PC Alpha 21 Dev Diary

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Are more people having problems with the buttons not working in Fort Camo and the Shotgun Messiah factory (and maybe more PIO's)?
I had a problem with the Fort Camo button. Recently, I ran the POI again and the button worked.
 

I think they are having trouble finding the problem.  I didn't see it mentioned for A21.1 either, so it's probably still a problem.
It does not seem to occur every time and is therefore probably difficult to diagnose.
 

 
I once had the button not working problem with the shotgun messiah factory in .0 stable. And I couldn't get it finished too (was a clear quest).

I thought I had found all the new volumes (e.g. the cop at the little car entrance security checkpoint), but I didn't even get the yellow indicator, so I was supposedly missing another at least 2.

But I booked both incidents to bugged questing because the quest was moved over from experimental to .0 stable.

After double checking that thing inside out, I just got the main loot and call it a failed quest.

 
Maybe make a bug report
It Is NOT A BUG ... just incomplete design of working parts in game ... If Blocks are turned 1 way - they paint one direction and if you turn that same block, it will paint a different direction ... This has Been going on for years and nothing has been done about it. ... I know it is just a Game, but it should work as designed and we have been missing blocks parts as in outside and inside corners for some shapes for so long is another thing ... (To be Honest, I think we are missing More Outside Corners for many of the shapes than inside corners)

Building is one of the things That makes the game enjoyable for many players and at nearly 8000 hours of game play, it is one of my enjoyments of the game.

Thank You and Have a Great Day ... The OldGamer 😌

 
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1 hour ago, RipClaw said:

Looks fantastic. I hope that they implement animations for characters turning sideways, always struck me as off that some models will simply rotate to whatever direction they're turning towards.

 
The patch notes mentioned the open, close and destroy sounds for the nests were changed, probably because people were commenting on it sounding like breaking wood.  I didn't see anything about other sounds.  I'm skipping this round of experimental as A21.1 doesn't sound like it really does anything to fix the more glaring A21 bugs.  So I haven't seen what is changed other than glancing through the patch notes.
You should give it a try as early game is quite different with A21.1 due to some change in the loot tables and recipes.

More Glue is dropping now but the new bottleneck is obviously to find enough piece of cloth in order to craft those five pieces of padded armor that I need in order to diminish the very high chance of getting any critical damage in case of zombie hit (I'm playing permadeath at survivalist/run/60 min with no trader, no airdrop, no loot respawn, no chunk reset).

But now, for crafting each Duct Tape, it's taking 10 pieces per glue (same for one bandage), hence 50 pieces for five DT. Adding 50 more clothes for each armor part, it's 300 total for a full set of Q1 padded armor. In fact, that's the first time ever that I had to harvest the fields for coton plants in order to craft some armor as, actually, taking it from POI is way slower and quite boring with a Q1 stone axe. Once I get killed (soon), I'm gonna use 200% player block damage for sure on top of 200% XP.

So water for Glue is much less an issue now for crafting without trader but the new early game grind is all about pieces of cloth.

 
You should give it a try as early game is quite different with A21.1 due to some change in the loot tables and recipes.

More Glue is dropping now but the new bottleneck is obviously to find enough piece of cloth in order to craft those five pieces of padded armor that I need in order to diminish the very high chance of getting any critical damage in case of zombie hit (I'm playing permadeath at survivalist/run/60 min with no trader, no airdrop, no loot respawn, no chunk reset).

But now, for crafting each Duct Tape, it's taking 10 pieces per glue (same for one bandage), hence 50 pieces for five DT. Adding 50 more clothes for each armor part, it's 300 total for a full set of Q1 padded armor. In fact, that's the first time ever that I had to harvest the fields for coton plants in order to craft some armor as, actually, taking it from POI is way slower and quite boring with a Q1 stone axe. Once I get killed (soon), I'm gonna use 200% player block damage for sure on top of 200% XP.

