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.
Is it in the testers hands or does Robert still have it sequestered?
Probably both. I was unable to verify the roads because the splat maps have road visuals broken at the moment for A18, I could check it in steam. In unity it cooked my 8k map in roughly 18 minutes. I'm sure a build would be faster.

 
To be fair, there's no reason that you can't make crafted gear always have the lower end of the range, and get the higher ranges of the quality tier by finding it. It would be a pretty cool feature. Craft a reliable base number, but adventure to find a better one.
That's what we're doing. You can craft an smg but have to find an AK.

 
Seems to me that if found guns could have the possibility of 1-2 random mods already installed, that would give all the variety in guns that you would need. Crafted guns would always be empty of mods of course so there is your bottom of the stat range.

There was a short time when guns that were looted had a mod pre-installed and that was pretty exciting.

 
Joel, I want to continue the discussion of the possibility of reducing the quality of weapons during repairs.
Did you write that there will be problems with mods if the weapon quality drops?

Why can't I make all the cells available for inserting mods? At this time, each weapon cell may have an on / off state. That is, we can insert into the weapon of orange quality fashion in all 5 slots, but only the first 2 will work.
I'm not really a fan of a complex degradation system. I'd rather see random stats on weapons.

 
Spoiler alert! That was our Super Sekrit Plan!(or the mysterious and amazing decimal system - however you want to phrase it)

With weapon crafting it would only mean spam-crafting until you get one "good" gun so it would be a pretty meaningless feature.

In a game like Diablo that works because you're not crafting most of your gear.
I'd make player crafted ones the same, but world found ones have a random stat seed. No spam crafting, loot to find that awesome or maybe even legendary stat item.

 
Hmm, I'm quickly warming up to this idea. The game is never going to have the depth of firearms some people have wanted since forever. So having different stats on instances of the same weapon, to get the same effect without the art & performance cost, is actually a compelling argument.
One thing's for sure. In the current game, if you've seen one firearm of a given quality, you've seen them all. That makes finding additional ones (which is now a more common occurrence, since firearms were made more common in general) a comparatively ho-hum experience.
Hate the idea of random stats on guns. This is, so far, NOT a dungeon crawler where my the point is to repeat the same looting sequence until I get that one piece of gear. Please do not make it so.

 
You cant craft 5/6/7 i think it was, so the crafter wont matter when they can spam craft
True.

- - - Updated - - -

Perhaps a tiered workbench system. The better the workbench, the higher the quality. Use rare resources such as diamonds (to be used on lathes and drills) as requirements for crafting higher tier benches.
This would provide a set of achievements for crafters to strive for and looking for rare resources will send them trading/mining/scavenging more often.

Higher tier benches could have a minimum requirement to use and the previous tier of workbench to craft. This would lead to quite large workshops as crafters try to make sure they have at least one of every workbench. More space for a workshop means a larger are to defend during horde night.
I'm all in for more workbenchs. You have really interesting ideas.

 
I'm not really a fan of a complex degradation system. I'd rather see random stats on weapons.
A random number of active cells, it would also be nice)

Now it turns out that it’s enough for us to find a weapon or a tool once and for good. We cannot lose it or break it completely.

 
A random number of active cells, it would also be nice)
Now it turns out that it’s enough for us to find a weapon or a tool once and for good. We cannot lose it or break it completely.
It would be nice having a max amount of condition repaired. per ex: An iron axe with 1200/1200 with a max amount of 4000 repairable. so you can repair it from 0 to 1200 only 3 times and a little bit more. Then melt it, sell or scrap.

 
Hate the idea of random stats on guns. This is, so far, NOT a dungeon crawler where my the point is to repeat the same looting sequence until I get that one piece of gear. Please do not make it so.
The random stat would have to be low enough to not make a weapon better than one of a higher quality. So for example if the stat were damage, the bonus probably would be between 0 and 5 (where another installed mod in a better-quality weapon would add 6 damage).

NOW, the decision if you hunt for the best weapon with such a small difference is completely up to you. The penalty for ignoring it is on average 2.5 points of damage per gun. If you are that compulsive that you need the help of TFP to ignore it, you might need psychological help :cocksure:

 
Last edited by a moderator:
@MadMole:

For a18 are we getting more biomes again? We lost a lot of diversity when they were consolidated to the a17 versions. When you consolodated them, we ended up with a lot more wasteland as a result.

