PC Alpha 19 Dev Diary

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I will repeat 1000 times.
Add textures for the storage box. (textures with money, building materials, resources)
Add a model of any boat. Drones, turrets, are you serious? 30% of the world is water. Make it useful, we need boats, fishing rods, water pois
Add the possibility to power, electrical appliances (bridge, doors, light bulbs) from multiple sources. so people can open the electric door on the other side too, right now electrical appliances are a useless thing.
Add the possibility to disable in the server settings, zombie bomber. a lot of players with whom I played would like to be able to play without a bomber.

 
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I really dont understand the shrubbery complaints. I like it being removed as it's a "rough" guide to knowing you've cleared the Poi. Im hoping that in future there is a way to mark the map that doesn't clutter the ui, compass. I play without loot respawn 

 
It's mostly to do with immersion; nothing important of course, but it sets you off driving by a bunch of POI's and then one of them has what looks like a freshly cut lawn surrounding it. That, and it's a bug; activating a quest never used to do this, pre A18 at least.

Edit: I just leave a wood frame outside each POI that I've looted. I also play with no loot respawn.


Once I get the book that lets me harvest doorknobs from doors, I go back and hit all the POI I've cleared and chop out all the doors.

That lets me know if I've done the place or not.

Otherwise, there is usually a hole in the front by the door that I made to get out once the place is clear.

I hope that A19 though, has moved the TREES a bit further from the POI, particularly the oak ones, with the ginormous branches that clip into the buildings.

Going into a room , having zeds attack and you can't SEE them for the shrubbery... well, that's annoying.

Bigger backpack:  yeah, I would like that too. *some* inventory management is fine, but too much is a pita. yes, I'll drop some chests in the Q5 quest POI for stuff,

as I can even fill the 120 slot backpack. (yes, I grab everything that is grabbable. yes 120 is a tad large)

removing the bits of coal/nitrate/wood/shale will help a bit.)  Bigger STORAGE boxes now... that I really would like. No reason for them to be small.

(backpack I can see, and agree to a point)

 
You will have to make due. We've done a little bit of loot cleanup like removing harvest items from loot. There is no point in finding 3 coal in chemical loot when you can get 1000's in seconds mining. So a bit less useless looting should help a tad bit in the backpack space situation.
Sort of an opposite problem:  Maybe have airdrops have more than a single unit of cornmeal?  99% of the time it gets dropped because who's going to tie up an inventory slot for one cornmeal early game?  One can of rations or pasta or chili is worth eating immediately or carrying home.  One cornmeal is just silly.

 
I still think a backpack looting minigame would be a nice addition. Doesn't seem too farfetched to think you'd start with a pretty @%$*#!ty backpack (say 4*9, half of it being encumbrance slots), then you'd try to loot/craft a backpack that brings back the 5*9 we have now, and eventually find or buy a military backpack that adds another row, so 6*9.

Would be a nice addition to the loot list, add a fun evolution to your character while also giving an incentive to use points for pack-mule (you probably wouldn't be able to get 6*9 unencumbered with only pockets, but I haven't done the math).

If dynamic backpacks are impossible to make with the current framework, just add a third type of slot that is unusable for 2 of the rows, with the backpack unlocking 9 of them (to encumbered slots) and the military backpack unlocking 18.
you coudl honestly make a slot for a backpack...! You could store it in the beginning in a knap sack like thing, find maybe 4-5 variant of backpacks that would be simple. add a shape/texture,  OBVIOUSLY make it dyeable, and bam. instant happy.

 
There is always a way to make a temporary stash with things that you might need later, too.

Get the most important, leave secondary in a chest or three , mark it. Once you get a base or a place to use them, voala, no need to go back looting houses if in hurry, for like a blood moon or a beer. 

 
Don't worry, I can summon Roland by using the magic incantation:

LEARN BY DOING IS THE ONLY CORRECT WAY TO PLAY!

