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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Well, until someone mentioned in this thread about making cans of oil, I never knew that it was even possible to craft them... and that's with about 2000 hours in game. That's because I never had an issue looting or salvaging more than sufficient oil for repair kits, so had never even looked to see if there was another way to get it. The only thing difficult about repair kits was sometimes getting the forged iron before you had a forge or wrench.

I do like the idea of using the specific parts for that gun to repair it. Even having put even thousands of rounds through a wide variety of firearms years ago, I can flat out say that when it comes to fixing firearms in a zombie apocalypse, all I'd be doing is swapping parts. Without some kind of training as an armorer and a proper machine shop, good luck doing more. I'd definitely put the firearms crafting locked behind a book/schematic, and really should require appropriate tools for the job, an additional tool slot on the workbench maybe? That would give incentive to go explore to find that too.

 
Another proposal that the developers will consider, but will not accept)))
We now have only 6 types of quality weapons and tools. Quality does not fall during the repair. So the weapon of each quality level can have its own texture.

1 - rusty, crooked, rewound with tape and ropes

2 - rusty, crooked, rewound with adhesive tape

3 - rusty, but with remnants of paint ...

...

6 - clean, brilliant, high-quality weapons, on which the factory grease still remained.

The same applies to tools, and possibly armor. Now all items, regardless of quality, look exactly the same.

It's not very good (
I always say that those little things count. It would be quite impressive.

 
I'd got the perfect solution for Repair kits - More strippers. Add more strippers to the game and nobody will remember what the Repair kits are used for.

 
OK, extending on my previous idea.

1) Guns can be scrapped for parts and parts can be used to repair guns. Gun parts match the gun types. Awesome, love it.

2) Repair kits can be purchased for a high price or rarely looted. They can be applied to anything that can be repaired, and it repairs a lot, if not fully. No need to remove localizations.

3) Repair kits can still be crafted, but you would only attempt to do this at a higher level, because they are even more complicated. Don't like to craft them, too hard? Fine... just use the parts and repair like you could on day one.

 
How about a change to the way durability for weaponry works? What if it could work much like health and stamina does now, with a shifting max value?
Say you are out and about in the world and your pistol starts breaking down. Apply a "Weapons Cleaning Kit" (as I proposed earlier) to clean the gun but at a penalty, depending on skill/perk and weapon quality level, to maximum durability. Now you might only have access to 80% of your pistols durability but at least it is working again.

When this has been done enough times the pistol finally breaks down and will have to undergo repairs at home base or at a trader station or any other workbench found in the world. A repair would restore the pistols max durability to 100%.

Sure, not a bad idea as long as the cleaning kit is relatively cheap and the full repair relatively expensive. I still feel like there needs to be some possibility for the weapon to permanently break though. Otherwise the first purple is always the last, a result that devalues the scavenging and looting aspect of the game.

 
Sure, not a bad idea as long as the cleaning kit is relatively cheap and the full repair relatively expensive. I still feel like there needs to be some possibility for the weapon to permanently break though. Otherwise the first purple is always the last, a result that devalues the scavenging and looting aspect of the game.
heh just a sug..

If Item/weapon allowed to hit zero durability, it rolls for a catastrophic failure, which renders it useless. Can still be used, but every action/shot done with it, increase the catastrophic failure chance exponentially.

 
So, maybe do repair kits like bandages and first aid kits.
Tier 1: Parts will repair a very small amount much like bandages do. You'll use up tons of parts always doing it this way.

Tier 2: Repair Kit will repair much more like first aid kits do and are harder to create like first aid kits are.
This sound so much better, if this were implemented I would love it. And it gives a player a reason to determine what resource they would want to prioritize on. Early game, a player might want to save to the parts to either craft an item or use it to repair. Or they could instead focus on looting to make a repair kit to make life easier.

 
If you find a gun on day one and don't know the game, it is a massive process to craft a repair kit.
If you find an iron axe on day one and don't know the game, it is also a massive process to craft forged iron, starting with aquiring the components for a forge. :cocksure:

So, maybe do repair kits like bandages and first aid kits.
Tier 1: Parts will repair a very small amount much like bandages do. You'll use up tons of parts always doing it this way.