I'd like to see radiation zones with working radiation gear and increased quality loot chances (and maybe a higher irradiated possibility) Pine Forests at higher elevations (like in real life) and maybe Swamp around larger bodies of water.

RWG is the meat and potatoes of high play hour gameplay, and with so few biomes in a17, things got a bit too "same-ish".

I was never a big fan of the plains biome, but consolidating so many diverse ones into so few was a big step backwards in diversity and exploration for uniqueness. Swamps could have cypress and cypress knees, and also return of the old crickey/frog sounds.

Hopefully the limited number of biomes was just a placeholder for a higher biome number and return to more diverse biomes in a18.

 
Random stat on looted guns would add to the fun of scavenging immeasurably
Hate the idea of random stats on guns. This is, so far, NOT a dungeon crawler where my the point is to repeat the same looting sequence until I get that one piece of gear. Please do not make it so.
Yah, we'll get on that right away. The question is which one. LOL

 
I agree with in principal but the problem is most mods become kind of lame because everyone wants more DPS.
So, in principle you agree that by changing an integral game system you have to make suboptimal choices because the playerbase did not want that change? I suppose several larger streamers and their view bases definitely agree with that.

 
Last edited by a moderator:
So, in principle you agree that by changing an integral game system you have to make suboptimal choices because the playerbase did not want that change? I suppose several larger streamers and their view bases definitely agree with that.
I disagree

 
Last edited by a moderator:
So, in principle you agree that by changing an integral game system you have to make suboptimal choices because the playerbase did not want that change? I suppose several larger streamers and their view bases definitely agree with that.
What suboptimal choice is being made? If every mod adds to the damage of the gun in addition to adding a special effect then every mod is useful even if you don't particularly care about the special effect because DPS is of interest to everyone. The only problem right now is that guns are being found and/or crafted that have more slots than the mods we have available to put into them-- but that will change.

In A18 you will only be able to craft up to a certain level of quality and you will only be able to craft lower class weapons. So being able to craft an SMG up to poor quality will make finding a good quality SMG a happy event since you can't craft one and there will be more mods so you'll be able to fill those slots and have an SMG that is more powerful damage-wise than the one you crafted could ever be. In addition, finding an AK-47 will be a more powerful base weapon than the SMG and since you won't be able to craft an AK-47 at all that will be a really exciting find.

Making the quality level add damage and the mods add damage would be too OP. taking the damage off the mods and keeping it with the base weapon would make the mods less exciting and many would be seen as completely useless by those who don't particularly care about the effect they give. Keeping the damage increase on the mods means every mod is useful in a way that is important to the player and with the re-organization of weapons and changing which are craftable and which are not and at which quality-- that will return the fun of scavenging for weapons. And once we have more mods in our storage chests when we do find that gun with 6 mod slots we will be very excited to run back to base and plug all those slots in and watch that damage value go up and up and up and up and up and up.

If anything, I think there should be a weighted random damage range applied to the mods instead of the base weapons. I like what Madmole said about possibly making the base weapons more of a rare loot find and making the mods more common.

 
Last edited by a moderator:
I'm not really a fan of a complex degradation system. I'd rather see random stats on weapons.

I love this idea... very Borderlands and give's you 10101029102029021 gun combinations. :fat:

Bring it.....

 
@MadMole:
For a18 are we getting more biomes again? We lost a lot of diversity when they were consolidated to the a17 versions. When you consolodated them, we ended up with a lot more wasteland as a result.

I'd like to see radiation zones with working radiation gear and increased quality loot chances (and maybe a higher irradiated possibility) Pine Forests at higher elevations (like in real life) and maybe Swamp around larger bodies of water.

RWG is the meat and potatoes of high play hour gameplay, and with so few biomes in a17, things got a bit too "same-ish".

I was never a big fan of the plains biome, but consolidating so many diverse ones into so few was a big step backwards in diversity and exploration for uniqueness. Swamps could have cypress and cypress knees, and also return of the old crickey/frog sounds.

Hopefully the limited number of biomes was just a placeholder for a higher biome number and return to more diverse biomes in a18.
A19 might see proper radiated game play and we would delete biomes before adding any more. To me its rather immersion breaking changing biomes too frequently. I hope to have a global precipitation system for A19 right now you can just leave the biome and avoid the weather and its kind of immersion breaking its raining in one biome and not the other. It would snow in the snow biome.
 
Status
Not open for further replies.
Back
Top