PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
    3
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Mods that change handling are also "interesting".
In Ghost Recon Wildlands it's done pretty well. Some mods give you better range, silence the weapon or even add more damage but take away handling. Some mods increase handling instead. When you're building a close range weapon to use inside of a house, you might prefer less range and damage to reload and aim faster.
I like this.

Adding mods that occupy the same slots with different benefits would also give incentive to build several weapons with different setups for different use cases.

I like the thought of having to choose between silence or power or range and so forth.

I would also like to see a change to the dye system for weapons and propose they use a separate slot outside the mod slots and instead of having a full color tint only there could also be decals that could be added. Angry bunny faces, skulls, notches...stuff like that.

This could be useful to distinguish between different setup weapons in the heat of battle.

 
instead of having a full color tint only there could also be decals that could be added. Angry bunny faces, skulls, notches...stuff like that.
100% agree with this. I'm not opposed to the dyes, but right now they look really cheesy. Even having a simple alpha mask per model would be an improvement over the "slap on a tint" effect that is there now.

 
Talked about them, but in a game where you can break any block fairly easily, it just doesn't make much sense.
There have been cases where I've wanted to keep the door I'm trying to get into since it's already upgraded a decent amount. It's a bummer to bust down a nice metal door only to replace it with a crappy wooden one I have to upgrade later. Then again, I do see how the ability to pick a lock vs having to beat one down could prevent a balancing issue for PVP.

Then again, I play this game PVE exclusively, so something like that would be nice for my use case.

 
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We'd rather design a procedural system so there are a million variants than do all that hand work. We might still do some hand made ones, it depends on how cool the proc system works.
I really hope you get this working. Even without a mod system on the guns it'll make any semi-decent weapon you find feel more like a signature weapon.

 
Will there be passive bonuses to increasing Attributes?

With Perception for example, there could be some sort of peripheral proximity alert to simulate our innate ability to "feel" something coming up on us out of our cone of vision. Sort of like this but more gradient and less pronounced, maybe. It could start off almost too faint to see and get stronger as you add to Perception.

https://gfycat.com/exhaustedscholarlydingo

 
At 18 will come off the arms and legs of a zombie? Will there be corpses? 17 was a very bad likeness of a FPS game. Boring and pointless. No adrenaline, no fear. No need to build a base and protect it. Take up arms and shoot the crowds of zombies that will magically disappear into the air. Play Doom 1 or 2, it's harder to survive 20 times. A17 is a very slow Doom with a very stupid AI.

Why do you need new coffee makers, when the game is about zombies boring, slow, stupid and without loot mobs?

Look how many people play 16 with mods. In these mods there are NPCs, there are bandits, there are mutants animals. Why are NPC mods possible? Why are they impossible in the original game? And these pocket jeeps and motorcycles? In buildings now "paths" and parkour.

The game turns into a boring arcade, with arcade distribution of skill points. There is no point in waiting for 18 because there are "new 3D models". The game died in version 16.4 :(

It's so insulting and sad.

Perhaps in my heart will remain this game version 16.4, as one of the best games I played. I will remember the previous version, as the game grew and became a terrific hardcore survival simulator. And then everything became a casual misunderstanding.

 
Talked about them, but in a game where you can break any block fairly easily, it just doesn't make much sense.
Just because you can break any block doesn't mean you can't have fun things that are useful. What if you are early in the game and it takes 3 mins to break the safe?

 
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Good morning.
Review after 300 hours of alpha 17.2 : This game is like a very aggresive cannibalistic drug that eats your flesh and bone and makes you forget reality with its emergent gameplay.

Can we get a few RWG screenshots? pretty please?
We're implementing a new terrain spat map system so texturing is kind of broken at the moment so the shots wouldn't look that good yet.

 
any plans for a perception perk (or a book) that raise situational awareness?with the perk maxed out maybe we can get something similar to previous alpha so stealth player can see if they are stealthy or hunted
There is a new perception perk called the infiltrator that pops out an icon telling you of the kind of danger you are in. It starts with floor based traps and works up to auto turrets, aggro zombies to sleepers and sneaking players.

 
100% agree with this. I'm not opposed to the dyes, but right now they look really cheesy. Even having a simple alpha mask per model would be an improvement over the "slap on a tint" effect that is there now.
Yeah I nearly veto'd them for this very reason. Hopefully we can improve it.

