PC Alpha 19 Dev Diary

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FYI, RWG will be a strike teams top focus for A20. We're going to give Robert all the support he needs to get it shippable once and for all. Closer quest POIs will be part of that improvement as well as fixing roads and issues like this.


Awesome! I do want to say that of the towns / cities I've seen so far, I like how they are generating overall. In-town street layouts are nice, there seems to be a good POI distribution, and they feel good to run around in. 

 
Game is compensating for your 90 min easy mode selection....lol
Yeah, yeah, whatever. Lol I don't play 90 minute days to get a real advantage. Rather, I like to take the time to smell the roses. (Aka not dashing through POI's to look them ASAP, not running like a maniac everywhere, etc.)

Edit: *loot, not look

 
@madmole

Only got a couple hours in so far, but liking the updates. Except for the overall light level at night, it is just way too bright and makes things to easy to see. Personally I like the darkness at night that adds to the suspense factor. There is little that compares to exploring a POI at night with a torch for light to be able to see.

It would be nice if for those of us that want it, we could get an option to adjust light levels at night and inside POIs.
It is pitch black inside POIS at night for me. If they are sealed from outside anyway.

 
I have no issue with traveling 1.5km to do a quest, it means I get to see more of the world and mark good looking poi’s on the map to come back to and loot. Sure the first few days, those buried treasure quests are a main source of food. But if they make it a permanent solution to only offer those types of quests the first few day’s, then it’s not going to be any kind of challenge like they are wanting
This is how I feel. While its not ideal, I try to make the best of it, scout for a possible awesome base location, mark book stores and whatnot on my map for later, etc. If it is too far I'll just go lot local pois, and sell stuff to the trader to make dukes, and wait for one closer. You actually get more done NOT questing and make more money not questing because I can clear out 3 POIs in the time it takes just to get to the quest POI and I can sell it all to the trader very quickly and then hit another one. Rinse and repeat for a few days and you can afford that shiny ____ before its gone for good!

 
So done some testing with the Junk sledge with a friend and while yes as a weapon it sucks and solo it is worthless. But it can play a role in team play, with a weighted mod (Burning mod for added DoT, not needed but nice. ) It acts as a great support weapon. It rag-dolls zombies like no ones business, with such great CC its easy to clear and keep allies safe. The fact it uses no stamina is nuts, what it lacks in damage it kinda makes up for in utility. (FYI deployed mode is meh) This being said it still needs more work, but not a total flop like most are considering it. 

 
I am enjoying the new alpha, looks like a lot of love and care went into it. I am looking forward to the bugs being ironed out.
 

I did notice an issue with frame drops in my game playing with my wife and brother in law. My wife’s computer played it flawlessly while my brother in law and mine had some issues although mine seemed worse. The only real difference between my pc and my wife’s is that she is using intel and I use AMD. I don’t know if it has anything to do with it, but I would randomly go from 80-90 FPS on ultra in 2k to 15-20 in random areas. I matched my settings (except for resolution) to match my wife’s exactly as she was getting a constant 80-90 FPS the entire time we played, but it didn’t help. I finally conceded and dropped down to 1080p and it seems to work pretty good now and haven’t had any frame drop issues. So I’ll stick with that for the time being until a fix is found. I saw some others saying they had issues at 2k as well, so perhaps dropping the screen resolution down a bit will help for y’all as well. 

 
This does it :

(Legendary piece of armour) Knuckle rub gauntlets : +100% chance to stun the enemy.

Decreases your AGI by 1 when equipped.

 
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Ouch. You also have to consider that you have to double the distance... There and back.
Working as intended if you ask me.  A good mix of some close and some far.  Sorta sets up the player to explore other towns/cities instead of following a linear path of doing 10 quests within a short distance from the trader before moving onto the next trader.  I guess it depends what is the design the devs have in mind when it comes to quests given by each specific trader.

In many linear games (e.g. world of warcraft) quest givers only give quests within a certain zone.  Although that is super convenient for the player, it creates a very linear type of gameplay which probably works okay for static maps like Navezgane but for RWG you sorta want that randomness to encourage exploration.  My 2 cents anywho...

...Also, most players wont be burning through all of a trader's quests within one days time so its not really an issue as the trader's quests will probably reset by the time an average player can do all of the quests.

 
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...Also, most players wont be burning through all of a trader's quests within one days time so its not really an issue as the trader's quests will probably reset by the time an average player can do all of the quests.
A potential exploit that I discovered on accident, but logging out of the world and then logging back in resets all the quests that the traders offer you. I don't want to know how many quests I accepted that I rightfully shouldn't have been offered in the first place. 😕

 
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Sometimes I loot an entire nearby building without being told to go there by a trader and I get some pretty good loot AND the trader still buys it from me....
Whaaaaa, you mean I don't have to grind quests endlessly because an onscreen sprite tells me too but create my own adventures? 🤣

 
Working as intended if you ask me.  A good mix of some close and some far.  Sorta sets up the player to explore other towns/cities instead of following a linear path of doing 10 quests within a short distance from the trader before moving onto the next trader.  I guess it depends what is the design the devs have in mind when it comes to quests given by each specific trader.

In many linear games (e.g. world of warcraft) quest givers only give quests within a certain zone.  Although that is super convenient for the player, it creates a very linear type of gameplay which probably works okay for static maps like Navezgane but for RWG you sorta want that randomness to encourage exploration.  My 2 cents anywho...

...Also, most players wont be burning through all of a trader's quests within one days time so its not really an issue as the trader's quests will probably reset by the time an average play can do all of the quests.
While I generally agree with you,  more than 1.5km is a bit much. Imagine getting a quest in Whiterun to go fetch a daedric heart in Atmora (a far away "continent" north of Tamriel)

Edit : I've got all quests at 1.9 at some point.

 
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While I generally agree with you,  more than 1.5km is a bit much. Imagine getting a quest in Whiterun to go fetch a daedric heart in Atmora (a far away "continent" north of Tamriel)

Edit : I've got all quests at 1.9 at some point.
Yeah, all at 1.9 would suck, but if its a spread like the trader rekt screenshot above, looks good to me.

 
While I generally agree with you,  more than 1.5km is a bit much. Imagine getting a quest in Whiterun to go fetch a daedric heart in Atmora (a far away "continent" north of Tamriel)

Edit : I've got all quests at 1.9 at some point.
Play in a 4k world and everything is closer. People want 8k worlds because they want to travel but then get mad when they....have to travel. ;)

 
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