So water for Glue is much less an issue now for crafting without trader but the new early game grind is all about pieces of cloth.
It's a little strange to read about the lack of cloth.
The first levels of the trader's quests are mostly ordinary houses with curtains and beds. If there are small military bases nearby, then you can collect a whole stack from a couple of tents.
Maybe I'm used to playing like this, but in the first week, while I'm doing the initial tasks, I accumulate at least two stacks of fabric.
Perhaps you should pay attention to curtains, beds and tents.

 
It's a little strange to read about the lack of cloth.
The first levels of the trader's quests are mostly ordinary houses with curtains and beds. If there are small military bases nearby, then you can collect a whole stack from a couple of tents.
Maybe I'm used to playing like this, but in the first week, while I'm doing the initial tasks, I accumulate at least two stacks of fabric.
Perhaps you should pay attention to curtains, beds and tents.
Maybe you didn't read the part where I'm also writting that I'm playing with all Traders removed from the World.

Anyway, trader or not, one of my first task, day 1, is to collect five glue in order to craft a full set of padded armor (glue is dropping now, from garbage much more frequently than Duct Tape). Like you, Cloth wasn't ever an issue, until now, for crafting crude bandages, duct tape and early armor on day one.

Now, as it takes 10 times as many pieces of cloth to do the exact same thing, one can easily understand that it's changing the early routine quite a bit... in fact, I usually can't collect those many piece needed as, even if I have all the glue to craft my armor, forge and workbench as early as the end of day one, I won't have them all before day 4 to 5.

 
Maybe you didn't read the part where I'm also writting that I'm playing with all Traders removed from the World.

Anyway, trader or not, one of my first task, day 1, is to collect five glue in order to craft a full set of padded armor (glue is dropping now, from garbage much more frequently than Duct Tape). Like you, Cloth wasn't ever an issue, until now, for crafting crude bandages, duct tape and early armor on day one.

Now, as it takes 10 times as many pieces of cloth to do the exact same thing, one can easily understand that it's changing the early routine quite a bit... in fact, I usually can't collect those many piece needed as, even if I have all the glue to craft my armor, forge and workbench as early as the end of day one, I won't have them all before day 4 to 5.
What prevents you from collecting fabric from curtains, beds and tents? This can be done without the participation of a trader.
There is enough fabric in the game, but for some reason you don't want to collect it.

The original game does not involve survival without a trader and does not force you to do anything until the end of the first day. You are not playing the game the way the developers intended, so the balance is broken for you.

You should contact the modders to make the changes you need in the form of a modification.

 
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What prevents you from collecting fabric from curtains, beds and tents? This can be done without the participation of a trader.
There is enough fabric in the game, but for some reason you don't want to collect it.

The original game does not involve survival without a trader and does not force you to do anything until the end of the first day. You are not playing the game the way the developers intended, so the balance is broken for you.

You should contact the modders to make the changes you need in the form of a modification.
Come on dude, go back to my initial post, then take a big oxygen breath instead of brainfarting all over the place ;)

If you read me well, I was only pointing to Riamus the fact that the early game feels quite different in A21.1 compared to A21.0. And pointed it's due to loot tables and recipes changes, while Riamus said that he was skiping this update because he couldn't see some bug fixed and didn't find any reason for an update.

I'm not asking for any "fix" (or whatever). I'm simply pointing to him that it takes now 300 pieces of clothes for crafting a full set of Q1 padded armor (instead of 30), which, considering the difficulty settings I'm used to, is one of the mandatory thing I'll do every single time I'm restarting the game (permadeath, you know?).

And beside from crafting armor, before night time, I'll have to find the City, its commercial neighbourhood, a Crack a Book store, a safe place for the night, a cooking pot, several chickens for feathers and meat, stones and wood for arrows, murky water for not dying immediately of thirst, etc. (as I can't buy anything from those non-existant traders in my world)... while also avoiding being killed by any loose dog or City feral zombie and, by the way, any regular one as they are all running during day time, hitting hard and taking a lot of hit to go down...