 
There have been cases where I've wanted to keep the door I'm trying to get into since it's already upgraded a decent amount. It's a bummer to bust down a nice metal door only to replace it with a crappy wooden one I have to upgrade later. Then again, I do see how the ability to pick a lock vs having to beat one down could prevent a balancing issue for PVP.
Then again, I play this game PVE exclusively, so something like that would be nice for my use case.
Wow thats an old quote. We already added a lockpicking system but its mostly used for safes, we might add it to doors in a later alpha.

 
I really hope you get this working. Even without a mod system on the guns it'll make any semi-decent weapon you find feel more like a signature weapon.
Yes and with a variety of random stats it might make the hunt for the best firearm a lot more exciting instead of being end game the first pink you find when its full of mods. Add some choice and depth.

 
Will there be passive bonuses to increasing Attributes?
With Perception for example, there could be some sort of peripheral proximity alert to simulate our innate ability to "feel" something coming up on us out of our cone of vision. Sort of like this but more gradient and less pronounced, maybe. It could start off almost too faint to see and get stronger as you add to Perception.

https://gfycat.com/exhaustedscholarlydingo
Would be interesting to leverage a FoV increase into a perk and/or distance view.. if they get a good amount of performance bump that is.

Another aspect that would be interesting if they want to raise/lower the difficulty of zeds is:

initially have their "maxViewAngle" start off at 90 for normal zeds, increase it to 135 for feral, and the radiated have the 180 or even a tap wider ;)

edit: could even be part of their difficulty settings to raise or lower the maxViewAngle. simple and easy, difficulty adjustment.

 
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Yeah I nearly veto'd them for this very reason. Hopefully we can improve it.
I think you should get rid of dyes as a mod that adds damage. If you want to dye your weapon it should be a drag and drop feature for aesthetics only.
 
At 18 will come off the arms and legs of a zombie? Will there be corpses? 17 was a very bad likeness of a FPS game. Boring and pointless. No adrenaline, no fear. No need to build a base and protect it. Take up arms and shoot the crowds of zombies that will magically disappear into the air. Play Doom 1 or 2, it's harder to survive 20 times. A17 is a very slow Doom with a very stupid AI.Why do you need new coffee makers, when the game is about zombies boring, slow, stupid and without loot mobs?

Look how many people play 16 with mods. In these mods there are NPCs, there are bandits, there are mutants animals. Why are NPC mods possible? Why are they impossible in the original game? And these pocket jeeps and motorcycles? In buildings now "paths" and parkour.

The game turns into a boring arcade, with arcade distribution of skill points. There is no point in waiting for 18 because there are "new 3D models". The game died in version 16.4 :(

It's so insulting and sad.

Perhaps in my heart will remain this game version 16.4, as one of the best games I played. I will remember the previous version, as the game grew and became a terrific hardcore survival simulator. And then everything became a casual misunderstanding.
Why don't you read what we're doing instead of making a bunch of quick random judgements on game play from 4 months ago.

 
Will there be passive bonuses to increasing Attributes?
With Perception for example, there could be some sort of peripheral proximity alert to simulate our innate ability to "feel" something coming up on us out of our cone of vision. Sort of like this but more gradient and less pronounced, maybe. It could start off almost too faint to see and get stronger as you add to Perception.

https://gfycat.com/exhaustedscholarlydingo
Right now we're focused on perks themselves, but planning for head shot damage to increase with the governing attribute.

 
Hey Madmole !

Are you fortunately going to add flamethrower into A18?

Any new traps, generators or mechanisms? Seems like electricity needs attention from a16.

thanks.

 
The sky still changes, the ambient sounds, etc. All I'm talking about is making cloudiness global and precipitation global. We can always introduce sub biomes that are larger that could look similar to the plains.
Yes I would love to see sub biomes like the plains in the game. Both in RG and Navezgane.

 
Hey Madmole !Are you fortunately going to add flamethrower into A18?

Any new traps, generators or mechanisms? Seems like electricity needs attention from a16.

thanks.
We punted on the flamethrower for now but as of now it looks like:

Maybe:

New stone sledgehammer (T1 heavy weapon)

Brass knuckles (T2 h2h)

Spiked Knuckles (T3 h2h)

Sig machinegun (T2 machinegun)

Most likely:

New Taser (intellect)

C4

Railgun (T3 sniper class weapon)

Hand Grenades

Spears

Unarmed combat with perks

M60 (T3 automatic weapon)

Double Barrel Shotty (T2)

 
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