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 don't think it would have widespread appeal. For example there was a lot of negativity when loot was hugely nerfed from killing zombies. With no loot and no xp I think a lot of people wouldn't be very happy. It appeals to some obviously but not for a vanilla experience.
I firmly believe that modding is for creating an alternate experience and not for fixing supposed problems. I'm doing this for my own preferences having fully played and enjoyed the vanilla experience. Even though I personally don't like an xp incentive tempting me to not play organically others really love and enjoy the process of accruing experience.
Are you going to run a server with your mod, Roland? Or will you let us know what it's called or where to find it or whatever? It sounds interesting. I think I'm pretty much borked with the "survive a full day" part ... but then again maybe my chicken tendencies will make me the mega queen of everything :D

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We might remove the xp popout so you can't tie a value very easily to an activity.
maybe make it an option to display or not? I kind of like seeing how my experience goes up ... makes me feel i'm accomplishing something. And, it's also a good indicator when the zombie is dead. The server I play on has the zombie get up time staggered ... so them lying down doesn't mean they're dead ... and I usually run up on them right when they decide to get up and eat my face.

 
That would be a waste of a good c4. The original design was they wouldn't do a lot of damage to entities and would be a concentrated blast to take out 1 voxel, and we would consider making one that didn't do much block damage but was nasty to living creatures.
We want to make a meat bomb that is like your go to smart bomb when oh ♥♥♥♥ moments happen. Very hard to craft and expensive to buy, but when your walls are failing and a big horde is going to bust in, toss it on the ground and all the zeds will run to it and try to eat it and it goes boom. That will pretty much fall out of the c4 tech once its done. Another variant idea was a shootable meat bomb (INT guy) who shoots it into a zombie and the zombies tear at the one who was hit with it trying to kill him and then it explodes. These would have a smaller area of influence than the c4 style meat bomb.
I LOVE that! I've thought all along we should be able to craft zombie bait and throw it during one of those Oh **** moments ... and the zombies chase the bait so you can run away. But I like the idea of blowing them up even better.

 
I am almost always doing the keto diet as I am a major carnivore as it is...I really only eat carbs and cheat if we go somewhere like Knotts Berry Farm , Disneyland or Northwoods Inn in California...normal fast food , sodas and fries? pffft , do not waste my time and not worth the carbs...has to be something special! otherwise , I do 24g or less of carbs a day
Imma go hug my potatoes ... Imma go to the grocery store and hug ALL the potatoes. You can take the rest of the carbs but come after my potatoes and I'll stab you with a fork.

 
it's hard to discuss ideas when posts are not even taken seriously. Guess we can only wait.
hope I get to play the same game testers are playing tho, because so far no one seems to experience the same as them.
I believe he gave you a serious answer to your post. He was quite correct, Mining, Harvesting Resources, Farming ... all give GOOD experience now. Killing zombies isn't the only way to get experience any more. No, you don't get 600 xp for killing a single stone ... but you can kill a lot more rocks and plants in a short time than you can kill zombies, especially in early game.

No, you're not going to get experience just from walking from point A to point B ... but if you loot containers and chop down trees or rocks while you're walking from point A to point B you'll get much needed resources AND experience.

The point of this is that people don't HAVE to just kill zombies to be able to progress ... if that's what you LIKE to do ... then go for it. But they've given a viable alternative to support players. And I'll be completely honest ... it takes a bit of time, but once I get my garden up, and get a few ranks of the farming perk ... I make MORE experience harvesting than I ever did from killing zombies. I've made 200 levels doing almost nothing but farming and mining and building. And I **LOVE*** that.

I'm sorry you're not able to find the balance you want from the game. Maybe you're just not giving it enough of a chance?

 
there are bots that do that.
Drop on floor, friend picks up.

By far the fastest... And faster than any player2player trade system could hope to be.

Or drop a chest... Its dead cheap in wood.

I'm not saying this wouldn't be a nice QOL, but really... So many things in the game desperately needs attention, and this is what is asked for?

It boggles the mind.

 
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.
I’m not against a person to person trade interface but your usecase is funny. In dire circumstances it seems intuitive to you to open up a UI window? People die all the time because they were in their own inventory alone while zombies were too near. I can’t imagine that a shared inventory screen being navigated by two people in dire circumstances would end well. :) .

Drop drop pickup pickup is pretty fast and keeps you present in what is happening in the environment during dire circumstances.