When first day is 7.00 to 22.00 and each game hour is 2.5 minutes of real time, I've got exactly 37.5 minutes to complete that... while having currently to gather 300+ pieces of cloth. So yes, I'll have to adapt and certainly change my routine. Won't you agree?

 
Come on dude, go back to my initial post, then take a big oxygen breath instead of brainfarting all over the place ;)

If you read me well, I was only pointing to Riamus the fact that the early game feels quite different in A21.1 compared to A21.0. And pointed it's due to loot tables and recipes changes, while Riamus said that he was skiping this update because he couldn't see some bug fixed and didn't find any reason for an update.

I'm not asking for any "fix" (or whatever). I'm simply pointing to him that it takes now 300 pieces of clothes for crafting a full set of Q1 padded armor (instead of 30), which, considering the difficulty settings I'm used to, is one of the mandatory thing I'll do every single time I'm restarting the game (permadeath, you know?).

And beside from crafting armor, before night time, I'll have to find the City, its commercial neighbourhood, a Crack a Book store, a safe place for the night, a cooking pot, several chickens for feathers and meat, stones and wood for arrows, murky water for not dying immediately of thirst, etc. (as I can't buy anything from those non-existant traders in my world)... while also avoiding being killed by any loose dog or City feral zombie and, by the way, any regular one as they are all running during day time, hitting hard and taking a lot of hit to go down...

When first day is 7.00 to 22.00 and each game hour is 2.5 minutes of real time, I've got exactly 37.5 minutes to complete that... while having currently to gather 300+ pieces of cloth. So yes, I'll have to adapt and certainly change my routine. Won't you agree?


Thanks for sharing the details of your no trader playthrough in regards to the cloth change.  Its a fun challenge to attempt and curious to hear how folks are adapting to it. 

 
More Glue is dropping now but the new bottleneck is obviously to find enough piece of cloth
Did you write that?
There are no problems with finding fabric in the game. I showed you places where you can find fabric even on the first day, although the game does not set any conditions for you.
No bottlenecks. You can find enough fabric. 

 
Did you write that?
There are no problems with finding fabric in the game. I showed you places where you can find fabric even on the first day, although the game does not set any conditions for you.
No bottlenecks. You can find enough fabric. 
Then, thank you for sharing ;)

But, you know, there was also this very large Savage Country POI right next to the Crack a Book POI that I've found. Guess what, did I go for the thousands of cloth rather than looting dozens of books?

My point is that, with the previous build, I would have had enough fabric at the end of this Crack a Book looting in order to make everything I needed without bothering to go next door for scavenging more clothes. With A21.1, I couldn't even craft more than a single spare bandage and a single Duct Tape with all the fabric I get from this Crack a Book POI. Hence, very very far from 300+ pieces I needed.

Hence, in my humble opinion, this is an update worth trying.

But, now, if you ask me if I really liked all this extra banging (taking several minutes) for each couch scavenged (those with several parts and high hp) with my Q1 stone axe, only to get a few extra pieces of cloth for it? ... well not really. In fact, I went out the next day and gathered coton instead, which is way faster, and one can also get a chicken spawn as a bonus.

What about the bottleneck for crafting? The previous version had one with murky water because it would be obvious that the priority use for water was for drinking or cooking but not for making tons of glue out of bones. Now, there is another one with fabric because, like iron, stone, wood or any other ressources which are practically in infinite number in the world, it simply takes a lot of time and (very boring) effort to collect it in the large quantity needed.

Hence, you'll end up being short of them (grind) when crafting.

 
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Then, thank you for sharing ;)

But, you know, there was also this very large Savage Country POI right next to the Crack a Book POI that I've found. Guess what, did I go for the thousands of cloth rather than looting dozens of books?

My point is that, with the previous build, I would have had enough fabric at the end of this Crack a Book looting in order to make everything I needed without bothering to go next door for scavenging more clothes. With A21.1, I couldn't even craft more than a single spare bandage and a single Duct Tape with all the fabric I get from this Crack a Book POI. Hence, very very far from 300+ pieces I needed.

