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'm sure some people will complain about them lol. Zombies can't shoot.
I've played mods with bandits, they are not fun, they see you and aimbot you dead usually before you even are able to find whats shooting at you. I do hope there will be an option to turn them off, as I know I will. I don't even see why people want them so badly. Even if they were balanced to have very weak guns, maybe 10-15 base dmg a shot, you'd prob still die before you can kill them. Especally with how terrible armor is in a17 with how it hurts you more than it actually helps with all the debuffs to stamina and move speed it causes.

 
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You also played ARK and at the time got excited about food spoilage feeling that we could do it better than the ARK implementation.
We used to have a lot of limitations, so we'd scramble to do low hanging easier features that weren't really aligned with our big goals. Now that stuff just feels like fluff to me, or a distraction from our KS goals which we know people want because they paid for it, in advance.

In Ark food spoilage isn't anything really. You can get 1000's of meat killing one dino. The player himself is never having a problem its more about letting players have 1000 dinos unattended for years on official servers, so its their way of cleaning up unused assets, or killing off dinos that aren't fed because players quit playing for ages.

 
I've played mods with bandits, they are not fun, they see you and aimbot you dead usually before you even are able to find whats shooting at you. I do hope there will be an option to turn them off, as I know I will. I don't even see why people want them so badly. Even if they were balanced to have very weak guns, maybe 10-15 base dmg a shot, you'd prob still die before you can kill them. Especally with how terrible armor is in a17 with how it hurts you more than it actually helps with all the debuffs to stamina and move speed it causes.
It's because they couldn't add an accuracy value, so they were all Hawkeyes. They also couldn't balance their damage/armor against a player. Also sneaking had no effect on them. They were basically walking turrets.

 
I've played mods with bandits, they are not fun, they see you and aimbot you dead usually before you even are able to find whats shooting at you. I do hope there will be an option to turn them off, as I know I will. I don't even see why people want them so badly. Even if they were balanced to have very weak guns, maybe 10-15 base dmg a shot, you'd prob still die before you can kill them. Especally with how terrible armor is in a17 with how it hurts you more than it actually helps with all the debuffs to stamina and move speed it causes.
One of the reasons they weren't released. I'm sure faatal has their ai well in hand.

 
Is A18 still slated for the end of june?
Not sure what you mean :) Its slated for when its done. The perks and books are 99% localized and we're now putting in all the functionality, changing recipes to use gun parts, moving everything to buckets, making schematics for top end guns. It was a ton of work but I'm super excited the design is all done and now its just xml and of course animations, sounds and icons to finish up. End of June is certainly possible at this point, but we all know how easy it is to miss a targeted date, so lets not get too excited this far out.

 
Is the school bus not intended to be wrenched down? I think I've wrenched down 5 or 6 and only gotten iron, maybe a bit of mechanical parts, but no leather, gas, cloth etc...

Or does rng just hate me?

 
Any plans to balance armor? The stamina and speed hit is way to extreme, IMO the stamina regen hit when moving should be removed, and maybe half the encumbrance movement penalty, as it is I find armor hurts me more than it actually helps me.
Then don't wear it, mod it to reduce movement penalty, or buy the rule number 1 cardio perks that do exactly what you are complaining about.

 
It's because they couldn't add an accuracy value, so they were all Hawkeyes. They also couldn't balance their damage/armor against a player. Also sneaking had no effect on them. They were basically walking turrets.
But modders did it! Why can't TFP? LOL. This is exactly why. Not wanting to stir the pot but to do good bandits will take a lot of time and patience getting it looking good and playing good.

 
That means more digging to build an underground farm.I don't see zombies specifically targeting GRAAAAAINS.

Way back I had my farm a few blocks into the radiated zone so bunnies did not survive long enough to do much damage.
Vegan Zombies?

 
I'm the only one who reboots my computer unexpectedly while you play?
I have no idea why you reboot your computer when I'm playing but you should stop doing that, it sounds like a strange disorder.

