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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If complexity of the games mechanics for crafting or other stuff is an issue then why not make the in game journal easier to use and guide new players in the correct direction? Maybe instead of stuff unlocking in the journal as you find it have it all available from the start to explain where to find things and other stuff new players might need help with?

Also better detailed explanations for perks and easier to manage UI for reading all that text would be helpful.

Alpha 17 has taken away alot of the reasons to go out and scavenge for items and making things simple to create will take away from the exploration and scavenging aspect of this game.

 
Grue the Wanderer? Now that would be messy...
Nope... Google "It is pitch black. You are likely to be eaten by a grue."

But points for remembering Groo the Wanderer even if you spelled it wrong. :)

On topic:

I also like the notion of being able to scrap low-quality weapons to either repair or craft higher-quality weapons. Right now once you find a high-quality weapon, all the other weapons you find are next to useless (you scrap them for the ammo and to sell the mechanical parts to traders). The new system would make them valuable again.

However, I do think that using weapon parts (for crafting or repair) should require a workbench.

To make up for the "workbench gate," I do like the idea of vastly simplified "repair kits" that are little more than gun cleaning kits, exactly like Sirillion suggested. These would be very easy to make (Sirillion's recipe of cloth/iron/oil sounds good to me, maybe even a second recipe that uses gasoline instead of oil).

They would only repair a little bit - like, maybe a faulty quality weapon would have half its durability restored with one repair kit. So they'd be almost useless with higher tiered weapons, and it gives you an incentive to use the workbench/gun parts in mid-to-late game.

But lowering the overall durability has already been talked about, and is pretty much a non-starter. You can look back through this thread, but a lot of it has to do with weapon mods, and what would happen to them if the weapon lost a quality level.

But even if TFP doesn't do any of the above, I'm still liking the ideas that MM has already put forth.

 
And that's one reason to gate it behind electricity.It should be natural tech progression, not something 100% optional.

You want end game resources, invest in end game tech, not only a perk and be done with it.

I would LOVE to see some more end game, electricity locked, more efficient crafting stations.

A working stove(firepit in the center of your house looks bad), forge with electrical bellows(more efficient smelting, unlocks steel), advanced workbench for T3-T5 mods.

I also like the idea to tying crafting perks to other attributes, it should be like that from the start, less focus on "nerd" player having it all, more specialization and mixed attribute builds.
I don't consider that to be "natural progression". Steel was made LONG before electricity was ever harnessed.

- - - Updated - - -

I agree with this. I think having an industrial, electric forge with shorter crafting times, fewer resources needed, and/or higher capacities would be sufficient to make the perk valuable. Kind of like how a chem station is still valuable for making gunpowder.
Exactly.

 
And to be eve more muddy, I mean clear, repair kits might stay, lol. After seeing how much localization there is... maybe we will just simplify the recipe.
the workbench seems like the logical location and required item to repair anything semi complex. I know it would be a pain in some cases but if I was going to repair something and I had a workbench that's where I would do it

- - - Updated - - -

Maybe keep the repair kit but make it a tool for the workbench (like the cooking pot for the forge) that allows for repairs to be done there more cheaply than when doing field repair. Then you still have the task of crafting it but just once per workbench and that would also give a reason to make repairs at the workbench. Field repairs in the backpack should be expensive in parts so that they are only used in emergency or you are paying for the convenience.
jeez I needed more catsup

 
3 tier weapons each attribute and 9 tools total 24 different parts

it's not too much?

is it not better use only weapon parts and tool parts?

 
I've been asking around but no response about the unfortunate glitch on disappearing vehicles - the most common thing I noticed whas that they're really high up, past the "sky limit". ppl claimed they dug some of them (teleported in ground) others built a ton of frames and used an 8x scope on that one pixel in the sky which happened to be their bike floating - essentially the vehicle either goes way up or down.

Anyway, pls code faster - I'm loving this game and waiting on A18 to play with my little brother :)

Cheers
This change will be in A17.3:

Fixed SDTD-9255 gyrocopter floats in air if the pilot gets disconnected/logs out (vehicles will fall once their chunk loads).

 
This change will be in A17.3:
Fixed SDTD-9255 gyrocopter floats in air if the pilot gets disconnected/logs out (vehicles will fall once their chunk loads).
Is that controlled by the server, or any client that is close by? Or only the owners client?