Wait for it...
He won't come for that anymore. He has did it so many times in past he knows all about it now. It is almost like he learned by doi.............hey wait a minute, it really does work.

 
AFAIK we still don't have confirmation it will be in A19, as last time I brought it up it was mentioned it may not make it in time. I'm hopeful it will be in though!
I checked the first page of this thread, and the junk drone is still listed. In fact the only thing that is clearly stated as "pushed to A20" is the vehicle update.

So there is hope, but I can also see that the first post isn't that up-to-date in every detail as it should be ("vehicle update 19.2") 🙂

Well what I really hope is TFP take their time to introduce the drone in a useful shape, foremost considering pathfinding of that thing.

Would be really annoying when it needs regular "babysitting" cause it got stuck behind edges/under stairs/whatever. And having to pick it up before getting indoors would make it far less useful (combat support and additional storage).

I don't remember which, but there was a game i played where I had a sidekick, but gave it up. Caused more trouble than giving advantage.

Was it Fallout 3...HalfLife...just don't know anymore. Only thing still in my mind is that it was annoying!

 
Would be really annoying when it needs regular "babysitting" cause it got stuck behind edges/under stairs/whatever. And having to pick it up before getting indoors would make it far less useful (combat support and additional storage).
Honestly the drone should just teleport to the player automatically based on distance or the player should have a "recall" remote in their inventory to teleport it back.  Other wise it will definitely get stuck constantly. I just lost a fully modded Junk Turret last night, threw it down on the top floor of a shotgun messiah and away it went to the bottom of reality. I even went into debug mode and flew down to see if I could find it on a lower floor, but it was completely gone T_T

Teleporting Junk Drones pls!

 
Honestly the drone should just teleport to the player automatically based on distance or the player should have a "recall" remote in their inventory to teleport it back.  Other wise it will definitely get stuck constantly. I just lost a fully modded Junk Turret last night, threw it down on the top floor of a shotgun messiah and away it went to the bottom of reality. I even went into debug mode and flew down to see if I could find it on a lower floor, but it was completely gone T_T

Teleporting Junk Drones pls!
Well yes, that would make it more a bit more comfortable, cause you wouldn't have to go back and look where it is.

Nevertheless the annoying thing would remain: it being gone.

So constantly hitting a "drone teleport button" for just being sure the drone stays aside me...wouldn't make it much better for me.

No, that thing has to work for itself properly...let's hope it does.

If not...at least I can try out the new steel club on it, and literally scrap it to its pieces 😄

Considering an "auto-teleport" depending on the distance to the player would maybe not work in close quarters.

Imagine you entering a room, Zeds attack you, and your drone is hovering close behind you...still in the other room (maybe wasting ammo into the wall).

Wow I'm really curious how they solve those kinds of potentially annoying things.

Programming proper pathfinding and its behaviour in general - especially in close quarters - must be a pain in the a**

 
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Edit: I just leave a wood frame outside each POI that I've looted. I also play with no loot respawn.
It would be amazing if TFP could add a function to allow players to remove markers from showing in their compass. Back in the days I used to mark looted POIs by placing the cross marker on them, until my compass got completely cluttered with all of those dozens of markers.

Now I do the frame trick, but honestly, it's a bit tedious to do it that way. If there was a way to remove markers from the compass (but not from the map), it would help a ton.

 
It would be amazing if TFP could add a function to allow players to remove markers from showing in their compass. Back in the days I used to mark looted POIs by placing the cross marker on them, until my compass got completely cluttered with all of those dozens of markers.

Now I do the frame trick, but honestly, it's a bit tedious to do it that way. If there was a way to remove markers from the compass (but not from the map), it would help a ton.
Haven't tried it, but it could work if you lay an "X" out of maybe 9 woodframes in front of the building. Player crafted structures are painted grey on the map if i remember correctly. So the "X" (or whatever form you choose) should be visible when you zoom in the map.

 
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