Hence, in my humble opinion, this is an update worth trying.

But, now, if you ask me if I really liked all this extra banging (taking several minutes) for each couch scavenged (those with several parts and high hp) with my Q1 stone axe, only to get a few extra pieces of cloth for it? ... well not really. In fact, I went out the next day and gathered coton instead, which is way faster, and one can also get a chicken spawn as a bonus.

What about the bottleneck for crafting? The previous version had one with murky water because it would be obvious that the priority use of water was for drinking or cooking but not for making tons of glue out of bones. Now, there is another one with fabric because, like iron, stone, wood or any other ressources which are practically in infinite number in the world, it simply takes a lot of time and (very boring) effort to collect it in the large quantity needed.

Hence, you'll end up being short of them (grind) when crafting.
Don't you think that the 300+ pieces of fabric you need by the end of the day is a problem of your settings?

Do you know that you can quickly collect fabric from curtains with a knife?

I still don't see any problems with the fabric. I see that you are playing with settings that are causing you problems. And instead of changing the settings, do you propose to consider a problem that does not exist?

 
Don't you think that the 300+ pieces of fabric you need by the end of the day is a problem of your settings?

Do you know that you can quickly collect fabric from curtains with a knife?

I still don't see any problems with the fabric. I see that you are playing with settings that are causing you problems. And instead of changing the settings, do you propose to consider a problem that does not exist?
Ok.

I think that's my final word with you: I'm not complaining of "anything wrong", I'm just stating the difference of gameplay between the previous build and the current one for someone who (maybe) missed it.

I wish you a very good sunny day :)

 
Where is Dev Diary for A22, we already see Tweets about it.. time to get new thread no? 
 

btw A21 is killer.. I try infestation tier 6 (shotgun factory) .. I got confuse on path to explore building.. it was clear before but now I reach 2-3 times places where I cannot figureout the path and end up digging walls and stuff get myself kill in process as I open wrong door too soon. 

 
You are making assumptions again.  I put points into weapon perks and magazines do not keep up with my game stage.  I'm not sure why that is so hard to grasp.  Crafting only work for some people who play a specific way or in a specific sized group.  Crafting does not keep up for everyone.  If it works for you, that is lucky for you.  It doesn't for many others.
You are confusing players behaviour, with damage of weapons and health/damage of zombies.

Damage of weapons and healh/damage of zombie is the same for everyone.

Crafting/magazine have the same progression for everyone if people invest perks in weapons they want.

If they respec or stay inside house too much is normal to stay behind the gamestace.

A player simple explore PoI or doing quests can't stay behind with damage progression compared to gamestage.

Is not a matter of luck, is simple playing the game like is created, exploring the world in way or another.

Magazine system isn't a problem, because not trivialize the game.

Instead traders/quest rewards trivialize the game even at max difficulty.

 
Thanks for sharing the details of your no trader playthrough in regards to the cloth change.  Its a fun challenge to attempt and curious to hear how folks are adapting to it. 
Translation: "We appreciate you trying to play the game in alternative ways, but we don't support balancing for extreme gameplay options." -  :heh:

I wish you a very good sunny day :)
And what if I like rain?  :rain:

 
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I'm not really concerned about cloth, nor would I consider it any incentive to try the alpha of A21.1 rather than wait for stable.  In the end, such a change is just another hit against crafting.  They raised duct tape and now cloth in recipes, making crafting even less desirable.  It seemed like a good change having the magazines as I found myself wanting to craft, unlike in A20.  However, once I realized the changes to the recipes, it was no longer of any interest to me.  I'm actually crafting even less in A21 now than in A20 because even things I used to craft just aren't worth crafting anymore.  I really don't see why they think that making people want to craft by adding magazines (which worked at least to a point) would go well with changing recipes to be more of a grind and hassle.  In the end, I think they'll have even fewer people who want to craft than before.  Just a guess based on my own views, though.

 
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