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 noticed a delete all, I need to try that sometime. Man that would suck, but at the same time it would make having 2nd string gear important and you wouldn't sell everything to traders you would horde more.
You should, it's great for that exact reason.

 
There are pockets craftable on day 1 for clothing that remove 1. Ones that remove 2 are available via book, as well as the standard armor pockets 17 had.
You read books immediately when you find them, you don't carry them around unless you are desperate for money. I take the XP, 100 dukes isn't worth it.

Your lucky if you find 3 in one day IMO, there just isn't any book cases anywhere to be found and most the time I get paper. I buy mine from traders most the time. I'm 40 hours into this game and I don't have hardly any books unlocked. I am not going to knee jerk over a bad game though. They aren't needed and some people will find 15 in one day if they get the right book POI, I have one tiny crack a book in my world so far.

We also removed a whole row of encumbrance, so I get by with my pockets and 1-2 ranks of pack mule just fine. Once I find more triple pockets I should be fully un encumbered.
Wait, are you also removing book stores as well?

 
Wait, are you also removing book stores as well?
No, he's saying he hasn't found any in his game because the only book POI he's found is a tiny crack-a-book, whereas someone else may find 15 in one day if they get the "right book poi".

 
You can craft cigars in A18 that boost strength and barter. Let the Duke Nukem role plays begin.
So are you adding tobacco to the game now? Will we be able to grow it?

I know cigars have been in the game but as is.

 
Greetings

"New Demolisher zombie.Rigged with explosives he will plow through spike traps and explode when he reaches your walls. Shoot him in the flashing sweet spot to detonate him before he gets too close."

Ohh great we already have zombies that eat concrete walls as if they were made of cheese, Zombie underground homing torpedoes and now we are going to have Zombie suicide jockeys with explosive vests?

Walls are practically useless as it is already. Just go watch how many youtubers are all about cheesing the zombie AI nowadays. :jaded:

Why do we bother with any kind of a building system! :crushed:

 
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I dont know if this was fixed or not but has anyone figured out why the bedroll breaks? It sucks loading the game away from my base and my bedroll somehow broke.

 
or "K I S S"

learn it to unlock it and make it. :)

&lt;ingredient name="resourceYuccaFibers" count="250"/&gt;

&lt;ingredient name="resourcePaper" count="1"/&gt;

yes this is part of the recipe!
 
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So are you adding tobacco to the game now? Will we be able to grow it?
I know cigars have been in the game but as is.
No. Cigar parts. If you find cigars or buy cigars you can scrap them to cigar parts and then craft new cigars using those parts.

#OneUnifiedSystem

/s

 
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Maybe this was requested, maybe it was not, can you please make some craftable window blinds with an option to close them completely or spread them out a bit so you can sneak a peak on the window at the zombies but without being seen?

 
Greetings
"New Demolisher zombie.Rigged with explosives he will plow through spike traps and explode when he reaches your walls. Shoot him in the flashing sweet spot to detonate him before he gets too close."

Ohh great we already have zombies that eat concrete walls as if they were made of cheese, Zombie underground homing torpedoes and now we are going to have Zombie suicide jockeys with explosive vests?

Walls are practically useless as it is already. Just go watch how many youtubers are all about cheesing the zombie AI nowadays. :jaded:

Why do we bother with any kind of a building system! :crushed:
You bother by making sure to hit that sucker on his flashing sweet spot. Your wall getting destroyed is not a foregone conclusion.

 
I wouldn't.
Practically, there may not be that much difference between giving you a temporary penalty that you have to deal with (which will force you to be careful for the duration and hence gain less xp and loot) and making you re-gain experience that you lost. In the long run they may both result in around the same amount of slowed progress.

But psychologically they feel very different.

One of them is immersive. It makes you feel "I nearly died then, so I need to be careful till I've recovered". It feels like a natural consequence of nearly dying. Similarly, having dropped your stuff to escape and then having to go back to where you nearly died if you want to recover it also feels like a natural thing to do.

The other is the opposite of immersive. It just feels like you're arbitrarily having something taken away from you by the game as punishment. It feels much more like a deliberate "screw you" and less like a natural consequence of dying.

In fact, I think that's the crux of the matter.

Currently, we have a death penalty - a consequence of (near) death. The A18 system takes away the death penalty and gives you a death punishment instead.

It's like if they decided that you'll no longer break your leg when falling because it isn't enough of a discouragement, so instead the game will delete your Forge when you fall to discourage you from doing it. One of them feels like the natural consequences of your action, while the other is just an arbitrary punishment.
Yes they do feel very different. With the xp penalty, I can get back to playing a normal game, immediately. With the A17 system, I have to suffer through 15 minutes of molasses-like game play. The current system is simply not *fun*, no matter how realistic or appropriate it might be.

I guess we'll have to agree to disagree :)

-A

 
You bother by making sure to hit that sucker on his flashing sweet spot. Your wall getting destroyed is not a foregone conclusion.
One thing that is on my mind: Turrets will hit them randomly and make them explode everything up? Or will they automatically it them on the flashing spot?

 
Question:

How will the auto turrets in POIs be powered? It seems like solar + batteries would be the best option because the turrets/motion detectors would need to be running constantly, and generators need a near infinite fuel source for that. I guess you could also have a few bandits that are sitting inside and activate the defense system when they hear an incoming gyrocopter.

EDIT:

One thing that is on my mind: Turrets will hit them randomly and make them explode everything up? Or will they automatically it them on the flashing spot?
Maybe you need a turret mod to do that?

 
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