PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
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I would love to see a SPAS-12 as the ultimate shotgun. View attachment 28145
Eh , I have one and they were nice...but are completely blown away by newer shotguns...My Kel-tec KSG which I keep loaded with 12guage mini slugs , holds 25 rounds . Even better , I like my new and cheap(under $600) Tristar KRX semi auto with 10 round magazines...shooting 10 12gauge rounds in a couple of seconds is awesome!

Spas-12s were nice , now just a collectors item really

 
I'm pretty sure being indoors makes you comfortable already without AC or heat.
Were you guys aware that AOE buffs on blocks only works for existing AOE blocks like campfires, so we'd have to hijack a vanilla block to make cool mods like air conditioners? (See what I did there... Cool mods... Ac's...)

When can we start reporting bugs on the mod side of things? :)

 
Eh , I have one and they were nice...but are completely blown away by newer shotguns...My Kel-tec KSG which I keep loaded with 12guage mini slugs , holds 25 rounds . Even better , I like my new and cheap(under $600) Tristar KRX semi auto with 10 round magazines...shooting 10 12gauge rounds in a couple of seconds is awesome!
Spas-12s were nice , now just a collectors item really
I don't own any of those, they look powerfull tho! I love the aesthetics of the spas-12, It goes better with the lore than a brand new shotgun IMO, i guess MM and the crew will see what is the right way to go with it! :)

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Were you guys aware that AOE buffs on blocks only works for existing AOE blocks like campfires, so we'd have to hijack a vanilla block to make cool mods like air conditioners? (See what I did there... Cool mods... Ac's...)
OH I SEE WHAT YOU DID THERE.

Very funny btw.

 
Were you guys aware that AOE buffs on blocks only works for existing AOE blocks like campfires, so we'd have to hijack a vanilla block to make cool mods like air conditioners? (See what I did there... Cool mods... Ac's...)
When can we start reporting bugs on the mod side of things? :)
I don't see what you did, but I bet it was cool! ;)

 
Yes! Very powerfull weapon. Semi-auto fire... would be a blast
I bet. Especially for players who's coop buddies have no perception of aiming. When friendly fire is on. I would love it.

 
I bet. Especially for players who's coop buddies have no perception of aiming. When friendly fire is on. I would love it.
Lol!! Maybe you should get better coop buddies or teach them the ways of the gunslinger

 
Smelting times. Been trying, and failing, to write this out so it's concise. Hoping one of the excellent writers here (MM, Roland, meganoth, Guppy, etc) might rephrase this...

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To figure out how much wood is needed to smelt common resources like Stone, Raw Iron, Clay Soil, Sand; resources that take 5 seconds per piece to smelt.

Each Wood burns for 50 seconds, so you can simply divide by 10, or move the decimal place one to the left, however you think of it.

So a full stack of Raw Iron, 1200 bits, needs 120 Wood to be fully smelted into the Forge.

Half a stack of Stone, 3000, needs 300 Wood.

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Truly not intending this to come across as condescending! Just been watching a number of youtubers/streamers and noticed all were just winging it when it came to this bit.

So... yeah. "The Road to He... is paved with good intentions." :rain:

Edit: point of posting this here was maybe it would be useful to add into the Forge Journal entry.

 
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Oh don't get me wrong...I do love the way Spas-12 look and that is why I bought one a few years back and wouldn't mind if that is the aesthetic they go for!

 
Melee Blade vs Club. I may be missing the final effects as I haven't fully spec'd into melee perks but right now it seems like Clubs always have a significant advantage over blades. The knock down chance.
It makes sense that a machete wouldn't be nearly as likely to knock a z down as a club or sledge. But that knock down is pretty significant in melee, especially when facing higher or multiple z's.

Don't have any great idea to offer that makes sense. Just bringing it up as last night I swapped out my club for the machete, to save an inventory spot, and really noticed the difference clearing a poi.
Blades strike me (ha!) as more multi-purpose weapons. The hunting knife should be really good for gutting carcasses, because that’s what it’s for. The machete should be really good for chopping wood, because that’s what it’s for. In other words, I think you’ve got the right idea that they can save you an inventory slot, but maybe the tradeoff there isn’t balanced in vanilla.

 
Melee Blade vs Club. I may be missing the final effects as I haven't fully spec'd into melee perks but right now it seems like Clubs always have a significant advantage over blades. The knock down chance.
It makes sense that a machete wouldn't be nearly as likely to knock a z down as a club or sledge. But that knock down is pretty significant in melee, especially when facing higher or multiple z's.

Don't have any great idea to offer that makes sense. Just bringing it up as last night I swapped out my club for the machete, to save an inventory spot, and really noticed the difference clearing a poi.

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On Mobility in general, the one thing that feels un-natural to me is the side step speed. Agree it shouldn't be full sprint, but personally I do think 'sprinting' sideways should be a bit faster than 'walking' sideways.

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Request for a variable zoom Scope/s. 2-7x or 3-9x. The way the old scope worked was really useful for the rifles :)

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Can't submit a bug report since running a few small modlets but wanted to mention that while I've had zero issues with the minibike, I've had both the 4x4 & the Motorcycle disappear on me.

Happens when driving them. Just a wag but seems like it happens when loading in the next area. Game hangs, have to quit via windows, come back, 4x4/motorcycle are gone.

