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%

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For the zombie radar, I think the pity system would be the best solution.
So, by default, start with just the zombie count and no radar. If zombie count is less than 5, show the radar. If more than 5, and less than 10% (or more sensible figures), and no quest zombies have been killed in the last 2 minutes, show the pity radar.

This would add tension, and solve the missing zombies problem.
That's a good idea. In fact, I only pay attention to the radar when I think that I have already cleared the whole POI and the quest is still not finished.

Also, don't forget that in the past some quests had bugs and the zombies were shown on the radar but there was nothing at this point. So you couldn't tell if it was a bug and report it or if you just can't find the remaining zombies without the radar.

 
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But you don't need to kill those zombies, clear quest you do.
You don't need to do quests either. You can easily do without the quest rewards, it's not like that's the only way to level, get dukes, or get anything else. I feel like you're making this out to be a bigger deal than it is.

You didn't, that was in response to Roland. Trying to argue both of your ideas is getting me mixed up. They are the same but slightly different.
I might be arguing with myself at this point, don't know, too tired. I'll back at it after some sleep.
Ahh, I assume when your post quotes only me that everything in that post is directed at me. Thank you for clarifying. Get some good rest!

 
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We're trying to be responsible and I'm not seeing any negative reviews saying we ruined the building aspects to this game. Survival and core game loops need some serious balance yet for this game to reach its potential. I don't see food as ever being a huge problem but it should be an issue early game.
I do not see why food has to be so important at the beginning of the game and something you can forget a few days later.

At the beginning of the game there may be abundant hunting but the zombies are supposed to be eating the animals and should start to become scarce.

The same goes for the nests could be plentiful at first to help the player and then go scarce for not having an easy resource.

This would force you to migrate to agriculture. Which would be nice to have to protect and that will be spoiled if you do not collect it on time.

The system of global precipitation could play a factor of unpredictability that would cause crops from all over the world to be spoiled by certain conditions.

This would force the players to look for the scant hunt, pawn a kidney to a merchant or survive with the few cans of food.

All this with the optional spoilage would make players who already like the game like this would continue the same for them.

I do not pretend that food is something extremely complicated to collect, I just want it to be something that you can never neglect and that always has a value.

 
Madmole, for new players, there is a modification that could be interesting. After playing with a dozen players who didn't know the game, I had to teach them each time that to know the function of an object, it was necessary to click on the object then on "recipes". Each time, they were surprised and could thus discover craft possibilities they didn't know or even imagine.Would it be possible that each time you click on an item in the inventory, the possible recipes appear automatically ?

Cool idea (for new players), but for the people who knows how to play, it would be a little bothering. If you are looking at a recipe, and you want to heal or something, you'll have to search the previous recipe again.
I'm not sure I was very clear, so here is a short video of what we would see :

 
For the brass issue, yeah, lot of work to have individual casings flying about. (would be cool looking though)

However, just have a brass catcher mod for the weapon... now you have to make a choice. recover the brass, or use something else.

No catcher mod, you don't get your br-ass back, and have to get off your ass and find more.

:D

 
I do not see why food has to be so important at the beginning of the game and something you can forget a few days later.
Because priorities change over time. If you had to think all the time about food, you couldn't think about building a good defense against the horde. In the weeks after the first horde, you'll have to build up your defenses and develop strategies to deal with the horde as it grows stronger and stronger.

You also want to explore the environment and improve your own equipment.

At the beginning of the game there may be abundant hunting but the zombies are supposed to be eating the animals and should start to become scarce.
That would be illogical. The zombies weren't created when your character woke up, they were there before.

In addition, most zombies are too slow to become dangerous to the animal anyway, and it's also the case that some more aggressive animals would actively fight the zombies and not just let themselves be eaten.

The same goes for the nests could be plentiful at first to help the player and then go scarce for not having an easy resource.
That will hardly be possible. The nests will be generated when the world is created and not when the player is ready to enter. You could of course reduce the number of eggs a player finds the higher the gamestage is.

This would force you to migrate to agriculture.
Agriculture is not equally suitable for every playing style. Especially nomads have little interest in it.

