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 might be in a minority, but I like the broken roads with drop-offs and things. They go well with the ruined buildings, making it seem like there's been seismic activity as part of the apocalypse.
I agree with you. But I’m also in a subset of crazy that liked the Swiss cheese terrain you could get from zombie digging behavior. I loved seeing their impact on the destructible terrain and it made them seem alien or antlike in a way.

 
That's a shame. I'd have thunk nuclear bombs would upheave some roads...
The usual airburst detonation (most bang for the buck you could say), has a flattening effect. Very few places would need a surface or sub-surface detonation except for NORAD and the Moscow subway system (if the pentagon wanted to be a butt about it).

But I guess if nukes are airborne, being an a-hole is EXACTLY what you want to be. :)

 
Roads avoiding obstacles is not all that hard to implement. But at one point there needs to be some kind of cuts and ramps, altering the terrain. The question is always how much they should do it.

(a simple gravel country road would not do it very much - ending up pretty bumpy, .... an interstate would cut a hill in half if needed)

 
Thats easy to do if intended. Roads shouldn't be paved right into a cliff side though.
having some sort of RWG Event that makes craters in roads or terrain in general is interesting twice. but I agree a road into a rockface or drops into a lake that has no visible broken bridge that is not normal.

So backstory - did the non-Zs use Nukes or try and rid the world of the zombie, I would think human kind would have used thermal bombs and not nukes and since Zs can't even open a door I don't see them using launch codes :)

Backstory should predict Terrain look and feel.

 
Roads avoiding obstacles is not all that hard to implement. But at one point there needs to be some kind of cuts and ramps, altering the terrain. The question is always how much they should do it.(a simple gravel country road would not do it very much - ending up pretty bumpy, .... an interstate would cut a hill in half if needed)
This is true. Roads are relatively easy to implement but avoiding crazy results can be... not so easy. There's also pathing to consider, a large road will curve around a hill if possible but a sharp turn on a motorway is a pretty bad idea. Although there are few hard and fast rules we don't tend to make paved roads over a 40 degree gradient. Footpaths are even more complicated, there are a few routes up Scafell Pike which are literally short cliff climbs.

The horrible part? I actually like solving these problems :-)

 
No that probably won't happen. Mods are enough damage inflation along with the perks adding damage now instead of the attribute. This is going to play great, just because your good at perception doesn't give you max damage with every perk it governs now, only the ones you spec into.
The alternative perspective, however, is that mods should not add damage. Games4kickz put it this way, before going back to a16 because he was bored with a17: "Mods shouldn't add damage just because you put them in your weapon. They should add specific effects, like setting zombies on fire, or slowing them down. Improved damage should come from improved quality." (paraphrased)

I'm not saying that's how the game should work, but that mods add to damage is a choice, not a required mechanic. We can have mods *and* not have them add extra damage, which would allow extra damage to come (again) from quality.

 
This is true. Roads are relatively easy to implement but avoiding crazy results can be... not so easy. There's also pathing to consider, a large road will curve around a hill if possible but a sharp turn on a motorway is a pretty bad idea. Although there are few hard and fast rules we don't tend to make paved roads over a 40 degree gradient. Footpaths are even more complicated, there are a few routes up Scafell Pike which are literally short cliff climbs.
The horrible part? I actually like solving these problems :-)
I would also have to implement different methods for roads in my generator (highways, country roads, wilderness trails) with varying degrees of allowed "curving", degrees of slopes and the amount of terrain-flattening.

Its quite fun to implement actually.

Roads really bring a lot to the landscape. Makes it feel people actually lived there before.

 
Flat roads would mean a flat world for the most part, no thanks.
As someone who lives in Colorado, let me just state plainly that real life proves your statement incorrect.

The maximum allowed grade on highways in the United States is 6% in hilly and mountainous areas, or 7% with further restrictions. If the elevation change is too high, then you get zig-zagging roads, detours around the obstacle, or tunnels. It is perfectly possible to have flat roads on a non-flat world. See exhibit A below. I'd rather the game *punt* on having a road go somewhere than have it make a road that will be unrealistically steep.

