PC A20 Developer Diary Discussions

i do remember that wasteland cities was very hard around alpha 10 i think, when there was endless stream of zombies swarming and you usualy went here well prepared with tons of ammuniton, honestly i kind of miss that kind of action. At the moment the game suffers from lack of actual endgame, since once you hit some point , it simply becomes boring.
I remember those days.  I used to pack enough resources to build a mini-fort and lay safe-ish waypoints throughout the city as I probed further in.  I do miss that mechanic, a brutal slog through zombie-infested streets. 

That said, I think I hit peak mechanic preference with the variable zombie speed setting.  You can pretty much set it to "traditional Romero" without much hassle or fuss.

 
MechanicalLens said:
I'm pretty sure I can speak for a lot of us that some inside corner filler stairs would be grand. Perhaps someday?

View attachment 16705

Also, no more day 2 dog hordes would be great.
That would be great. In a recent game I had 2 dire wolves and a bear on day 2 and a dog horde on day 3. I survived but just barely thanks to an early blunderbuss find.

 
Having lots of zeds in the cities would not only make it more fun but it would also bring some challenge to what is currently a day 1 lootville ! It used to be "logical" in some way, concentrated loot area = hard area. Back in the days we looted isolated houses and small towns, but a hub city ? Better be ready for that. Right now, there's no reason not to head towards the biggest city nearby on day 1, and it kinda kills any sense of area progression and makes all those isolated POIs / smaller towns a waste of time, not an opportunity.

The best of all would be a dynamic POI concentration spawn filter. 1 isolated house, 1 or 2 roaming zeds. 4 POIs nearby ? A whole bunch of zeds. A rural area with shops and whatnot ? Mirrions ! 

 
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Having lots of zeds in the cities would not only make it more fun but it would also bring some challenge to what is currently a day 1 lootville ! It used to be "logical" in some way, concentrated loot area = hard area. Back in the days we looted isolated houses and small towns, but a hub city ? Better be ready for that. Right now, there's no reason not to head towards the biggest city nearby on day 1, and it kinda kills any sense of area progression and makes all those isolated POIs / smaller towns a waste of time, not an opportunity.

The best of all would be a dynamic POI concentration spawn filter. 1 isolated house, 1 or 2 roaming zeds. 4 POIs nearby ? A whole bunch of zeds. A rural area with shops and whatnot ? Mirrions ! 
I doubt that would be possible due to performance reasons. As an alternative, how about higher gamestage nighttime spawns? If you don't want to encounter feral wights or the odd cop, for example, running on your heals or stalking outside of bedroom window, then you could simply live elsewhere. (I doubt this would be possible through code though; it sounds too specific.)

Edit: I suppose the closest we could come to your suggestion above is a zombie slider where the player dictates the number of zombies that can spawn in one's world. Each time you adjust it a warning pop up, notifying the player of possible performance hits if their rig isn't of semi-impressive quality.

 
BTW speaking of the November 2020 "No haircut challenge", Why is Lathan (Fubar_Prime) so ridiculously attractive with that natural symmetrical beard ? He projects such a professional "Clooney" aura as opposed to the previous "Despicable me" one....

Just why ? If I were a ramp frame, I swear I would change my orientation. Just sayin'.

Is he gonna be a model for a gorgeous npc in the future or what ? Why isn't anybody talking about it ? May I speak to his parents and congratulate them on that quest ? That one sure doesn't have any bugs. Fetch and Clear anytime.

 
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Maybe, when the prefab reset before begin trader quest - overwrite only  blocks that are NOT are loot-containers?

 
Darinth said:
Is this exclusive to the drone or can the sledge and turret also have this attached? I've been hoping for the ability to hook a light up to the turret basically since I originally got it. They don't support the weapon flashlight mod.


Ooooo the ability to have one of the big full sized floodlights on your junk turrets  / sledge would be freaking awesome!! Maybe as a perk reward / skill book so it's not too OP (as if light is really a problem anyway with head lamps and the display setting)

Those big base lights already exist so stealing the code and strapping them to your turrets to create little mobile pockets of light in the dark would lead to some really, really cool "final battle against the hordes" moments at night

 
Ooooo the ability to have one of the big full sized floodlights on your junk turrets  / sledge would be freaking awesome!! Maybe as a perk reward / skill book so it's not too OP (as if light is really a problem anyway with head lamps and the display setting)

Those big base lights already exist so stealing the code and strapping them to your turrets to create little mobile pockets of light in the dark would lead to some really, really cool "final battle against the hordes" moments at night
similar to mining lanterns. place a light and be able to pick it backup

 
Yeah, I have watched the stream and the new RWG looks awesome and promising!  :first:

I hope rivers can get into that too.

