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
Status
Not open for further replies.
Hm... one would think that once you start doing tier 5 quests, the number of dukes rewarded would go up. Right now from looking at my in-game quest log a Tier 2 Fetch/Clear quest rewards 1621 dukes and Tier 5 Fetch quest rewards, 2,573 dukes. I would think I would make at least 5k dukes would be better as a reward for Tier 5 quests.

Or at the very least duke rewards for a quest should uniform. Why does a Tier 2 Clear quest only reward 937 dukes but a Tier 2 Fetch/clear quest reward 1,621 dukes? Should they both reward in the 1K duke range.

 
Last edited by a moderator:
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.



Just use the vending machine!!

 
Wasteland is necessary but burnt is retarded and should be a sub biome of forest. Add plains back.
I had tried but some wacky things happened like square patches of terrain. Also with distant terrain it looks like crap.

spacer.png
plains-test.png'%20alt='plains-test.png'


 
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!
I apologize. I made a comment ironizing the comparison of xp - that builders level faster than those grinding zombies -. I'm not the type of guy that goes around randomly criticizing people and didn't intended to question the work you do.

Maybe TFP can make the vending machines with an option to trade!
maybe we could learn to trade by using them

 
I had tried but some wacky things happened like square patches of terrain. Also with distant terrain it looks like crap.
spacer.png
plains-test.png'%20alt='plains-test.png'
That actually looks amazing. My gripe with the burnt forest biome is that there is all those debris on the ground. But, in your picture that looks more like a realistic burnt biome. Since grass does eventually regrow.

 
Been running a bit short on bones. Wanted to add exploding bolts for last horde (for the first time) but couldn't afford them.

Wondering if maybe vultures could drop a bone or two when harvested?

Question for folks; I added a point into the hunting perk, hoping for more bones, but hasn't seemed to help. Does anyone know if or when it starts to kick in for more bones?

 
I don't know about the perk, but my solution was adding a drop group to zombies that contains bones (and fat). So once in a while I get a pack of materials to compensate for what I used to get from their corpses :)

 
@madmoleI seriously think there are too many dungeon POIs.

You said recently that you are adding more ruined houses and reducing the sleepers, but I don't think this is quite enough. I don't like that 99% of the houses are dungeons filled with dozens of zombies. Where do all these people even come from? Seriously 1 village with 20 buildings has 300 zombies. Wtf?! It doesn't feel right. It's immersion breaking. I think many houses should be empty. Like they used to be. I'd rather see a lot more wandering zombies outside and need to run inside for protection than the opposite, and so many other players think the same. @Roland maybe this is an idea for a poll.

I think you guys should just randomly determine if a house is going to contain sleepers or not, with something like 50 50 chance. I miss normal empty houses with no sleepers.
totally agree.

Currently, every building has many zombies, that gets you excited because you already know what you are going to find and of course it takes interest in entering the building.

In addition, the reward that you can find in looting most of the time, if not all, does not justify the risk of entering.

if you do not know, if in a place there are zombies or not, you risk

 
What good would it do? I feel like I'm not seeing the use case.
Let me try to help.

Usecase:

As a player, I want to be able to trade items directly to another player, so that in dire situations we can switch items between eachother with relative speed and ease without dying.

 
Last edited by a moderator:
Just ran into a possible bug but running a few modlets & about to call it a night...

Zombies don't see Arrow Slit blocks as valid path to walk/run onto.

(block rotated so the flat face is what you/zeds walk on, & only had reinforced concrete ones down, didn't test wood/iron/etc)

(the arrow slit blocks are quite useful in that orientation since you can 'reach' through them to interact with a dart trap flush w the floor that has a trigger plate on top of it)

[trig plat] walking here!

------------------

[dart tra] [arr slit]

Thanks danielspoa :) , and good idea, that would be a nice find instead of a water or beer, heh.

 
a few days ago play again A15, what impact I did not remember, is the atmosphere achieved in the game, especially sounds, crickets, birds, thunder and especially the steps of the zombies approaching or the noise produced by their mouths .

and visually the bodies of some inhabitants of houses.

I suppose that the set is what gave you an atmosphere of fear in some cases or a real world environment in others.

My question, is if they have contemplated in A18 work in recreating that lost atmosphere?

 
You have no real knowledge of life!

Blow with a cudgel and shot from a gun! Three - five club blows or two shots from a drbovik! If you shoot a shotgun, something alive! NOT IN THE MOVIE !! And in real life, you will see a wet place. About the Kalashnikov AK-47, in general, no words, he punches a steel rail, pulls pieces the size of his head out of his body! A terrible weapon. And then ... that with a knife, with a club ..., with AK-47 you shoot, shoot, shoot !!

It is necessary for the military to say why a weapon, we will distribute clubs and bows and go!

 
Blunderbuss is simply balance. Make shotguns / firearms more rare early game and players will probably use it.
Hunting rifle is a tier 1 weapon. Rail gun will probably become the T3 sniper weapon, MR10, T2.

No plans for a helicopter right now but maybe in future builds.
Blunderbuss automatically recharges immediately after the shot. The recharge lasts 4 seconds and while recharging is in progress you cannot run fast.

The efficiency of Blunderbuss is maximum at the closest distance, but since reloading starts right after the shot, the zombies have time to catch up with you and bite)

Remove the automatic weapon reload in the game please !!! Only manually, only when I press the button R!!!

Thanks!

 
There is a good opportunity to stretch the game!

BUT !! It is necessary that in the early stages I could hide from zombies and they did not find me.

Even on the night of the full moon, they would come here where I hid but did not attack. Not yet found.

And if I didn’t kill anyone, the next night, there will be twice as many zombies, so you still need to kill them.

But I can not slowly, in stealth mode, there will be 2-3 times more playing time than now.

All mods do this. Truth is not all correct. But still!

Thank!

 
Meaningful mechanics that are connected and gives the player a goal yes!But I would be careful with introducing thing like "lore" ore a detailed backstory in a sandbox game.

It can easily overdefine the world, and replaces the free imagination each player personally has about what might have happened in this universe.

So I would not tell a specific reason of why the player-avatar is there, and what was the cause of the apocalypse. (there could be some diffuse hints, but not a long detailed narrative about characters and events that nobody cares about).

It should be up to the imagination of everyone what the story and the world is.
And why we're naked. I really want to know why I'm naked in the middle of nowhere. I mean, I like to think that I have enough sense that if there's a zombie apocalypse i'm not going to run out of the house in my underwear carrying a jar of water and a can of chili. I'd at least have shoes.... And where those air supply drops come from ... obviously there's someone still alive out there who's nice enough to make air drops .... why aren't they coming and picking me up and getting me the heck out of there?

 
Yup...Loved it!! Miss it!! I truly beleieve that if you love your job....thats more than half the battle. Gotta wake up and enjoy what you are doing...money is not the only answer!!
Bless you and thank you.

 
Status
Not open for further replies.
Back
Top