VOICES IN MY HEAD!

but if they just added a Fading sound like say. your running away from zombies they would get lower and lower in terms of volume  

 
eh. if the sound was a bit more faded that would be nice, know if i could change it i would change zombie sounds into something more scary/animistic. JUST LIKE THE VOICES IN MY HEAD!

but if they just added a Fading sound like say. your running away from zombies they would get lower and lower in terms of volume  
The real solution would be sound occlusion, btw you should check those voices in your head with a psychiatrist some day.

 
Zombies (also Dogs) should randomly make no sound at all. This will make the player never trust to hear them in time approaching.

 
Speaking of sound, did anyone else get that weird bug in A18 where you could hear another player hitting an iron node from like 300 meters away, and it sounded like you were right beside it? My poor friend I play coop with. I'm a hardcore miner, so he basically had  to hide across the map or else hear me tinking on metal 24/7

 
Ok, I am ready.  Put me in Coach!

I had held off playing and then decided to start a new A18 to have it fresh to see how big the difference is in A19.

 
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Zombies (also Dogs) should randomly make no sound at all. This will make the player never trust to hear them in time approaching.
Dogs I could see, maybe, stalking their prey and all.. but footsteps are a thing.. otherwise that would make the zombies "smart" (trying to be all steathful like) and we all know zombies are rageful murderers

 
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I could have sworn that the guy mentioning their issues with the games sounds was focused on how far away and what the sounds could be heard through (I.E. non-horde night zombies or wolves noticing player footsteps or the rustle of trash piles through multiple layers of stone and concrete while the player is several meters from the closest direct access to the outside) and not sneaky enemies. The sound system in game seems to be a proximity sphere that ignores the blocks between the point where the sound is generated and where the player or enemy (Zombie or animal) that "hears" it is. There is already distance fade (on the player end with entity generated sounds at least, not sure about the zombie/animal end and player generated to player hearing seems to be hit and miss sometimes) thankfully.

 
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I level really fast. I am level 30 by day 14, most people level one level a day so are about level 14. I got my shotgun from questing and a blunderbuss in loot. Like I said traders don't follow the new progression they are like they always were. We can address that in a future alpha, but even for Tier 4's I'm getting green T1's so I don't see a huge problem.
In my current series, I have just hit day 14 and I am also level 30, although I did spend the last two in game days just building and mining.

I am really excited to see the new progression system, I currently have tier 4 tools and a level 2 AK which I made.

 
whoosh? was joking about its short range and how useless aim down sight is with it since it doesnt practically do anything for accuracy, and since the reload time is so damn long it would be more practical to just club em with the butt of it.
I think its pretty amazing. It has one shot power with a couple ranks. I made ammo cheaper (2 gp instead of 3) and I'm finding blunderbuss ammo in loot so I'm enjoying it. I don't know for sure but I'm assuming ADS narrows the spread a little so I do it if I have the time. Regardless its quite effective, the key is don't reload it, shoot it, switch to a club and beat the crap out them, or kill one, then club the other, etc. I only use it when things get a little nasty otherwise I use my club most the time. If things get really bad I use my double barrel.

Yup, save all my shotgun ammo for a turret. Never use it. It never felt balanced against the other weapons, with it's ranged penalty. Short range should have been a lot more powerful. Pistol can do a lot more damage in close range, due to it's high rate of fire.
Sorry but this just isn't true. Shotguns are devastating short range. I know they were weak sauce early 18 but Gazz did some changes for 18.x and I never played it until now, but I will say its absolutely nasty. I've got 4 ranks of shotgun perk though so that helps a ton. I can't imagine getting a pump and auto shotgun down the road. I've also reduced the cost of paper it is the same as brass now instead of more expensive which made no sense at all.

 
I think its pretty amazing. It has one shot power with a couple ranks. I made ammo cheaper (2 gp instead of 3) and I'm finding blunderbuss ammo in loot so I'm enjoying it. I don't know for sure but I'm assuming ADS narrows the spread a little so I do it if I have the time. Regardless its quite effective, the key is don't reload it, shoot it, switch to a club and beat the crap out them, or kill one, then club the other, etc. I only use it when things get a little nasty otherwise I use my club most the time. If things get really bad I use my double barrel.
Even on Day 14,  I am still using my level 3 bow, level 4 spear and level 3 club as they are still effective.

I had hardly ever used the blunder buss, due to the fact I almost always found a pistol/Shotgun at the same time, so there was never a need to use it.

I only swop to another weapon if I run into something hairy like Shamway foods, that POI kicked my butt.

 
Typical "my weapon is nerfed" discussion. I usually play agility and feel the pistol is underpowered. When I played strength last time I ran around on ground level on horde night because the shotgun was so powerful.

With a pistol I really need to do headshots all the time, even with low-level zombies. I can put a whole magazine into a zombies body and he might still stand. Shotgun? Just point in the general direction and shoot, guaranteed hit and kill with two shots. Disadvantage is you need two double-barrels in your toolbelt (as long as you don't have a combat shotgun) and yes, low range (but that is adjustable with mods, try that with the club 😉)

With perks the reload is pretty damn fast with a double barrel.

My new strategy is to use high tier food for a healthy max stamina buff, chased with black strap coffee for amazing regen and just go nuts with a club.

how can you forget that? 

imo that may be my favored feature for A19, i always have bad luck finding meds so ill love trader jen! plus gives me a reason to go to other camps  
Because after he sent me to go find Jen I told myself I wouldn't come back there ever but after I cleaned out Jen's food I was desperate and when I got there and he was stacked with food I remembered. Then the @%$*#! had a motorcycle for sale, so I spent 2 days looting everything near him and selling it, and bought two ranks of barter just to have that sweet bike. I'm just loving this strength build so far and the loot rebalance. Since loot isn't raining high quality guns early game I was selling every little thing I could to make some dukes. I even sold all my 762 rounds, I just kept what was in the mag for hunting.

 
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