 
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Not many people know of the underground postal pipe system which allows to remotely trade from player to player without having to travel one bit ^^

Cheers

 
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?
True. As much as I like the drops, they make absolutely no sense. "hey, although there was an apocalypse, aviation is still good. I'll drop you some gear every 4 days, but don't you think we will pick you up!" :)

 
True. As much as I like the drops, they make absolutely no sense. "hey, although there was an apocalypse, aviation is still good. I'll drop you some gear every 4 days, but don't you think we will pick you up!" :)
The air drop people are the same people who dropped the character off naked in the middle of nowhere. Perhaps there is some sort of experiment going on to test the feasibility of restoring humanity.

 
Hey Fun Pimps, I was wondering if there is going to be an updated character customization system. Character customization in this version only allows you to customize size of body/face without changing eye types, nose types, mouth types, etc. Thanks for all the hard work and dedication to make this game what it is now.

 
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.
Or airdrops. They used to spawn in the middle of oceans all the time. I got pretty good at tunneling to them because they were to damn deep to get any other way and there was no way I was letting a prize go unclaimed.

 
The air drop people are the same people who dropped the character off naked in the middle of nowhere. Perhaps there is some sort of experiment going on to test the feasibility of restoring humanity.
Interesting idea, the underlying project, but wouldnt be surveillance drones much better than random airdrops? Do you need a rocket launcher to show ure worth it?

 
It was a side effect of the new farming system. I see it as a good thing, getting free loot from traders was BS.
Meh, I don't really care that I cant take the traders farm. I really do not like the punch mechanic though because it is far too easy to target seeds rather than the plant you want to take. It just creates random annoyance without any gains.

I would be happy if seeds had to be picked up like crafting stations though. Hold e to 'dig' your plant back up.

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You could name a faction in the game The Texas T-Baggers, as an homage.
Btw can we get a little more exp for upgrading blacks? I guess gathering resources and building is how most people do it but I usually have other people gather resources while I build. Unless you thing it's too OP?
Racist :D

I kid I kid. Made me do a double take.

 
I would love to see more sleepers in buildings, more outside zombies and more types of dungeon buildings full of sleepers. Empty buildings with no zombies are, well, boring. This is a zombie game where the focus should be on all things zombies. Those who don’t like sleepers protecting valuable loot in poi’s can just turn zombies off, please do not castrate the game for those of us who love all things zombie. I currently push the limit of my rented server with 90 max alive zombies & 16 blood moon count. I would turn it up higher except the server can’t handle it nor can my rig handle 32 on blood moon. So I’m hoping the coming optimizations allow me to crank the zombie counts. More zombies please!!

 
In regards to player spawn state (naked) and airdrops, you guys are looking way too deeply into things. Spawning naked is a simple mechanic that gives the player a sense of progression as far as getting some gear together. Plant fiber should have more downsides though, like an itchy buff that makes you stop and scratch every now and again to encourage the player to either take some anti-histamines or to find some dead guy's Wranglers.

Airdrops are an event that makes the player stop what they are doing to go after a sudden goal. Airdrops in my opinion, should be randomly based as far as time of day goes (Imagine having an airdrop spawn in the middle of the night, suddenly you have to weigh risk vs reward. That's good) and the gear inside should be a lot more varied.

 
I’m not against a person to person trade interface but your usecase is funny. In dire circumstances it seems intuitive to you to open up a UI window? People die all the time because they were in their own inventory alone while zombies were too near. I can’t imagine that a shared inventory screen being navigated by two people in dire circumstances would end well. :) .
Drop drop pickup pickup is pretty fast and keeps you present in what is happening in the environment during dire circumstances.
Well...

To be honest, if direct player trading were to be introduced to the game giving it a UI would be rather inconvenient as Roland describe in the quote. But direct player trading could easily be introduced without having to make it difficult. I would propose a design where a change to how the drop item button works, the one you press to drop an item from your toolbar.

The button should simply drop the item as it does now but if another player is targeted the item should go into an available inventory slot in the other players bag/toolbar. If the other players bag/toolbar are full the item should drop to the ground.

This design would enable quick trade of items, without any hassle with adding UI windows or trading systems, for that we have the vending machines.

 
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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... :)
Have you seen the elevator in Ravenhearst? Pretty darn cool.

 
Can we please please please get a drawbridge that is an odd number wide? 3 or 5? OR a door that is 2 blocks wide ... either would work.
I agree there should be more widths(maybe lengths too).

And shouldn't they require power to move at the speed they do?

It could be added that holding 'e' will hand crank it up/down while if it powered it will act as it is now.

 
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