 
Any chances to ads moods to vehicles in a18? Like visible armor or mounted guns..more room for more players? Is to dificult to add?
I posted several weeks ago about the 4 prototype mods I made for vehicles. I did that so design would have some fully functional mods to base whatever actual mods they end up making. We have a lot of stuff to finish for A18, so vehicle mods probably won't be released until A18+ or A19.

 
Is that controlled by the server, or any client that is close by? Or only the owners client?
If a player is off by himself and logs off, the chunks around him unload and vehicles in the area unload, which means they are frozen in time.

Falling happens when vehicles spawn. Existing vehicles spawn when their chunk loads. Chunks load when a player is near.

 
hey faatal what about that bug, when you crouch in 1 block ground, you can see thought terrain? its game breaking for pvp. is it fixed for a17.3?

 
hey faatal what about that bug, when you crouch in 1 block ground, you can see thought terrain? its game breaking for pvp. is it fixed for a17.3?
I looked at that like a week ago and could not reproduce. Tester verified and could not either, so previous changes may have fixed.

Kinyajuu just fixed this one today:

Fixed: SDTD-7848 Easy camera clipping exploit in A17 with e.g. ramps

 
To make up for the "workbench gate," I do like the idea of vastly simplified "repair kits" that are little more than gun cleaning kits, exactly like Sirillion suggested. These would be very easy to make (Sirillion's recipe of cloth/iron/oil sounds good to me, maybe even a second recipe that uses gasoline instead of oil).

They would only repair a little bit - like, maybe a faulty quality weapon would have half its durability restored with one repair kit. So they'd be almost useless with higher tiered weapons, and it gives you an incentive to use the workbench/gun parts in mid-to-late game.

But lowering the overall durability has already been talked about, and is pretty much a non-starter. You can look back through this thread, but a lot of it has to do with weapon mods, and what would happen to them if the weapon lost a quality level.

But even if TFP doesn't do any of the above, I'm still liking the ideas that MM has already put forth.
Well, I like the idea of having more recipes for it, but gasoline would not work very well as gasoline is not “fatty” and as such would clean of any oil and make the gun likely to fail faster I think. What could work is tallow which has been used for gun cleaning or other forms of lubrication or cleaning through the times.

https://en.m.wikipedia.org/wiki/Tallow

Adding three tiers of weapon cleaning kits could work well.

1 - Simple Weapons Cleaning Kit

Made with: Cloth, scrap metal and tallow.

2 - Basic Weapons Cleaning Kit

Made with: Cloth, scrap metal and weapons oil.

3 - Advanced Weapons Cleaning Kit

Lootable only, Weapons stores, army camps.

Higher tiers = lower penalties.

When I say penalties to durability it is important not to confuse that with quality degradation. What I mean is that the weapon suffers a loss of max durability, as in the bar no longer go to 100%. Like what happens to health and stamina right now.

No mods are lost or dropped due to that, the mod slots stay just the same, just that the weapon will eventually need a proper cleaning/repair when given the in-the-field treatment enough times as it will “fail” with almost every shot.

This system would mean that if you are careless with the weapon a complete fail when trying to repair it at base would be likely as a repair should calculate based on the level of durability degradation and your skill/perk in doing so and RNG a likely outcome for the gun.

A UI pop up could then present you with a choice. “This weapon is severely damaged and is beyond repair for someone of your skill level. Would you like to salvage the weapon for parts?”

You could then choose to salvage what you can or keep the weapon until your skill increases and try again.

 
In A16 i just wanted to do lighting for my base. After the connection of several bulbs - i got the micro-freezes, when electricity is running.I rolled back to the torches...

I practically don't use electricity. But not because i don't want to - but because it drains performance.

I mean - i can't. For this reason, i do not take into account electricity in my game.

Maybe when it's fixed.
I just tried a generator wired to 4 spots lights and 5 light bulbs. Didn't see any performance issues. The profiler didn't show any spikes.

 
I looked at that like a week ago and could not reproduce. Tester verified and could not either, so previous changes may have fixed.
Very easy to reproduce, crouch into a sloping corner like inside a roof and when you can't go further stand up. Voila clipping.

 
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