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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i just finished a test game in a17.3b18 yesterday (friday) and i actually found this mod... and MM is correct... i thought my eyes were playing tricks on me but the light looked a bit sharper. (of course mileage may vary per video card and computer or potato), so yes i confirm they are in a17.3+. :)
Im not sure why people are saying rare. I find them early game quite often plus the traders very often carry them. I would say I use headlamp mod more often than finding a mining helmet. The trick early on is actually finding at least a number 2 helmet so it has spot to put the headlamp mod in it. Mostly find level 1's until I can spend points on Loot. If you're lucky that a trader has both a helmet and lamp mod, it is cheaper to buy the 2 than to buy a mining helmet. I think the headlamp mod is like 900 coins without points in better barter so it's pretty darn cheap.

 
I have never come across that mod. And apart from that, most of the gameplay-time is spend in those earlier stages by the average player.Why not make those mods more abundant, and have all hats have an upgrade slot.

Hats are an important element of the players looks ...
Well, there is armor and clothing, hats are clothing. I know its fun to look a certain part though.

 
the roads are going to have some kind of update in terms of textures?
https://i.pinimg.com/originals/a1/c0/e9/a1c0e9d3d70484f594d96b59f617d936.jpg

Please Something like this!!
Not possible with voxel roads. If we went to polygonal roads we could maybe do that, but making those destroyable would be tough. Another approach might be to paint decals but again, not easy with procedural roads. Justin hasn't even started on the roads yet, I'm sure they will be nice. In fact none of these shots show his new terrain textures except the stone WIP. He's mainly worked on the desert which looks amazing but I haven't found yet in my new game.

 
You want the icons.....
....to have expressions?
NezN3bS.png


Like that?

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Damn nobody will ever forget that lol. They rebound the drop key like days earlier and I hadn't adapted yet.
I'm pretty confident it got remapped after the fact my dude. ;)

 
Hi madmole,the infos and screenshots regarding A18 look and sound very nice so far!

I only have some concerns regarding earning 1 stamina and health per each level:

The idea itself sounds very good and reminds me a bit of diablo 3 (for example).

But especially concerning a long term run it doesn't sound well balanced. If it really raises that straight at each level you need 100 levels to be at 200 stamina and health.

If i play on normal settings i'm at level 100 in around 25-30 days (90 minutes per day). In a coop game even earlier because of shared xp. At this point i would say that i'm in the mid game. Having 200 stamina/health should feel like reaching awesome stats in the end game.

Why not splitting it up in different stages?

For example level 1 to 30: 1 more point. Level 31 to 60: 1 point after 2 levels. Level 61 to 100: 1 point after 3 levels and so on...

So in the beginning it raises fast until you get a decent gamestage and then later on it feels more rewarding to keep on playing.
Why not slow leveling? I don't like clunky hard to understand systems and nobody else does either. Where is my hit points? Oh read this paragraph in the tool tips about why you didn't earn a hit point on that level. Simple designs win every time.

Anyhow the design is very solid and easy to understand. As long as game staging is balanced it will play nice. At this point nothing is for certain and only the team spending a lot of time testing will we know where things will go, and then the community will have their time for input too. We don't have a leveling screen so no place to display funky level rates. I just don't think its a good idea, this is a balance issue IMO.

 
You want the icons.....
....to have expressions?
Yes, of course - they must be pleasing to the eye.

Need that would be nice to have them. I said it about icons, not objects which they represent, but it is also, but indirectly.

That feeling - when you got a good thing and it is well designed - you get a double joy - a practical and emotsionalny). Human emotions are directly related to the perception of color and image.

for example: - all say that they don't like the biome Westland.

It may be that not because of the dangers there are waiting for the player, but because of the lighting spectrum that is made poorly. Before no one complained, only feared.

The same now begins about the burnt forest, and @#cought*....plains.... were with an unsuccessful spectrum.

How many times marketing said to us - that packaging sells goods - it is more important than the content! ;)

(hmmm....something's wrong with the word "expression"?)

 
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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 agree with this - mining helmets are just way too desirable. I won't say "OP" because people just want the light.

Having the flashlight as a mod (the same as weapon mods) would be the way to go IMHO. I'm rather surprised this wasn't one of the first things TFP did with the new mod system.

The only "issue" is that clothing items (unlike armor) don't have quality levels. Personally I don't find this an issue at all though. Being able to put a light only on "head armor" is better than what we have now, I think.

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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.
This sounds more appropriate for bandit AI, when they arrive.

EDIT: I guess I should have read this thread more before replying... Joel said basically the same stuff.

