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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It’s also nice to hit a pocket of one or two hit material that lets you carve out a space quickly. That feels rewarding and not having to switch to the shovel to do it would be bonus.
Replacing gravel with destroyed stone would pretty much do that.

 
The mining Helmet should be replaced by a "headlamp" slot, (or using a headlamp in the glasses socket)
Else everyone and their dog are just using mining helmets, and the other hats are devalued. Looks like a Bob-The-Builder YMCA Club.
I think it's because the mining helmet is Bis. It is way better than every other helmet in the game. High armor with little stamina penalty and doesn't take up a mod slot with a light

 
I think it's because the mining helmet is Bis. It is way better than every other helmet in the game. High armor with little stamina penalty and doesn't take up a mod slot with a light
Can be used as a cooking pot or a bedpan...

 
Gravel is gone from mining, and the spots. It looked ugly and didn't work with the new splat map system. Just sample the dirt (look for boulders in the first place) and it should show the predominant ore. Once you get through the dirt you will only need a pickaxe. I didn't like switching constantly between pick and shovel.

Well, I must admit that I have loved the sound of every change coming for A18... until this one. The mini-game of finding the gravel and clearing large pockets of weak material to reveal ore veins was quite rewarding.

Can't say that I understand the need for this change. Mining was already easy and immersive. This just feels much less so.

 
Zombies were breaking out of 2 story windows and ragdolling when they hit the ground and I LOD'd every time. I have a ♥♥♥♥ eating grin from ear to ear. I think this build is going to solve 95% of the complaints.
That mean they fall rag doll style from top of buildings now ? --- something I been wanting to see for a long time.

Kind of WarZ body carnage ....

 
Would be cool for the ai in a horde night - if they cant reach the player - to start attacking any player-placed items and structures, such as vehicles, crops and storage containers.

Policy of scorched earth style.

 
Will the land mines ever be removed from the wasteland biome? I don't mind if it has stronger zombies and tough bandits when they are out for alpha 18 but the landmines really seem to ruin that area. Basically get rid of the land mines and exchange them for more dogs, vultures, radiated zombies and geared up bandits. Also I won't mind if bandit bases had landmines around then like the military bases and outposts have them. It's just an entire biome with random mines placed around makes me stay out of it.

 
Will the land mines ever be removed from the wasteland biome? I don't mind if it has stronger zombies and tough bandits when they are out for alpha 18 but the landmines really seem to ruin that area. Basically get rid of the land mines and exchange them for more dogs, vultures, radiated zombies and geared up bandits. Also I won't mind if bandit bases had landmines around then like the military bases and outposts have them. It's just an entire biome with random mines placed around makes me stay out of it.
I can see them removing them when bandits are in. I mean imagine bandits walking into landmines 24/7, but who knows at this point.

 
Hey Roland... any chance you could do what you did for a17. Do a detailed description of how it felt to play the first few days. Could give us details on how the new stuff optimizations and balance felt?

 
Regarding biomes/sub-biomes...

Can we have the tan colored sandy deserts back?? It's not that I dislike the orange rocky floor desert... I like it too. It's just that, well - why can't we have both??

Like the tan sand is the main biome look, and sub-biomes within it could have orange rocky formations and area. In real life, there are both kinds of desert. In Arizona, there is both I believe... but mostly it's the tan kind right?? The orange type is more like Ship Rock and those plateaus by Four corners area, and Grand Canyon. But, like Nevada, California, etc... its the yellow/tan kind.

I like them both - would be cool if you could implement both combined somehow.

 
Sample the dirt with your stone axe.
I'm not a huge fan of gating but... I think knowing where ores are located should be earned. Bringing soil samples to the chemistry station for testing would be cool. I don't know exactly how that would work though. Perhaps you take a sample and it's given a number that shows in inventory ("SAMPLE 1") and also makes a marker on the map for you with the same label. If it's not a vanilla-worthy idea, perhaps it's a good mod idea... so throwing it out there.

 
I think it's because the mining helmet is Bis. It is way better than every other helmet in the game. High armor with little stamina penalty and doesn't take up a mod slot with a light
I keep seeing complaints about the mining helmet. I think it is painfully obvious that the mining helmet is more of a placeholder than a well designed item. It comes from a time before mods so the fact it does not fit in with the current system is pretty much a given. The mining helmet will not be what it currently is by gold IMHO. It is just an annoying legacy item in the same way that some of the recipe books still make an odd appearance or 2.

 
I'm not a huge fan of gating but... I think knowing where ores are located should be earned. Bringing soil samples to the chemistry station for testing would be cool. I don't know exactly how that would work though. Perhaps you take a sample and it's given a number that shows in inventory ("SAMPLE 1") and also makes a marker on the map for you with the same label. If it's not a vanilla-worthy idea, perhaps it's a good mod idea... so throwing it out there.
Ore detector - build and it beeps when over an ore deposit....

 
Possibly. Maybe when we get the special blood moon zombies they can be sturdier than the normies. The issue is people making trenches and zombies dying or turning them all into crawlers which makes the horde night a joke. So if we could do it to normal zeds it would be funny and cool, and it wouldn't matter so much if the horde zeds were more immune to things like that.
If people take the time to dig the trenches and lay the traps, I think they should be rewarded for their efforts. They aren't making a joke out of horde night. Personally, I'm happy to kite z's around or shoot them from atop a building, but my husband likes to build intricate zombie horde night buildings. He puts in more effort than me to prepare for horde night, and so should have to do less legwork on horde night itself.

There was a 50+ page forum post where someone quite eloquently raised the issue of what appears to be TFP nerfing all but one horde night strategy. This takes away from the fun sandbox element of the game and seems to push a 'correct' way to handle horde nights. It's worth a read if you haven't done so already.

Personally, I'd prefer horde night to have actual hordes. The fear would come from the sheer number of zombies rather than just a handful who uncharacteristically know how to avoid traps and what not.

 
Hey Roland... any chance you could do what you did for a17. Do a detailed description of how it felt to play the first few days. Could give us details on how the new stuff optimizations and balance felt?
I played through the first 2 days and it is definitely like a new game....thanks to the new hi def icons alone. I feel like I'm playing a different game with icons I'm unfamiliar with although they look amazing. There will definitely be a learning curve until I become familiar with the new icons.

Perked into agility to specialize in bladed weapons. Flurry of blows now increases the speed of all melee combat so it is pretty nice. I've been pwning with my bone knife while waiting to gather the materials to craft my own hunting knife which is granted by the first rank in the bladed weapon perk tree.

Stamina and Health both increase by one each time you level up so that is interesting and everything looks good and moves smoothly. I found two of the new perk books in a cabin that had a couple of book shelves and that was really nice. One granted me full immunity from encumbrance at night and the other one allowed me to craft warm clothing. Very cool....er warm.

I found 5 lockpicking tools but so far the POI's I've had time to explore have had unlocked doors which I would have been glad of before but now I've got lockpick tools burning a hole in my pocket!

 
The mining Helmet should be replaced by a "headlamp" slot, (or using a headlamp in the glasses socket)
Else everyone and their dog are just using mining helmets, and the other hats are devalued. Looks like a Bob-The-Builder YMCA Club.
True. I always want to wear the cowboy hat or the paperboy hat, but end up with the mining helmet because of it's usefulness. Your idea would solve that.

 
The mining Helmet should be replaced by a "headlamp" slot, (or using a headlamp in the glasses socket)
Else everyone and their dog are just using mining helmets, and the other hats are devalued. Looks like a Bob-The-Builder YMCA Club.
There are flashlight mods to install into armored helmets which have much better AR than the mining hat. So only early game players would do that.

 
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