 
Blake_ said:
-Burnt forest is going to be combined with the Wasteland biome into a big "art set" in a similar theme than the previous pine forest/normal forest merge, adding beefier gameplay with seamless merged burnt/radiated areas. TheFunPimp argues that the impact of this change will hopefully result in MORE variety due to the granular design approach of the RWG and also better gameplay overall (less repetition, more good stuff, better weather handling and straightforward progression). This is still a WIP.
I fail to see how this adds more variation. Correct me if I'm wrong, but if the wasteland and burnt forest are going to be merged together like the pine forest and maple forest were, it just sounds like they're taking even more biomes away now.

So right now we would have Snow Forest, normal forest, desert and burnt-wasteland. Four biomes as opposed to the seven we used to have.

 
And if you combine all the biomes into one, you will achieve MAXIMUM diversity.

...Okay....

... just let for us make our own biomes and i won't bother you - you can remove all the biomes from vanilla if it's so useful...

Tell me honestly - what technical problem makes you do this?

 
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I fail to see how this adds more variation. Correct me if I'm wrong, but if the wasteland and burnt forest are going to be merged together like the pine forest and maple forest were, it just sounds like they're taking even more biomes away now.

So right now we would have Snow Forest, normal forest, desert and burnt-wasteland. Four biomes as opposed to the seven we used to have.
My opinion is that the burnt forest is currently not only bland, but boringly bigger than it should be. Same with the forests before they merged. I'd rather have more interesting locations in a more densely packed area than a big chunk of burnt out land that has mostly 1 type of Zd around. I always thought it was weird that they didn't merge it like the forests.  Now we will have everything that the burnt forest offered (burnt piles, burnt Zds) mixed with the Wasteland. It's not that it is gone, it's just more interesting because it will be a combination of the Wasteland art sets and the burnt forest ones comprising a single general area.

The new RWG system will allow new tiny mixed biomes, like ice formations in the snow, muddy swamp looking places in the forest, you name it. Not really pimp dreams here. Madmole talked about it a while ago. It all comes down to time. I think this merge helps time by not taking away anything yet making weather survival and gamestages easier to balance in the future.

 
My opinion is that the burnt forest is currently not only bland, but boringly bigger than it should be. Same with the forests before they merged. I'd rather have more interesting locations in a more densely packed area than a big chunk of burnt out land that has mostly 1 type of Zd around. I always thought it was weird that they didn't merge it like the forests.  Now we will have everything that the burnt forest offered (burnt piles, burnt Zds) mixed with the Wasteland. It's not that it is gone, it's just more interesting because it will be a combination of the Wasteland art sets and the burnt forest ones comprising a single general area.

The new RWG system will allow new tiny mixed biomes, like ice formations in the snow, muddy swamp looking places in the forest, you name it. Not really pimp dreams here. Madmole talked about it a while ago. It all comes down to time. I think this merge helps time by not taking away anything yet making weather survival and gamestages easier to balance in the future.
Well, here we can see an example of the strange phenomena of "fixing the broken item by throwing it in the trash".

What you're mentioning isn't a problem stemming from the burnt forest in itself, it's a problem stemming from how the burnt forest biome has been handled and presented. The snow forest also has just one type of zombie in it, yet the snow forest isn't bland or boring, and they're probably not going to take away the snow forest either anyways (really hope so at least, unless they're thinking of blending it together with the desert somehow). Could it be because of the unique POIs? The mountain lions? The overall look and feel? If so, why not do the same with the burnt forest too? Why not make it a fun and interesting place to visit instead?

We'll be getting new mutant zombies and bandits in the future, which give more options to make the place more engaging as well.

Anyways, my point is that it just looks like instead of making the burnt forest an interesting place in itself they want to merge it with the wasteland to "dilute" its blandness. By blending it all together, it just seems like the end result will be overall less unique locations to see and visit; just either forest, snow forest, desert or wasteland now.

We'll see, I guess. Really hope you're right.

 
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Anyways, my point is that it just looks like instead of making the burnt forest an interesting place in itself they want to merge it with the wasteland to "dilute" its blandness. By blending it all together, it just seems like the end result will be overall less unique locations to see and visit; just either forest, snow forest, desert or wasteland now.
Yes, you're right, it's all an elaborate plan by TFP to make the game more... "bland", ehrm.  :heh:

 
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