PC Alpha 20 Dev Diary

Status
Not open for further replies.
Hit up some tier 3 4 and 5 poi's in the snow biome or wasteland that'll do the trick try wearing some lucky goggles and popping some eye kandy too

Well that's really odd hmmmm is your loot abundance lowered by any chance?

I guess just keep on looting id probs recommend doing a lot of tier 3 and 4 poi's rather than 5 because they take a long time 
loot abundance is 100%, and yeah I plan on sticking to 3 and 4's

 
@Any developer - I saw recently on a mod to reduce zombie digging damage and slow them down, a disclaimer stating the reason digging could only be lowered and not removed is because of hard coding.

Can we expect the flexibility of this either being exposed to modders within this alpha, next, or gold as an added option to disable this?

It's another annoying addition that would be good to be able to disable or at least mod out.

 
Long days tend to make the game easier just like higher exp multipliers tend to make the game harder.

Based on time to loot useful items / Experience gained for the same time.

This is dependent on average RNG rolls for loot and average zombie spawns.

As RNG seems to be straight up wacko sometimes, this has room for error.  :)

 
I have been... lvl 90 ish, loot stage 200+ in the winter biome and with goggles, and all I get is heaping piles of ammo for the most part


The alternative (if you have found or bought the schematics) is to craft them by scraping lower quality guns and armor. Another alternative is to buy yourself forgettin elixier and change your career to an attribute where you already found the right stuff.

 
I have been... lvl 90 ish, loot stage 200+ in the winter biome and with goggles, and all I get is heaping piles of ammo for the most part
Speaking of which, that's something that has been sneakily bothering me. As gamestage increases the amount of ammo in loot increases to keep up with the demands of horde night and m60/auto shotty-clearance. It bothers me because I focus on melee and ammunition-light approaches, so it feels like I'm getting more and more useless loot at the expense of things that would have been useful to me.

 
Or you could make it drop nothing, which has been an option for a while now.
missing back packs? hmmm the only times i have had a missing back pack is either by dying again to  get my other backpack then losing it by quitting out when you die without spawning on your bedroll and by dying in uneven landscapes it could be  a good thing but i dont think it needs to be focused on as of right now

 
Or you could make it drop nothing, which has been an option for a while now.


I know 🤔. That's why I'd originally said this:

Turning off drop is the cheese!


(Too much cheese binds me up.)

The command to summon a backpack gets put on the back burner each time this come back because, well...

"It's only alpha, just add your stuff back as best you can using the console"

But, if it's only alpha, then why not just add a bunch of purple stuff on day 1?

"That defeats the point of the game, it's about the journey, not the destination"

Okay, then describe the feeling that prevents you from just dropping all your stuff every so often.

"No, that's the gear that I got...on my journey"

But...the missing backpack was also gear I got...on my journey.

Bleh. There's been a fair amount of weird clipping/hitbox/whatever issues this alphagh. I'm presuming that the missing bags will get fixed as those are straightened out, but the command to summon a backpack?.....a solid gold crutch.

- Arch Necromancer Morloc 💀

 
Speaking of which, that's something that has been sneakily bothering me. As gamestage increases the amount of ammo in loot increases to keep up with the demands of horde night and m60/auto shotty-clearance. It bothers me because I focus on melee and ammunition-light approaches, so it feels like I'm getting more and more useless loot at the expense of things that would have been useful to me.


If your doing a theme-based build, I salute you!

However, the old saying: "Don't bring a knife to a gunfight", holds water with late game A20, especially in tier 5 POI's.

Regardless, a person who can melee a bunch of radiated all at once in a POI is heroic IMO. 

 
Speaking of which, that's something that has been sneakily bothering me. As gamestage increases the amount of ammo in loot increases to keep up with the demands of horde night and m60/auto shotty-clearance. It bothers me because I focus on melee and ammunition-light approaches, so it feels like I'm getting more and more useless loot at the expense of things that would have been useful to me.


So you are saying the chances for melee weapon ammo should be increased 😁

 
I know 🤔. That's why I'd originally said this:

(Too much cheese binds me up.)
I find going back to the backpack very annoying. It's always something like a dire wolf killed me early game, and it's camping my bag, or a boss room killed me late game and all those zombies are still there. As it happens, I hate the XP penalty as well so I chose to keep the XP penalty and disable the "going back to backpack" penalty.

 
If your doing a theme-based build, I salute you!

However, the old saying: "Don't bring a knife to a gunfight", holds water with late game A20, especially in tier 5 POI's.

Regardless, a person who can melee a bunch of radiated all at once in a POI is heroic IMO. 
Well, it isn't that hard. You just have to use the stun baton.

 
Melee weapon ammo?

Oooo where do I get that mod to fire shotgun shells everytime I punch something! I have a whole storage box of ammo I dont use...

Would be like that Ballistic Fist in Fallout 3? or 4? lol

 
I find going back to the backpack very annoying. It's always something like a dire wolf killed me early game, and it's camping my bag, or a boss room killed me late game and all those zombies are still there. As it happens, I hate the XP penalty as well so I chose to keep the XP penalty and disable the "going back to backpack" penalty.
Death loop is nice

Death loop is life

Death loop is zwei

Death loop is rice

 
Well, it isn't that hard. You just have to use the stun baton.