Which would be nice to have to protect and that will be spoiled if you do not collect it on time.
That would be a big problem on multiplayer servers. There the time continues to run even if the player is not logged in.

The possibility for animals and zombies to trample down plants was already promised for A19 or later. From this point on it is necessary to protect the garden.

The system of global precipitation could play a factor of unpredictability that would cause crops from all over the world to be spoiled by certain conditions. This would force the players to look for the scant hunt, pawn a kidney to a merchant or survive with the few cans of food.
If you're not completely stupid, you're naturally stockpiling to be prepared. But that is exactly what is criticized. It is criticized that the player has the possibility to build up supplies and then no longer has to search every kitchen cupboard for food.

All this with the optional spoilage would make players who already like the game like this would continue the same for them.
That's not said. The game has many aspects and individual players are more interested in some aspects than in others.

Your interest is clearly in the survival aspect. I am more interested in building and mining. Others are more interested in scavenging.

I do not pretend that food is something extremely complicated to collect, I just want it to be something that you can never neglect and that always has a value.
This is the wrong game for that. Here the zombies clearly play the leading role.

 
However, just have a brass catcher mod for the weapon... now you have to make a choice. recover the brass, or use something else.

No catcher mod, you don't get your br-ass back, and have to get off your ass and find more.
We've had steel ammunition since A17. It causes fewer damage and the degeneration is higher but it works and you don't need brass to make it. So it's rather the decision if I install the mod or if I use steel ammunition when I run out of brass.

 
People without abilities often get frustrated. Think about how frustrated Liam Neeson would've been trying to save his daughter without his very particular set of skills. Get the training by spending the perk point and goodbye frustration due to your enhanced perception.
Honestly, these are the kinds of things that make for good perks rather than just a percentage bump to already existing abilities. Some might like the hunt and not get frustrated and so never spend the skillpoint. Others will spend it and then enjoy the enhanced senses for finding those last remaining zeds.

Very good idea. ;)
There is the possibility that only the direction to ONE zombie is shown on the radar. As long as there are multiple zombies around you don't get reliable information from it, but it will always be helping you to find the last one.

A perk is a bad solution. Many players will not buy the perk except when they need it for that last zombie, but then they usually have no perk point left. And after you bought it you can't undo that even if you don't want it generally.

No, this is a task for either an option you can disable or enable temporarily or permanently from inside the game or an in-game one-use item, i.e. it could be a side-effect of one of the drugs in the game (preferably one you would often bring along with you).

The possibility for animals and zombies to trample down plants was already promised for A19 or later. From this point on it is necessary to protect the garden.
Meep Meep PROMISE-ALARM Meep Meep. Someone mentioned the p-word. :smile-new:

 
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The game already has "hunger" - it just becomes mostly decorative after a while and sure, you may like that and that's perfectly ok.
But saying that the game will become a "simulated life experience" or will somehow lose its "freedom" and "fun", if it gets a hint of balance which won't allow players to swim in resources, is a little ridiculous, don't you think?
No I don't think so, but clearly you do. That's ok though, we don't need to agree. You and I play the game for different reasons.

 
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you can build a castle by day 15 with concrete walls, electric fences and turrets and the problem here is that some of us ask to nerf food because the survival aspect is a joke and only lasts a few days?Nothing can kill you with blue items.by day 30/35 you have a Jeep and thats It The Game ends. No reasons to explore..to have a bigger base.

i respect the arcade point of view but so many sistems rigth now are put in that way.

And yes. I play in dificult settins

Sorry for the inglish
Your English is fine.

Making food harder to get, does nothing nothing for end game. End game content (difficult biomes with boss zombies that drop legendary gear) is what would finish off the game, in my opinion. I'd rather have something to look forward to than knowing that mundane, trivial tasks are going to become more of an issue.

