PC Alpha 20 Dev Diary

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Я не понимаю твоего вопроса. Что лучше чего? Все, что я сделал, - это сообщил вам, что иногда в центре города есть станция метро, если она появляется. Ни для кого не секрет, что A20 сейчас нет.
I meant what else is there besides the sewage system and the metro, what other underground things are there that can be explored

 
just doing a  level 2 quest on barn_03 where the quest marker is between 2 sets of metal doors.. 3 times in a row after pressing e if i turn around to the doors nearest the street the game hung and got a game has stopped working windows error . The third time i moved a bit before turning to check behind me and game hung and error message again. On the  4th time i didnt turn around just stepped forward and opened the second pair of doors and went into the barn before turning around to check behind.. didnt crash that time... 

weird. got through that quest turned it in to the trader and got another quest for the same poi in a different part of the city west instead of east of the trader. same thing happened. can move and turn but as soon as you look at the first doors the program crashes. the doors are not in the correct position they are 90 degrees turned. 

sorry wrong section will post in the bugs section.

 
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Have you guys ever talked about moving rule 1 cardio back into the agility tree? 

I like fortitude as well, so it does not really matter, but if cardio were in agility, it would probably be my perfect insane nightmare attribute, when I do not feel like going strength first.

 
The concept of 1 quest per day at the trader would be a fantastic change in my opinion and it should have honestly been done when quests were first introduced in A17, but better late than never. :)  It makes absolutely no sense that a trader would offer you multiple quests to complete on a daily basis. Realism aside, this would also be great for balancing, especially early game when there is limited items to sell. If there's a coveted item that you really want, either give up hope, or explore to find a new town and take a quest from another trader to earn those dukes. This would also greatly encourage players to go deep into Better Barter & Daring Adventurer.

I know the goal of this isn't to crush "evil spam questing" lol. But honestly, I'm not a fan of spam questers - I've only been doing 1, max 2 quests from a trader per day for a couple playthroughs now, and I find it to be a better experience overall.

Also, acquiring a bicycle is far too easy right now. I'm hearing people getting that reward from the trader on the morning of day 2, which is ridiculous. This cancels out the gameplay path of crafting one yourself because, why would you?

@Roland For people who are against this change, I propose a compromise of sorts. Perhaps an additional bonus to the Daring Adventurer perk would be the ability to take two jobs from the same trader per day? It could be locked behind rank 2 or even rank 3 out of 4.

Alternatively, perhaps the player could accept multiple quests per day from a trader, but just one per tier.

 
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It makes absolutely no sense that a trader would offer you multiple quests to complete on a daily basis.


Have you never heard of a quest board? A staple of RPGs since like, the dawn of mankind. Why would it not make sense that the trader has more than one place he wants you to go clear out a day? "It would be nice if Walmart was cleared out so I could go get some stuff from there, although if the Burger King was cleared out I could get my favorite straws, and well if the hardware store was clear I could go get a new tire for my lawnmower . . ."

If there's a coveted item that you really want, either give up hope, or explore to find a new town and take a quest from another trader to earn those dukes.


Wut, how does it impact that at all. There's literally zero chance you've fully cleared any decently sized entire town early game even if you are ignoring quests and only checking buildings all day for the first week. Currently if there's an item you really want, you look for it while doing quest PoI, or you go raid higher tier PoI that are above your quest level.

With 1 quest a day you would look for it while doing your one quest, then go raid higher tier PoI, exactly the same, except you'd just have less incentive to bother with any low tier PoI  without quest rewards so you would ignore anything that didn't look dangerous enough to have good loot.

This would also greatly encourage players to go deep into Better Barter & Daring Adventurer.


Less quests -> Less rewards -> less incentive to go for a perk that makes rewards better

More quests -> more rewards -> more incentive to go for a perk that makes rewards better

Less rewards -> Less loot to sell -> Less incentive to go for a perk that makes items more valuable to sell

More rewards -> More loot to sell -> more incentive to go for a perk that makes items more valuable to sell

 
MERRY CHRISTMAS!!!

May all your dreams come true and Santa gives you a sock full of coal!!

What?  At the price of coal these days, load it up Santa!!  :)

 
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Alyeska wishes you a very Happy Mousemas. It's her first one. 🐭

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Merry Christmas to all of the devs and everyone on these forums!

 
Finished my first A20 horde night, 64 zombie setting, 300% block damage, it seemed surprisingly easy to stay in one spot, zombies don't seem to know what to do when you're on a tower with entrances blocked, they ended up attacking a nearby building instead of the supports for the one I was standing on. Are there any plans to make the AI target structural support if they can't get to you on horde night? Or is this the plan till gold?

Well the first horde night being intro to them would make sense, I just wonder if it'll be easy from here on out still. Already on tier 3s playing permadeath though so I am not sure when the difficulty will ramp up.