No issues when they're parked.
I don't know I prefer blades and use a fireaxe. It has far superior range than clubs, does massive damage and you can just walk away while they bleed out and die. Apples to oranges IMO.

 
Were you guys aware that AOE buffs on blocks only works for existing AOE blocks like campfires, so we'd have to hijack a vanilla block to make cool mods like air conditioners? (See what I did there... Cool mods... Ac's...)
When can we start reporting bugs on the mod side of things? :)
You can report them when you want, not sure if or when they will get fixed. Nice word play.

 
Blades strike me (ha!) as more multi-purpose weapons. The hunting knife should be really good for gutting carcasses, because that’s what it’s for. The machete should be really good for chopping wood, because that’s what it’s for. In other words, I think you’ve got the right idea that they can save you an inventory slot, but maybe the tradeoff there isn’t balanced in vanilla.
:) very true, and, for me at least, a knife/machete is an 'always have' item due to the harvest animal/bone bonus.

And, yeah, ya know, things don't have to be balanced, right? :)

Actually, having to swap things around a bit depending on circumstance is a game-play plus; makes things more interesting!

I don't know I prefer blades and use a fireaxe. It has far superior range than clubs, does massive damage and you can just walk away while they bleed out and die. Apples to oranges IMO.
Yeppers. The Fireaxe out in the open is a really nice melee weapon, and a welcome change for A17! :)

Personally I tend to prefer a faster weapon for close quarters, like getting 4 radiateds in a small room, so was thinking of the knife/machete vs. the club, not the sledge or fireaxe. When I intentionally went toe-to-toe w multiples in a poi using the machete rather than the club, no knockdowns resulted in taking a few hits I probably wouldn't have, if I'd been using a club.

Can't really imagine using a sledge inside a lot of the pois, but have seen folks do really well with them. Fireaxe is about mid way between... I might have to try maxing out the Flurry perk and see if that, and some practice, would allow me to forego the club. (and I think me brain is still suffering from Stamina flashbacks from a17exp, heh)

Anyway, options & differences are good! & support different 'builds'.

Last thought: might be fun if rather than knockdowns, body shots w blades might chop off arms, leading to biting animation attacks?

 
I don't know I prefer blades and use a fireaxe. It has far superior range than clubs, does massive damage and you can just walk away while they bleed out and die. Apples to oranges IMO.
A suggestion. I know you guys have dialed in to the "3 weapon tiers" per attribute, but wouldn't it also be prudent to have a "found" and a "made" version of each tier? For instance, a home-made axe would not have near the utility or quality of a pre-war manufactured fire axe. Having pre-war tech found only via scavenging would also promote looting as opposed to sitting in your base crafting or waiting for your buddy to come online to give you an axe he made.

 
I'm going to be doing some quests at some point and I would definitely want to make them multi stage and a little more in depth than the simple stuff we have now. I particularly loved the dead drop quests in Oblivion for the Dark Brotherhood. I'm hoping to be able to combine all the quest types into some more elaborate quest chains, like steal some documents, learn x, now go find out who did what and have to kill/infiltrate to learn who that is, then a final assassination mission. Could be lock picking, getting past turrets, guards etc for those.
yes those would be great!

with all the outhouses in the game, try adding the outhouse quest like the one from WOW called "Doing your Duty"

you had to go to a Lodge and you take the Anderhol's Slider Cider (Maybe another various of Grandpa's Elixir?) and use the nearby

outhouse to retrieve the Partially Processed seeds. or get some sort of reward related to a rare plant or crop or something!

 
Odd , that the most plentiful and one of the most damaging weapons is not available in game...

for Blunt Weapons...a Baseball bat...and mods for them would be easy to come up with...spiked bats ala Escape From New York...etc

I have 3 cold steel indestructible bats mounted to the wall at all entry points to the house...its one of the best home defense weapons you can have! aside from all the guns , knives and axes I have lol

 
A suggestion. I know you guys have dialed in to the "3 weapon tiers" per attribute, but wouldn't it also be prudent to have a "found" and a "made" version of each tier? For instance, a home-made axe would not have near the utility or quality of a pre-war manufactured fire axe. Having pre-war tech found only via scavenging would also promote looting as opposed to sitting in your base crafting or waiting for your buddy to come online to give you an axe he made.
Probably the durability would be better, but I feel like postwar weapons would be a lot more effective at zombies killing since they could be specifically made for that purpose. Maybe that could be reflected by an increase in available mod slots.

 
Melee Blade vs Club. I may be missing the final effects as I haven't fully spec'd into melee perks but right now it seems like Clubs always have a significant advantage over blades. The knockdown chance.
It makes sense that a machete wouldn't be nearly as likely to knock a z down as a club or sledge. But that knockdown is pretty significant in melee, especially when facing higher or multiple z's.

Don't have any great idea to offer that makes sense. Just bringing it up as last night I swapped out my club for the machete, to save an inventory spot, and really noticed the difference clearing a poi.
Interestingly, enough if you compare a machete vs steel fire axe. Go with the steel fireaxe and compare the stats. Not only does the steel fireaxe deal more damage than a machete, but it also swings faster as well. I mostly see blades as a weapon for stealthy characters, especially if you have perked out in the "cut in the wounds" or something like that, at max level it has a 100% chance to cause a bleeding effect on NPC's. Hit zombie once and let it run out. While with a club it's more of a brute force weapon, knock em down and keep em down, one hit, two hit.

 
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