Yeah was about to say, stun baton is actually pretty useful in high tier PoI, although I think the repulsor mod is bait that makes the baton worse. I wish there was a mod to do what the Candy does. Other weapons don't require a candy to be good, stuff like skull crushers are just added bonus rather than part of what the weapon is balanced around requiring.

You can  use stun baton without nerd tats, but without them it's definitely pretty meh compared to just using a club

 
Long days tend to make the game easier just like higher exp multipliers tend to make the game harder.

Based on time to loot useful items / Experience gained for the same time.


I half agree/disagree with this. I think the balancing on most sliders is pretty genius in that they neither make the game strictly harder nor strictly easier they just change the game in some pretty radical ways. 

Consider, you said longer days make the game easier because you have more time to loot useful items and presumably also to farm extra resources as well as travel time to POIs or different traders taking up a lower percentage of time relative to shorter days. But consider also that longer days mean more real time until the trader and vending machines restock. 

This means that early game with 2 hour days you'd be getting (relatively speaking) half the food and drink from a vending machine that a 1 hour day player is getting, making it much harder to survive off of those. On a longer day you're spending more calories per in game time unit, but able to buy less meaning you'll need more alternative sources of food which can be difficult in the early game before meat starts getting delivered to you from the friendly woodland bears and wolves. This also means you're getting half the resources a normal player is getting from traders in the same real time period. This means that things like explosives purchased from the trader become more rare as you're waiting twice as long for them to be restocked. Consider that while you may be doing 6 quests a day vs 3, I can safely finish those 3 with grenades and thus have more time outside of my quests for other things, where as the trader won't have enough explosives to consistently do 6 quests a day. This is also hugely impactful in the late game having to wait 6 real life hours to do a trader reset loop when checking for new books and such for sale from all your traders vs just 3 hours on default days. 

Longer days also mean longer nights. This means potentially much harder horde nights. A 2 hour day means a 30 minute potential horde night if you play long enough, where as 1 hour days cap the night at just 15 minutes. Whatever strategy you're doing for horde night gets much more expensive and risky by doubling how long it lasts. Doing a field strategy? You just need 2 steroids max to off set an unlucky broken leg for the night where as you'd need twice that without. Using traps for the night? You'll need twice as many and need to spend twice as much time repairing them the next day. Etc. And for new players, the longer nights are also more dangerous outside of horde night in that they are likely not comfortable moving around at night thus stuck in place for longer, possibly with running zombies trying to break in and there is only so much organizing that you can do at night before you have a safe mine made to keep you busy all night. 

For XP though, I mostly agree. More XP tends to make the game harder faster than you progress with gear and base (at least for the early and mid game). There are some very specific min/max strategies that you can pull off to optimize the fun out of the game and turn increased XP into an upside, but outside of those, the zombies tend to get stronger than you do if you are spending your points in a less calculated manner. Consider: it takes 9 perk points to go from str7 pummel pete 4 to str10 pummel pete 5. This represents a measly 7% damage increase for the club compared to increasing your base game stage by nearly 11. 7% damage is nice sure, but feral zombies have double the hp and damage and are now spawning much more often as your GS goes up. A player with lower XP multiplier will eventually get to the same perk level and GS, but also have way more time and thus more likely to have a much better quality 5/6 steel club which is way better than just 7% more damage on a wooden club or bat. 

For optimizing the fun out of the game with extra XP, max daring adventurer on day 2 with just 150% multiplier (1 hour days) you can do this before finishing your 7th quest meaning you get a bicycle + 1 other bonus for the tier completion. You can then get better barter up to level 4 before the end of day 2 and thus have a huge chance of buying a tier 3 gun of your choice from your two traders that you'll have on day 3 or 4 for the reset. I did 6 test runs with a daring rush and had an auto shotgun on day 4 in all 6 no sweat. This means you already have the best gear in the game before the first horde night, so perk points just make that gear even better and the extra XP basically makes your daring adventurer and better barter free skills to speed up the game massively but in your favor. Combo this with points spent in miner69r to let you bust in POIs and finish all fetch quests that a trader has as well as easily finishing buried supplies (plus 1 point spent in the treasure skill in perception to speed it up even more) and you just snowball quests out of control faster than the zombies can keep up with. On all 6 games I was able to finish tier 5 completion and get 500 steel blocks or quality 6 and 5 military armor consistently before day 10.

Was it fun just busting into POIs and grabbing supplies for tier 1, 2, and 3 quests like 6-10 times a day and ignoring all the zombies and loot just to accelerate to end game gear against early game zombies? For me, not really. It was a fun test at first but it got old fast. The extra XP was instrumental in making the build as broken as it can be though, because INT is balanced by perk points actually having a meaningful opportunity cost, extra XP removes that and let's you get the two really strong skills (and spend all those points on the INT attribute itself) without giving up power in other trees thus allowing you to use the late game items you find more effectively. 

 
I find going back to the backpack very annoying. It's always something like a dire wolf killed me early game, and it's camping my bag, or a boss room killed me late game and all those zombies are still there. 
The best solution is to select "delete all"

Not like the stuff you carry around matters anyway

 
Last edited by a moderator:
Someone know why the stamps looks like this? i wanted to make a better river stamp, but i have no idea how to make something like this, i teste with normal HM and it dont work 

image.png

 
Status
Not open for further replies.
Back
Top