 
Is the school bus not intended to be wrenched down? I think I've wrenched down 5 or 6 and only gotten iron, maybe a bit of mechanical parts, but no leather, gas, cloth etc...
Or does rng just hate me?
There is a ticket.

 
I've played mods with bandits, they are not fun, they see you and aimbot you dead usually before you even are able to find whats shooting at you. I do hope there will be an option to turn them off, as I know I will. I don't even see why people want them so badly. Even if they were balanced to have very weak guns, maybe 10-15 base dmg a shot, you'd prob still die before you can kill them. Especally with how terrible armor is in a17 with how it hurts you more than it actually helps with all the debuffs to stamina and move speed it causes.
That's where military gear comes in, giving a lot of mobility and projectile protection. Zombies on the other hand will tear you apart. And viceversa with heavy steel armor.

 
I've played mods with bandits, they are not fun, they see you and aimbot you dead usually before you even are able to find whats shooting at you. I do hope there will be an option to turn them off, as I know I will. I don't even see why people want them so badly. Even if they were balanced to have very weak guns, maybe 10-15 base dmg a shot, you'd prob still die before you can kill them. Especally with how terrible armor is in a17 with how it hurts you more than it actually helps with all the debuffs to stamina and move speed it causes.
Just because mod mod could not get this implemented right with proper ai and weapon balancing, does not mean bandits are a bad gameplay element.

Good AI can be tuned so its engaging but not unfair to fight them. And things like weapon damage and armor balancing are really just some values that can be adapted when the gameplay changes (fighting against NPC bandits).

Bad AI often resort to primitive tactics such as perfect aim with perfect perception and speed, to overcome its limits in pathfinding/following, tactical positioning and preemtively countering player-actions. (Empyrion erm..)

Good AI would give the player enough time to understand the tactical situation, and give the player hints what the AI might do next. Using cover in a smart way, and having humanoid aim and perception limits.

 
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Not sure what you mean :) Its slated for when its done. The perks and books are 99% localized and we're now putting in all the functionality, changing recipes to use gun parts, moving everything to buckets, making schematics for top end guns. It was a ton of work but I'm super excited the design is all done and now its just xml and of course animations, sounds and icons to finish up. End of June is certainly possible at this point, but we all know how easy it is to miss a targeted date, so lets not get too excited this far out.
You may want to edit your original post a little? Just because you will likely get a lot of people asking about this as time goes on.

Also, Alpha 18 waits for noone or no feature. If a feature isn't ready it gets disabled. I can't give a release date but I can assure you its in the first half of 2019.
I'm fine with waiting mind you. Just wanted to give you a heads up. That's probably why he assumed end of June.

 
We're starting on some bandit visual design and a system that can procedurally build their inventory and armor visuals based on GS rather than hand coding all of that and making specific prefabs.
That will be when the game gets freaking scary!

The only ranged zombie is easy to dodge. So a team of bandits come up and start demanding more and more of your food, caps and whatever else they feel they can extort from you...

If two of them have rocket launchers, I'd give them what they ask. Dead is dead will get real! :)

 
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Just because mod mod could not get this implemented right with proper ai and weapon balancing, does not mean bandits are a bad gameplay element.
Good AI can be tuned so its engaging but not unfair to fight them. And things like weapon damage and armor balancing are really just some values that can be adapted when the gameplay changes (fighting against NPC bandits).

Bad AI often resort to primitive tactics such as perfect aim with perfect perception and speed, to overcome its limits in pathfinding/following, tactical positioning and preemtively countering player-actions. (Empyrion erm..)

Good AI would give the player enough time to understand the tactical situation, and give the player hints what the AI might do next. Using cover in a smart way, and having humanoid aim and perception limits.
Fallout 4's bandit combat is really good IMO. If we can come semi close to that I'd be really happy.

 
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