Winter Park Road.jpg

 
On the subject of quality vs mod slots, it's probably better to have a soft limit on available mod slots, rather than just a pure hard limit. Since items get more durable at higher quality, it might make sense to give most mods (unless it's like, Structural Brace) a durability penalty or an increase in repair costs. That way, even if the game isn't forcing you to keep your lvl 1 club unmodified, making the club even more dangerously fragile by say, piercing it with metal spikes isn't something you'd always want to do.

 
The alternative perspective, however, is that mods should not add damage. Games4kickz put it this way, before going back to a16 because he was bored with a17: "Mods shouldn't add damage just because you put them in your weapon. They should add specific effects, like setting zombies on fire, or slowing them down. Improved damage should come from improved quality." (paraphrased)
I'm not saying that's how the game should work, but that mods add to damage is a choice, not a required mechanic. We can have mods *and* not have them add extra damage, which would allow extra damage to come (again) from quality.
I agree with in principal but the problem is most mods become kind of lame because everyone wants more DPS.

 
As someone who lives in Colorado, let me just state plainly that real life proves your statement incorrect.
The maximum allowed grade on highways in the United States is 6% in hilly and mountainous areas, or 7% with further restrictions. If the elevation change is too high, then you get zig-zagging roads, detours around the obstacle, or tunnels. It is perfectly possible to have flat roads on a non-flat world. See exhibit A below. I'd rather the game *punt* on having a road go somewhere than have it make a road that will be unrealistically steep.

View attachment 28156
I don't think you understood the OP's suggestion or maybe I didn't. Either way the road code is done AFAIK, I'll drive around a bit this afternoon and see how they are.

 
I agree with in principal but the problem is most mods become kind of lame because everyone wants more DPS.
you can have mods that improve DPS and mods that change handling and user stats. for example

-- Silencer - IRL a Silencer does increase muzzle velocity so it should increase DPS

-- AP or High Power Rounds that also increase DPS.

-- bipod should reduce fatigue and increase accuracy but not increase DPS.

-- spring replacement - increase fire rate

-- shoulder sling and/or front handle should reduce fatigue and increase accuracy

-- allowing an Engineer perk that allows me to "reload" rounds to make high power (called +P) rounds that increase DPS would be a nice perk.

-- scopes - accuracy but not DPS.

so RPM and +P rounds would increase total DPS delivered and other mods increase accuracy and reduce my burden.

 
I find the logic I go with regarding quality and damage is the increase in quality should only increase durability. Theoretically I can make a crappy handmade shiv that stabs a zombie once. Later I can make better quality shiv that can stab zombies multiple times. The only difference is the shiv has more durability. Both the ♥♥♥♥ty shiv and good one act in the same fashion and do the same damage just one lasts longer.

 
I'm not sure about this. It`s an uncommon design choice. I've played 17.2 and I must say not having better damage each level of quality feels off. After many hours into a17 it still feels off. The weapon gets durability with quality, yeah, but that isn't nearly enough to get a good and easy to communicate "feeling" about the weapon of choice.I'm not digging mods for that explanation., and lots of people aren't. Mods are a plus, a good addition to the weapon/armor. But at the end of the day, Mods are not the essence of that weapon/armor. It feels off.

To prevent this confusing "feeling" I suggest a placebo: Make less powerful the grey quality weapon/armor and gradualy up the damage/def value until its current (a17.2) one for the purple quality items.

That way it feels and plays good. Just my two cents.
I think a lot of this has to do with pacing. You can craft level 6 quality items - whose only real difference is more MOD slots as durability is not a major issue with 99% of items - FAR before you get the MODS to make it any different. I think that leaves the player feeling as though there is no difference to the base item and the level 6 one they worked so hard to craft. When you finally get the MODS, the difference is crystal clear.

Most of this is irrelevant because the crafting, mod and quality changes that are coming down in .3. We will have to see how those affect the feel of higher tier items. I think that the pacing is going to change dramatically as you can no longer craft top tier items. If we get those items around the same time that we find MODS to fill them with then the new items will feel much better IMHO.

- - - Updated - - -

No mines. No mines!

Now I know what I am going to be hunting for :D I HATE stepping on a mine.

 
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