PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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I like them. They are slightly bigger, more defined, the darkish blob has been removed from beneath them(not every icon had it)and they slightly overlap the quality bar at the bottom. I just wish the UI Black pin stripes were altered to be thinner or remove them completely for a hovering look.
Thank You!

about "the darkish blob":

a dark blob under them was needed to visually untie the image from the background - this gives it more volume (not flat) and prevents the influence of background graphics on the main icon.

It was a atavism from the old interface and for the new exel-style, of course, was not needed.

In my opinion - they are just "undefined" - the brain does not immediately recognize these images - not enough color information and they are oversaturated with small minor details that do not add, and clog the overall impression of the image.

Form - hasn't the recognizable contours. And contours - it's what is perceived by the human brain in the first place.

To clarify what I'm talking about, here's an example:

What image tells your perception that you unmistakably see "goldenrod"?

goldenrod1.jpg

this is an exaggerated example, but i want to say that the new icons have similar problems.

 
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Until you realize you can casually outrun them all by sprinting a bit. A18 and the fixes to root motion can't come soon enough.
Sprinting in wasteland by night is a good way to lose a leg ^^.

Edit : to lost instead of to lose... sorry...

 
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Mines tho

Yeah I’ve tripped enough mines to know better than to just run blindly through the wasteland at night. I also just started the world so I don’t have night vision. And I’m too low level to sprint for more than a few seconds before I’m gassed. AND sprinting away from one beastie would have just meant sprinting toward the next. There were glowing eyes all over, but it was all the dogs I couldn’t see until they already saw me that nearly killed me. And the damn vultures that kept swooping down at me because my health was low.

But I wasn’t asking for tactical advice, I was wondering if the plans for a tougher wasteland I’ve seen Madmole speak of have already been implemented to some degree? Or do higher difficulties bring cops, wights, ferals, etc. out at night in the wasteland early on and I just haven’t seen it before cause I usually play warrior not survivalist?

 
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In my opinion - they are just "undefined" - the brain does not immediately recognize these images - not enough color information and they are oversaturated with small minor details that do not add, and clog the overall impression of the image.Form - hasn't the recognizable contours. And contours - it's what is perceived by the human brain in the first place.

To clarify what I'm talking about, here's an example:

What image tells your perception that you unmistakably see "goldenrod"?

View attachment 28561

this is an exaggerated example, but i want to say that the new icons have similar problems.
I completely agree and you make a very strong point about how the human brain isn’t nearly as detail-oriented as one may think so high resolution is not nearly as important as contour, color and contrast.

You can have effective, beautiful high-res icons but high-res doesn’t automatically make them more effective or beautiful. For example some very high res ‘photo-realistic’ texture packs for games look like crap compared to lower-res texture packs that utilize contour, color and contrast more effectively.

The new terrain screen shots, in my opinion, are a great example of higher detail done right. The striking rockishness and apparent depth of the desert cliff terrain is brilliant and it really ‘pops’ in a way these new icons do not in my opinion.

 
I completely agree and you make a very strong point about how the human brain isn’t nearly as detail-oriented as one may think so high resolution is not nearly as important as contour, color and contrast.
You can have effective, beautiful high-res icons but high-res doesn’t automatically make them more effective or beautiful. For example some very high res ‘photo-realistic’ texture packs for games look like crap compared to lower-res texture packs that utilize contour, color and contrast more effectively.

The new terrain screen shots, in my opinion, are a great example of higher detail done right. The striking rockishness and apparent depth of the desert cliff terrain is brilliant and it really ‘pops’ in a way these new icons do not in my opinion.
Thank You for understanding!

 
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I guess it’s just been a long time since I’ve been in the wasteland at night. I’ll have to demand higher pay out for that quest Trader Jen gave me now that I know it was a suicide mission.

 
This month hasn’t been ruled out but it’s not super likely considering madmole said a couple/few weeks ago it was a month or 2 away.

 
This month hasn’t been ruled out but it’s not super likely considering madmole said a couple/few weeks ago it was a month or 2 away.
MM stated a while back, that A18 went a lot bigger then expectated when he made that guess, and since we really get some content this time, im okay with waiting for fall-ish

( no matter how important the "behind the curtains" changes in A17 where, it was a bit lacking of motivation and content)

 
This month hasn’t been ruled out but it’s not super likely considering madmole said a couple/few weeks ago it was a month or 2 away.
Lather, rinse, repeat... It's the same with every Alpha. What was said a month or two ago might mean nothing as things change, or some unforeseen event makes the next Alpha take more time than first expected, plus, of course...

It's done when it's done!

 
Can we get some options for Airdrops? for example:

- Options for different containers, dropping generic creates seems silly. they should look like hardened containers on palets (look at RUST as an example)

- Smoke color options

- Beacon on containers that flash for XX days

- Containers with food/medicine that are not locked, ammo/gun crates that have locks.

-- Bonus - Option for player quest to get something that allows us to call in an airdrop?

 
Is there any reason to bother building a base out of Wood or Scrap? The Wood-through-Scrap block upgrade tree is expensive and costs a lot of materials I'd rather use elsewhere, while rocks and clay for Flagstone/Bricks are much easier to work with, and it seems like they're just flat-out more durable anyway? What's the deal?

 
Is there any reason to bother building a base out of Wood or Scrap? The Wood-through-Scrap block upgrade tree is expensive and costs a lot of materials I'd rather use elsewhere, while rocks and clay for Flagstone/Bricks are much easier to work with, and it seems like they're just flat-out more durable anyway? What's the deal?
if you play without Creative Mode, Wood/scrap is Tier 1 and the easiest to get. There will be quiete some time until you can harvest Rock with a reasonable yield. If thats the case, Rock/Steel sure is the upgrade

- - - Updated - - -

Is 7days going gold this year
with a 83% certainty, no.

maybe 2020 or rather 2021, just my guess

- - - Updated - - -

Can we get some options for Airdrops? for example:
- Options for different containers, dropping generic creates seems silly. they should look like hardened containers on palets (look at RUST as an example)

- Smoke color options

- Beacon on containers that flash for XX days

- Containers with food/medicine that are not locked, ammo/gun crates that have locks.

-- Bonus - Option for player quest to get something that allows us to call in an airdrop?
+1 awesome ideas.

 
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