Tier 2: Repair Kit will repair much more like first aid kits do and are harder to create like first aid kits are.
Low tech repair, easy to understand but lots of parts wasted, high tech repair cheap and good. This.

 
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Regardless, a global precipitation system makes sense IMO.
Sorry, bringing up older subtopics here. A18... still applies though so I should be safe. I just wanted to clarify because I didn't have much of a chance.

I was asking because you used it as a main argument, so I just wanted to know how valid it was (it wasn't a good one). I wasn't asking out of disagreement because I do think that the global weather is a better fit for this game, regardless, as you said. I was mainly concerned with biome placement in A18 because before these weather posts, you made several posts discussing the wonders of the new RWG.

Then regarding this:

No you only need two attributes to do that. How does that make you a jack of all trades?
I see where you are coming from, but it just doesn't work out that way for me in the long run in A17. If you can pull it off in A18, that's awesome... but this is what I feel right now. My points are all over the place to keep up with the gamestage while remaining comfortable and on top of my single-player-survival-ism-ocity-ness. My original statement of having to be a jack-of-all trades to be an optimal single-player in A17 still stands for me. In fact, I cannot think of anybody I watch playing A17 not become a jack-of-all-trades. With that on the burner, my mentioning of this was in response to someone stating "my concern with the books is you'll be able to be a [j]ack of all trades". Well my concern is that I won't be able to be one when there is a possibility that I need to be as a single player like the way it is now. Like I said, if I won't need to be, great.. but this was my concern.

 
You keep saying pink/purple is find only , but we can already craft "epic" weapons, tools, armor. unless you are taking that away. We craft them all the time.
will armor have the new parts system too, or just tools / weapons?
We're still talking about it. Guns for sure will have gun parts. Armor and tools are up for debate.

 
Sure, not a bad idea as long as the cleaning kit is relatively cheap and the full repair relatively expensive. I still feel like there needs to be some possibility for the weapon to permanently break though. Otherwise the first purple is always the last, a result that devalues the scavenging and looting aspect of the game.
For the cleaning kit I mentioned using cloth, a piece of scrap metal and weapon oil (new item). Should be relatively inexpensive to make and would only clean the weapon with a penalty to durability as I mentioned earlier. The full repair would have to be done at a workstation, and then with a chance for the weapon to get destroyed (since it is a more complex operation) depending on skill/perks and the level of degradation that the gun has been put through.

For stuff like this it could also be cool if there was introduced a new workstation, an Engineering station for instance, where one could craft all the most complex items.

 
Lots of great ideas from players here. I hope that no matter how TFP implement repair for A18, there will be all kind of repair modlets to chose from.

 
After playing New World this morning I would like to propose a change to the sleeping bag if I may.
How about, through books or perks, you learn to make a small camp (in addition to the sleeping bag) where you get an option in the radial menu to rest when near the camp. The player then sits/lie down and immobilizes and you receive the REST buff which over a duration heal you up like food or first aid would do. When you start moving or get attacked the buff is lost. This camp should be placed and interacted with like vehicles are.

This camp could even contain a small storage if possible, creating a new one would move the spawnpoint but not the items inside the storage. Furthermore there could be an option in the radial to open a campfire for cooking.

Could also be cool if this "wilderness camp" could be in addition to the sleeping bag you have in your base, so with this perk reward you get two spawn points.

Should be able to be packed up and moved to a new location maybe? Much like with vehicles.

Could look something like this...

bdf92047-4651-45ca-b459-189ac15261b4_scaled.jpg


EDIT: Proposed change to the repair kit. Name it Weapon Cleaning Kit and make it with cloth, a piece of scrap metal and some oil. A gun is a complex piece of engineering and in-the-field repair should be cleaning only, as someone already mentioned. The oil in the recipe should be a new oil item called "Weapons Oil" and be lootable from gun stores, gas stations, hardware stores...then put a normal to high prob on it.
We talked about maybe a bedroll buff if you are near it could heal faster.