 
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Have you guys ever talked about moving rule 1 cardio back into the agility tree? 

I like fortitude as well, so it does not really matter, but if cardio were in agility, it would probably be my perfect insane nightmare attribute, when I do not feel like going strength first.
It's probably more useful with an agility playstyle, but it still seems a really niche perk.  I don't think it would be overpowered if it just gave a flat 10% stamina regen bonus per point, and it would be a hell of a lot more useful.

10% regen would compare pretty fairly with sex rex (gives 8/15% stamina spend reduction plus bonus stamina on kills), and master chef (gives a 15% stamina regen bonus but you have to actually make the tea).

The few of us who play together have talked about quests and whether it might be a good idea to have a 1-job limit per trader per day. It would slow down the questing a bit as well as encourage people to spread their work around to all the traders. Right now if you find a new trader they only offer T1 quests so you’d rather just work for your first trader. But if you can only do one job for your trader then you might feel better doing a T1 at the next trader as a bonus. 
Interested to know how that goes when you try it out.

A good middle ground might be if traders don't reset their quest list every day, they just add one quest to each tier list.  Or add one to the most empty tier list if refilling all the tiers is going to prove no restriction in reality.

That way you're still encouraged to shop around because a trader can get low on jobs or clogged up with stuff you don't want to do, but you don't have to run around the traders every day in order to do multiple quests.

 
There is a subway station with the outgoing and incoming tunnels all caved in. It is part of one of the tiles for the downtown area. There are not long underground tunnels to explore.


Technically could have been the caves that we no longer have ... :p

I miss under ground caverns, I suppose we have the POI underground stuff I guess...

 
Does living off the land 2 (50% for one more crop) stack with living off the land 3? (triple crops). If not then that means you break even if you craft seeds on living off the land 2 right? Only profit if you get perk rank 3? I thought living off the land gave 2, 3, 4 crops which means you'd begin to profit at rank 2. 


No. Living of the Land 1 already means profit since you get 4 crops + 1/2 seed. That is the equivalent of 6.5 crops return on average and a 1.5 crops net gain

LotL 2 bonus does not stack with LotL 3.

 
No. Living of the Land 1 already means profit since you get 4 crops + 1/2 seed. That is the equivalent of 6.5 crops return on average and a 1.5 crops net gain

LotL 2 bonus does not stack with LotL 3.
I had forgotten crops give 2 plants so I was going by description, thanks!

 
Maybe but they seem to be the only option for weapon/tool progression until late in the game. I'm on day 31 (60 min days, 100 XP) and all of my weapons except a crafted SMG are from Trader rewards or Trader purchase (a Q4 pistol bought in the first week) and most of my tools are from the trader as well. Steel shovels just started dropping for me in loot.  Weapon/tool drops from loot caches seems to have been drastically reduced in A20. Even if trader rewards were reduced they would still be worth doing. You could always do a no trader run. Nothing is truly mandatory.


If most of your gear is directly bought from the trader or quest reward that means the trader is overpowered. You might not care because you may want the game to progress faster. But there is obviously a balance problem if the trader progresses much faster than the in-game loot for most players.

I meant what else is there besides the sewage system and the metro, what other underground things are there that can be explored


TFP layed the ground work for underground things in A20 and provided first examples. It is inevitable that there will be more, probably from TFP in A21 and certainly from modders.

 
If most of your gear is directly bought from the trader or quest reward that means the trader is overpowered. You might not care because you may want the game to progress faster. But there is obviously a balance problem if the trader progresses much faster than the in-game loot for most players.


Like this wasn't obvious already. Lol. Traders have been overpowered for a long time. I get it, they objectively make progression faster/easier just because of their existence and people utilizing them, but imo their goods should only be slightly above the player's current lootstage. +20 or so, give or take.

 
MERRY CHRISTMAS!!!

May all your dreams come true and Santa gives you a sock full of coal!!

What?  At the price of coal these days, load it up Santa!!  :)
Don't forget coal is used in making gunpowder...

Also yes, everyone have a great Christmas and stay safe. Remember there is no respawning in real life. Take care and use designated drivers, taxis, etc if you have to.

 
The few of us who play together have talked about quests and whether it might be a good idea to have a 1-job limit per trader per day. It would slow down the questing a bit as well as encourage people to spread their work around to all the traders. Right now if you find a new trader they only offer T1 quests so you’d rather just work for your first trader. But if you can only do one job for your trader then you might feel better doing a T1 at the next trader as a bonus.


How does it work for teams? If they each get one quest from the nearby trader and share it, can they do multiple quests and avoid the 1-2k trip to another trader? Or, is this a limit on turning in finished quests?

 
What is up with the sheer wall that surrounds me on all four sides now? It's appalling and horrendous. please tell me this is a bug.

 
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