PC Alpha 19 Dev Diary

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Great news ! Roland, can you give us some broad figures about how the super early experimental went? Number of people who opted-in, number of new bugs that it helped fixing, stuff like that. I guess the stability of 19.0 should be way better than all previous x.0 versions, for a lot more people have already tested it. 
More testers just tend to find the same bugs multiple times. Once in a while you catch something new.

What a horrible task it must be to dig through developers Github and write up release notes. Do you assign it to the new guy?
Not as bad as that. All devs add non trivial changes to the release notes doc when they commit to SVN. It then just needs editing in the end.

 
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Some players strongly feel that they must have XYZ right when they want to but that's what perks are for.

They then go around projecting their own preferences on everyone else. =P


I mean, I was like 2% joking with the "mandatory tier" perks thing, but not really. You can of course play without them, but some perks are just a bajillion times better than others, it's going to happen with any game.

You can play without Miner 69 and Mother Lode for example, but it's going to be drastically more tedious to do basically anything. You'll have to buy literally everything from traders and rely purely on their RNG to see if they even have anything you need, and won't be able to just tear through the walls and safes in a PoI.

It's totally doable, just pointlessly tedious when you can just perk into two of the best perks in the game that will increase QoL drastically

 
I mean, I was like 2% joking with the "mandatory tier" perks thing, but not really. You can of course play without them, but some perks are just a bajillion times better than others, it's going to happen with any game.

You can play without Miner 69 and Mother Lode for example, but it's going to be drastically more tedious to do basically anything. You'll have to buy literally everything from traders and rely purely on their RNG to see if they even have anything you need, and won't be able to just tear through the walls and safes in a PoI.

It's totally doable, just pointlessly tedious when you can just perk into two of the best perks in the game that will increase QoL drastically


As half the world is underground I like to dig, I perk mining at least a little and sometimes make huge underground places (nothing like JC's Channel though).

I worry that TFP plan removing voxels for their next game, as they have very little content past basements.  The little marker boulders could end up being permanent or respawn after a few days.

But if their next game in is the whole New York city area with all the subways and sewers, then voxels would be a bad idea as the game would be so HUGE!  :)  

 
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I mean, I was like 2% joking with the "mandatory tier" perks thing, but not really. You can of course play without them, but some perks are just a bajillion times better than others, it's going to happen with any game.

You can play without Miner 69 and Mother Lode for example, but it's going to be drastically more tedious to do basically anything. You'll have to buy literally everything from traders and rely purely on their RNG to see if they even have anything you need, and won't be able to just tear through the walls and safes in a PoI.

It's totally doable, just pointlessly tedious when you can just perk into two of the best perks in the game that will increase QoL drastically
You won't find many people disagreeing about miner69 and motherlode, but you made the same "mandatory" comment about a lot of other perks and there is much much less consensus about those.

 
Other positive examples are in a few computer RPGs that actually provide dumb dialog choices if you play a low-int character. At least Arcanum and Fallout 2 were often cited as games you really should replay as a brute.
I remember Fallout having the low intelligence dialogs. Did not know Arcanum also had it.

 
I think the game is much scarier when you're in a building surrounded by zombies than when you're outside of a building and most of the zombies are hidden within. 

I don't mind the sleeper system, but I do wish it was not the predominant system.

At least make a system where if sleepers wake up, the biome spawns increase and zombies head your general direction.

That would put a great deal more pressure on you.
Hopefully the event manager can do that when its done.

I mean, I was like 2% joking with the "mandatory tier" perks thing, but not really. You can of course play without them, but some perks are just a bajillion times better than others, it's going to happen with any game.

You can play without Miner 69 and Mother Lode for example, but it's going to be drastically more tedious to do basically anything. You'll have to buy literally everything from traders and rely purely on their RNG to see if they even have anything you need, and won't be able to just tear through the walls and safes in a PoI.

It's totally doable, just pointlessly tedious when you can just perk into two of the best perks in the game that will increase QoL drastically
I perked into strength and still don't mine into safes, the breeching rounds are king. One shot pops open a small safe. Not everyone mines. People have their play styles. People coming over from minecraft will spec into mining, people coming from COD will do fortitude. Quake players might want perception for railgun and rl type experience. People who like stealth games or gunslinging might go with agility. I wouldn't assume everyone plays like me and neither should you. While the axe is sufficient and free for me because I like to build, I don't use it in combat and I "waste" the perk points on clubs because its just more satisfying to me. I'm not a hardcore min maxer though, I do a bit of role playing and do what is fun instead of always the most efficient. My new base is beautiful and horrible at the same time, but I like a challenge :)

https://twitter.com/joelhuenink/status/1271527086188949504?s=20

 
Would be also an idea to have a group of zombies spawn and try to destroy the players running / recently used workstations when the player comes close again to them (eg coming back to the base).

This would make the base more vulnerable to attack, and thus require closing doors when leaving the base etc..

So the next best target to the player is the player property.

(also vehicles should be a target)

 
Love the little details MM!  Plus points for the use of those wood trellis frames and those thicker wooden quarter blocks. 😎👍

MNX0mz4.jpg


 
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Does it matter? It's a blunderbuss. 😛
Best part of blunderbuss is, that when you shoot with it, you not only kill a brainmuncher, you scare the @%$*#! out of the co-op player(s) near you, who have no idea where this big boom comes from, or what is going around and it is just the best, at any moment in early game. 

 
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