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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You have to stare at it for a bit before the text pops up, so to me its not annoying as before when you had press e to take showing up constantly.

OK...it's your game and you know it inside and out...but load up a game and you'll notice it's instant. Running across a field, 'Cotton' 'Cotton' 'Cotton' Goldenrod' 'Goldenrod' popping up. At least 'Press E to take' had a purpose...

Anyway, it was just a suggestion since it was the first thing that annoyed me the first time I tried A17.2 yesterday. I've come across things much more annoying since (and some cool things as well, so don't get me wrong). I'll come back and try it again in the future.

 
Not cool dude... not cool
I just don't see the reason. This is a pvp or pve game, if someone betrays you in a trade just kill them. I mean doesn't it create an interesting social dynamic trading with someone? Even if we did make some trading interface they could still shoot you and take your stuff afterwards. What good would it do? I feel like I'm not seeing the use case.

 
Actually, even if intended as a joke, this would be one of those small things... Sometimes it is the small things that impress the most. For instance having a hand in view that open that lid before drinking or lighting the fuse to a pipe bomb in view with a lighter... These things might be labor intensive to include and seem as very small things but they are also part of the players first impression and I must say when I read your comment it gave me a mental picture of that happening and I was a bit wowed by it.
I for one would also like to see the clothes you wear on the arms in first person view.
I do joke about the jars from time to time, but this time I wasn't.

In fact, what made me bring it up was the talk about first impressions. I don't know why, but this jar thing has stuck in my head since gaining my own first impression. Another thing that stuck out to me when I first played the game was how all food looks like a chunk of lard in your hand... but it didn't strike me as bad as the jars, only because I know making all the different food and animations to go along with them would be time consuming.

Back to joking now... what exactly would eating bacon and eggs look like? Without a plate or utensils? That might be more horrifying than the zombies.

 
Subnautica doens't have that level of water features. Sorry we have to stick to the list or ship in 2030.
Subnautica - the Zombie addition - that is your DLC!

so there are a few things you can address - I hope:

-- Stacking buckets

-- Zombie Gator like a bear but only spawns in water blocks

 
As for the trading interface subject, I would love to see this also.

When we are out away from base and 1 person has something another person needs we currently have to say "ok, face me and I'm fixing to drop it" then hope the other has time to pick it up before it disappears and/or rolls down a hill.

Making a storage chest for no reason in the wild and/or having full inventory at the time shouldn't restrict a safe trade, right?

 
I just don't see the reason. This is a pvp or pve game, if someone betrays you in a trade just kill them. I mean doesn't it create an interesting social dynamic trading with someone? Even if we did make some trading interface they could still shoot you and take your stuff afterwards. What good would it do? I feel like I'm not seeing the use case.
I'm sorry you feel it is useless.

I think that in a rpg/survival game a decent trading system is a must-have. It's exciting to see what a stranger haves to offer in the moment, the bargain in the process, not making a chest in every trade, i dont know...maybe it's me and the cool trading memories that i have from Diablo 2

 
As for the trading interface subject, I would love to see this also. When we are out away from base and 1 person has something another person needs we currently have to say "ok, face me and I'm fixing to drop it" then hope the other has time to pick it up before it disappears and/or rolls down a hill.

Making a storage chest for no reason in the wild and/or having full inventory at the time shouldn't restrict a safe trade, right?
Again why should we spend weeks or months making a trading interface maybe 5-20% of the players might use when all you have to do is be bothered to walk to a flat open space like a road and drop your items there or go to your friends base and use a chest to do the trade, or build a chest on the spot, or use a POI container etc. You hold E and it vacuums things up too you know.

I've managed in 2000 hours of Ark and Rust with no trading interface just fine.

 
hope I get to play the same game testers are playing tho, because so far no one seems to experience the same as them.
quite a few times we get the sporadic build that is completely broke by a file corruption during compile or regression that was unforeseen or simply because of devs testing something new, as they will or do from time to time ....

if the public got those builds there would be major !@#$%

&lt;stops looking into the crystal ball&gt; :)

its not about getting it before everyone else... for us its about getting it out there for all of you who want to test.... test!

 
Newer Unity versions should not change how we would add such features.
A drawbridge is really the same as a door. It would not take very long to add more doors apart from making the art for it.

Dealing with something that changes size and you attach/interact with it is something very different.
Interesting. So if I'm following that then a retractable ladder would be quite a bit different (and more difficult) than a raisable ramp; basically a drawbridge that wasn't 'flat' when 'down', but angled down from the floor above to touch the floor below and was climable. right?

Like when you're just opening a door you can ghost through the moving part, the actual door, but as soon as the animation is over the door is solid again.

So potentially, low on the list, but maybe, a raisable angled ramp might be possible?

Was mainly thinking of alternate ways of getting into your base, &/or other means of isolating an upper floor, or different trap combos... :)

 
Zombie Gator like a bear but only spawns in water blocks
I think it would be really cool if TFP could add a swamp biome, with things like moss-covered trees and overgrown decrepit mansions. And of course, gators.

And maybe we could get swamp zombies, living skeletons dripping with old flesh and rotted plants, and that's always cool.

And maybe a theme song:

 
Can we expect to see more done with water in A18? examples:
-- Buckets that STACK when empty

-- fish/fishing?

-- quest that involve finding a chest or something in a lake

-- Water/breaking Mods?

-- pump and pipe to move water to my base

-- water catcher

-- ICE and Ice fishing :)

-- Gators! :)
I remember back in A15 and A16, on the multiplayer server I played on. There was a chance when doing a treasure map quest, the chest would spawn in a lake. Mind you the lakes back then were pretty deep.

 
By that logic there should be no interaction showing for work stations. You either remove all the interaction or you embrace it. Anything in between is subjective and you don’t have a correct answer for 80/20.

 
I think it would be really cool if TFP could add a swamp biome, with things like moss-covered trees and overgrown decrepit mansions. And of course, gators.
And maybe we could get swamp zombies, living skeletons dripping with old flesh and rotted plants, and that's always cool.

And maybe a theme song:

Basically, drop the wasteland and burned forest biomes, and add two other "normal" biomes to the game.

Next to swamps I could also image biomes such as dunes + white sand beaches, "deep forest" with thicker vegetation and some darker, foggy ambience, a savanna type biome...

 
Basically, drop the wasteland and burned forest biomes, and add two other "normal" biomes to the game.Next to swamps I could also image biomes such as dunes + white sand beaches, "deep forest" with thicker vegetation and some darker, foggy ambience, a savanna type biome...
Wasteland is necessary but burnt is retarded and should be a sub biome of forest. Add plains back.

 
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