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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Reversed the whole scenario! Interesting. Challenge here would be the T5 POIs - work your way to the top to get the keys so you can work your way back down to get the loot...some people may have an issue with this...
Yeah, maybe. If you really did work your way to where the keys/switch/whatever are then looking for the loot that was revealed or to be opened would be essentially non-risk. However, if you nerdpoled or cut through some way to get there, you are likely to have a hard time in your searching phase.

 
Then you are devaluing the POIs even further rather than increasing their value.
Players who seriously want to dumb down the game do have access to previous alpha builds without the dungeon-crawl POIs, where you can get all your xp and little loot bags from the zombies wandering the environment.

Problem solved for that crew
Okay, that post was supposed to be sarcastic. That being said, with the current spawn rates, replacing loot rooms with zombie loot wouldn't do anything to devalue POIs since zombies that don't exist within POIs are comparatively rare.

 
Okay, that post was supposed to be sarcastic. That being said, with the current spawn rates, replacing loot rooms with zombie loot wouldn't do anything to devalue POIs since zombies that don't exist within POIs are comparatively rare.
Well, I see value behind what you are saying, and it's not a bad idea either. Loot was removed from zombies mainly because of horde night, chopping up tons of bodies for garbage loot. However, for me, it makes a lot more sense that sleeper POI zombies have loot on them as opposed to the zombies that have been wandering around in the wild for months.

 
Okay, that post was supposed to be sarcastic. That being said, with the current spawn rates, replacing loot rooms with zombie loot wouldn't do anything to devalue POIs since zombies that don't exist within POIs are comparatively rare.
Your post was taken entirely as sarcasm, but some people are actually interested in the discussion so you were given a valid response (with some additional sarcasm for your enjoyment).

You are entertaining the notion of tying all loot to zombie kills and not everyone wants to play that way. Stealth is a major feature of the game that would need to be addressed. Stealthing through a POI past all the zombies would have zero value without found loot.

 
Imminent release of A18, CONFIRMED!!
Release the Kraken!

Reanimate Hitler!

Launch Smells Good!

Very wise to launch before schools starts, not this Friday, maybe next Friday!! :D :D
I did the smells good already 50 pages ago. 😭

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I need to shoot some video, its hilarious. I mean I make it look easy, but I'm spec'd up and have pink spiked knuckles.
Hmm, madmole with pink spiked knuckles...🤔

 
Not sure if this was answered before so I'm asking.

Will this game have the M-16 or M-4 in it?

Because I see the army and they use the M-16 a lot.

 
In A18 we do have "killall alive" which also kills non aggressive animals. It also kills vehicles, but I just changed it so it ignores vehicles.
Good to hear :) Now no need for me to figure out how to mod that type of command in.

 
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Speaking of legs, knocked out 375x10 today. 400 in a few weeks :)
Nice. I have these pathetic little chicken legs, remind me never to be caught wearing shorts around you lol. I really need to hit up the gym again.

*walks away sits down and places face in hands out of shame*

 
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Madmole,
How many MF's are in currently? I know there's probably more MF's now and they don't really represent how much until A18e, but it's still nice to hear these numbers.
68.

I'm down to 9 currently. I've been getting them at about the same rate I fix them.

 
It is in part randomness, but also the way the animal spawning has been setup (not sure if changes are made to the xml setup in A18 though so going by what has been the norm for 2 alphas). Animals have a dummy spawn on their list, a hack that Gazz borrowed from me to thin down animal spawns. It works great if you would use a daily respawn (the way I use it). But since tfp is using a 4 day respawn system it does not work as great because each dummy spawn means the animal died, so no spawn for the rest of the 4 days. So far that is exactly what you would want, but here comes the thing: The animals the player does not kill but run of to far are despawned, put back into the pool and respawned again somewhere with a new random roll. Guess what, some spawn as dummies and die. This repeats over day 1 for while until either you killed of animals or the system did. Usually by mid day most animals in your region are dead.
If you keep exploring a lot, uncovering new chunks you will find animals there, if you stick around to the same spot you will likely not see much animals (easy to not see those rabbits, chicken or snakes).

The problem is in how biome spawners work and offer no granularity and the way entities are spawned from the list (the list offers no option for nothing, unlike Loot for example). Still hoping this system gets this option to not spawn something and to set a count per spawner rather than 1 that actually spawns a lot more than the number you used.
Interesting. I tend to not travel much. Usually pick a town, make a base on a roof and start looting smaller buildings, spreading out from around my base. Respawning an animal into a dummy does sound like a problem and hurts my play style, since I would be loosing animals over time.

 
After reading this discussion my preference comes down on the side of spreading the loot out around the POI rather than tracking what players do in order to change the final loot reward that is still in one special location. Let people beeline to the roof with their nerdpole and get whatever's up there but it will only be part of the reward.
Also make it be that the "boss" zombies can spawn randomly anywhere in the poi. Then you will encounter the tough guys at some point if you continue to explore and you only get everything if you explore everywhere.
Spreading the loot around sounds good, but if the roof has anything special then you want to keep the "Boss" up there too. Maybe the "wandering" boss is more realistic and exciting for those who do clear a POI out of loot, but the min-maxer in me is laughing (do I have to play the Doctor Evil clip again? :) )

If I don't role-play, I hit only the roofs of most POI's as it is. Not getting every last scrap from a POI doesn't interest me.

If I role-play some kind of salvage hunter, who is trying to making his fortune in dukes, then its a different story.

 
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Ireland. Galway at the moment, Blarney castle tomorrow. These old people on the tour are adjusting to my sense of humor.
Ordered a Galway hooker (beer), was telling them how juicy it was :)
Ow lol man..

So you are being a perv in a different country now? Next do Holland.. I'll buy you a beer!

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Beer is a good universal stamina improver.
That's obviously the reason why I consume so much of it, I'm in excellent shape :)

I mean.. A circle is also a shape..

 
I'll add 10 more if you keep it up!
No just the tier 4's and 5's. We want to do some infiltration quests for sneaky types where you cannot be seen or you fail the quest, so you have to sneak through the whole thing, maybe disable power to turrets, shoot out some lights with a silenced weapon, etc.
Hey MM, how about trying to make the new POIs a little more maze-like and less linear?

They are very good already. However at the moment it feels a lot like a strict linear path, with no choices. Also the lights for me break the immersion.

I never find myself breaking a closed door. Why would I? I can just easily follow the lights. Do I want to skip the zombies? I just nerdpole to the roof.. or dig into the basement. But the gameplay inside has no choices.

I would add forks in the path, spread the lights not to indicate the way. Perhaps have more than one way to the end. Maybe have 2 loot rooms, maybe have 0. Also the traps you mentioned would be great.

 
Have animals been made immune to Cactus yet? nothing worse then losing rabbits and hearing them die as they run from you in the desert...Didn't really go thru to much desert in my A17 playthrough...If they haven't , animals should definitely not be killed by the local plant life!

 
I think most people want New York City to be the next 7D2D.
-Skyscrapers, Sewers and Subways, oh my!

-Zipline from one skyscraper to another.

Your character, copied from 7D2D part 1 (you'll need it), starts out on the New Jersey side of the Lincoln Tunnel. There's a small, slowly growing settlement, set up at the park near the tunnel opening. They say someone or something has blocked the tunnel. Clear the tunnel and reach their scouts in the Hell's Kitchen Borrow.

New York is mostly overrun with zombies, rumors abound about the JFK airport and everyone says don't go underground if you want to live!

Or something. :)
I'd prefer Louisiana so we can get a nice swamp biome, and zombie alligators.

 
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