 
There is the possibility that only the direction to ONE zombie is shown on the radar. As long as there are multiple zombies around you don't get reliable information from it, but it will always be helping you to find the last one.
A perk is a bad solution. Many players will not buy the perk except when they need it for that last zombie, but then they usually have no perk point left. And after you bought it you can't undo that even if you don't want it generally.
Why would it only show you one? The whole point is that the perk is an organic extension of having decent to high Perception in the first place; just look at Battle Royale players. They sure aren't only tracking the last person they engaged. You take the time to train your perception, you're just going to notice more, and that'll give you a rough mental map of your immediate surroundings (which is manifested as blips on your radar). A perk isn't a bad solution to this, and given more thought, I even designed some basic levels. Details are, of course, subject to change since this is conceptual.

Perk: Third Eye

Level 1: Detect hostile zombies (red blips) within 20 meters

Prereq: Perception 3

Level 2: Detect hostile zombies (red blips) and animals (green blips) within 30 meters

Prereq: Perception 5

Level 3: Detect hostile zombies and sleepers (red blips) and animals (green blips) within 50 meters

Prereq: Perception 8

...something like that. It's not an absolutely necessary thing, as evidenced by the fact that players who ignore quests are not totally crippled in gameplay. It's a natural progression if one decides for a Perception specialization; you'd naturally start to become in tune with your senses and recognize the unique noises, smells, and signs of animals, zombies, even the softer sounds of sleepers.

 
The shorter the starter quest the better!
The ability to opt out of the starter quests would be nice. After doing them so many times they become a bit of a bother since you have to wait until the proper part of the quest chain activates before making your initial items (if you don't want to waste resources duplicating things you did before the quest calls for them). Opting out would just complete the quest chain and award the 4 points. The initial items crafted would then be on your own terms. No need to waste resources on the frames and upgrades, or the cooking fire, and people littering the area with their starter camps.

 
I do not see why food has to be so important at the beginning of the game and something you can forget a few days later.At the beginning of the game there may be abundant hunting but the zombies are supposed to be eating the animals and should start to become scarce.

The same goes for the nests could be plentiful at first to help the player and then go scarce for not having an easy resource.

This would force you to migrate to agriculture. Which would be nice to have to protect and that will be spoiled if you do not collect it on time.
This in a nutshell. Make things like nests and scrap piles a once use only, once scavenged it should disappear.

This would help a lot with forcing eventual player relocation and also a bit of speed up with map rendering and garbage cleaning.

 
Why would it only show you one? The whole point is that the perk is an organic extension of having decent to high Perception in the first place; just look at Battle Royale players. They sure aren't only tracking the last person they engaged. You take the time to train your perception, you're just going to notice more, ...
The whole point was originally about solving the problem of the last zombie in a clear quest. Adding a perk that gives you omniscience of your suroundings at any time is quite a lot more and solves other "problems" and creates different situations.

The people who would need the first from time to time and the people who would actually buy the perk are not necessarily the same people. Just as an example, I would probably use a potion if I'm stuck in a level5 quest but I am relatively sure I would never buy such a perk, not normally, not to finish a level5 quest (because I couldn't turn it off again)

 
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There is the possibility that only the direction to ONE zombie is shown on the radar. As long as there are multiple zombies around you don't get reliable information from it, but it will always be helping you to find the last one.
A perk is a bad solution. Many players will not buy the perk except when they need it for that last zombie, but then they usually have no perk point left. And after you bought it you can't undo that even if you don't want it generally.

No, this is a task for either an option you can disable or enable temporarily or permanently from inside the game or an in-game one-use item, i.e. it could be a side-effect of one of the drugs in the game (preferably one you would often bring along with you).
I’m not picky about how the blips appear. My point is they appear because the player chose to have them. Options menu choice, drug effect, book effect, or perk effect—whatever. The key is that there are no radar blips naturally but the player has means to get them if they so choose.

I really don’t think seeing radar blips as a perception perk is bad game design but if I’m wrong and it truly is then one of those other ways that doesn’t cost a skillpoint is fine too.

 
Would love to see some quest starters on location. Npc in front of building or a note on the door..

Currently it takes commitment to travel to trader then the location of quest poi which sometimes can be quite far.

 
I sense another “Get off your ass and do it instead of asking for features that will do it for you” remark brewing from the Mole... ;)
I think its been stated 1000 times why we aren't getting pets or pet NPCs.

 
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