 
I was referring to the tech tier not quality. So primitive stuff, stone tools use stone, mid tier guns like double barrel use iron for repair, and high end stuff like pump shotty use forged steel.
Its an unneeded complexity that will alienate new players IMO. Sure some might like it, but at the core of the game repair is more of a oh crap my weapon broke and now I have to do something about it, not go on a full quest to find oil, make glue, get cloth, forge an ingot etc. Its just repair, its nothing glorious. Lets save the quest like crafts for stuff that is more game changing like vehicles and guns. Something you can feel the reward on, not just maintenance of stuff. This is a case where realism just stops people from enjoying the game, something a little more abstact will pay off. More time to fix your base, do real quests, loot, craft, farm, etc. Repair on blocks is simple, repair on all items should be simple.
More time for what exactly? Your constant removal of complexity is clearing the way for? Farming is super simple and easy, repairing bases is super simple and easy, crafting is whittling down to nothing with the removal of actual items, biomes are disappearing and maps are becoming incredibly stale and boring. Player level gates are being completely removed.

You keep saying the focus on the 20 hour player is to open them up to this world of post 20 hour gameplay. But there IS no post 20 hour world left. So whats mid and end game? Wandering hordes are easy and barely exist, blood moons can easily be cheesed even if you dont mean to cheese it by building around the simplistic ai. Levelling is super fast and without gates those tier 3 plus weapons will be found and used up in days.

It may just be a repair kit but its the ripple effect of ALL these removals. Now theres less need for oil and mech parts. So the reason to keep looting for those resources is cut down, which decreases time spent finding them, which leads to people wondering why they are even bothering to scavenge to begin with after a few days in game. At this point just start players off with everything.

Yeah I know someone is going to try to diminish my opinion because of my mod or try to say Im really not allowed to have an opinion on Vanilla, except I am allowed. Population is severely down and that DOES impact how many people are playing both vanilla and modded. Making things simpler and removing even more complexity is going to lead to a lot of regrets.

The issue with 17 wasn't the actual game. It was that people grew bored of what there is to accomplish and face in the game. Getting people to end game quicker is not going to help with retention, especially amongst streamers and the like.

 
Another proposal that the developers will consider, but will not accept)))
The weapon is now very reliable, regardless of the level of quality. You can shoot from it until its strength is equal to ~ 0

I propose to introduce the possibility of accidental misfire when shooting, when the strength of the object becomes very low.

To continue to shoot, the player will have to reload the weapon, it would be good to come up with a special reload animation for this)

Level 1 - misfires begin at 50% strength

Level 2 - misfires begin at 35% strength

---

Level 6 - misfires begin at 10% strength.

Percentage of randomness misfires can be adjusted by some special perk. You can even think up a book that will greatly reduce the percentage of misfires.
i cant say ABSOLUTELY NOT loud enough

 
For the cleaning kit I mentioned using cloth, a piece of scrap metal and weapon oil (new item). Should be relatively inexpensive to make and would only clean the weapon with a penalty to durability as I mentioned earlier. The full repair would have to be done at a workstation, and then with a chance for the weapon to get destroyed (since it is a more complex operation) depending on skill/perks and the level of degradation that the gun has been put through.
For stuff like this it could also be cool if there was introduced a new workstation, an Engineering station for instance, where one could craft all the most complex items.

+1 I’d be on board with this

 
10%? You have played long games, right? Mining is essential. Far more essential than it should be.

Wrong. I'm on day 189 on my current and fresh 17.2 and you don't need mining for anything at all. You can get every single thing to get you going from surface rocks, a trader, quests and wrenching. Bullets? Even without being careful you pile up a lot of them. Iron/etc? You have more than enough through wrenching and you don't even need to wrench that much. Killing radiated ones? Gotta save those 7,62 mm for the right moment.

On top of that and to further degrade and spit on your comment (lol) I will add that I'm playing 25% loot insane difficulty, I never wrench a non quest location (I wrench and then "refresh" the location) and I feel like the loot and resource balance is perfect with the current amount of stuff variety.

Not buttlicking here. I speak from heart. And from the butt, apparently...?

 
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