 
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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.
We have light and heavy armor that should both be viable, right? The mining helmet has values and disadvantages exactly like a light helmet, but better armor (8) than a light helmet (6). Here the relevant part of the items.xml:

Military Helmet:

Code:
               &lt;passive_effect name="PhysicalDamageResist" operation="base_add" value="6"/&gt;
               &lt;passive_effect name="Mobility" operation="perc_subtract" value="0.04"/&gt;
               &lt;passive_effect name="StaminaChangeOT" operation="perc_subtract" value="0.0281" tags="walking"/&gt;
               &lt;passive_effect name="StaminaChangeOT" operation="perc_subtract" value="0.0562" tags="running"/&gt;
               &lt;display_value name="dStaminaChangeOT" value="-.562"/&gt;
               &lt;passive_effect name="NoiseMultiplier" operation="perc_add" value="0.10" /&gt;
Mining Helmet:

Code:
               &lt;passive_effect name="PhysicalDamageResist" operation="base_add" value="8"/&gt;
               &lt;passive_effect name="BuffResistance" operation="base_add" value="0.04" tags="buffIllInfection0,buffInjuryBleeding,buffInjuryStunned1"/&gt;
               &lt;passive_effect name="NoiseMultiplier" operation="perc_add" value="0.10" /&gt;
               &lt;passive_effect name="Mobility" operation="perc_subtract" value="0.04"/&gt;
               &lt;passive_effect name="StaminaChangeOT" operation="perc_subtract" value="0.0281" tags="walking"/&gt;
               &lt;passive_effect name="StaminaChangeOT" operation="perc_subtract" value="0.0562" tags="running"/&gt;
               &lt;display_value name="dStaminaChangeOT" value="-.562"/&gt;
As you can see, Mining Helmet is better than military helmet in armor, buff resistance and it saves a slot because the light is built in, all the other values are identical to the best light armor in the game.

By the way, iron helmet has armor rating of 7 and steel helmet 9.

New players won't understand why weapon A can ignore the animation while weapon B can't be. We have to think of the children after all.
Okay, this conversation turned stale and irrelevant in my absence but this you have to explain. Is there a weapon A in the game (in A17) where you can ignore/interrupt the reload?

 
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What do you mean? leave the animation like this for release? It would be a shame - such animation was not acceptable even in the 90s. It's trash......you probably didn't mean animation.

Really hurt the spider. After 11 Alpha he became worse and worse, and now - with tears will look at him.

It's cruel.

He won't be climbing walls anymore?
Such a shame. How could we live with ourselves. :rolleyes:

Yes, the spider was very hurt. He told me to stop making him jump. All he wants to do is sing and read poetry in a T pose.

 
Such a shame. How could we live with ourselves. :rolleyes:
Yes, the spider was very hurt. He told me to stop making him jump. All he wants to do is sing and read poetry in a T pose.
Its a proven fact that you can't read poetry very well unless you've experienced some personal tragedies.

 
Its a proven fact that you can't read poetry very well unless you've experienced some personal tragedies.
He did die, turn into a zombie and has to crawl around the world. I think he qualifies.

 
Will A18 have any minority zombies? I think certain ethnicities are underrepresented a bit. Just randomize their skin tone and call it a day.

trader rekt totally looks of asian descent to me. Also why are there no child zombies? Does the virus only reanimate adults? Need to work on your diversity. Also kid zombies are scarier in my opinion. Makes you think twice before pulling the trigger. Also cat zombies. Cause the dogs wouldn't eat them all. And Rats. And pigeons/crows. More diversity. /End rant

 
Will Dukes be able to be smelted again in the future? Currently playing a no trader game (awesome btw) and dukes are just useless.

You were rumbling about a trader On/Off option in the menu a while back. Is that still on the table or would it create conflicts in the RWGeneration?

 
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Such a shame. How could we live with ourselves. :rolleyes:
Yes, the spider was very hurt. He told me to stop making him jump. All he wants to do is sing and read poetry in a T pose.
Make a grasshopper to jump.

 
Yes, of course - they must be pleasing to the eye.Need that would be nice to have them. I said it about icons, not objects which they represent, but it is also, but indirectly.

That feeling - when you got a good thing and it is well designed - you get a double joy - a practical and emotsionalny). Human emotions are directly related to the perception of color and image.

for example: - all say that they don't like the biome Westland.

It may be that not because of the dangers there are waiting for the player, but because of the lighting spectrum that is made poorly. Before no one complained, only feared.

The same now begins about the burnt forest, and @#cought*....plains.... were with an unsuccessful spectrum.

How many times marketing said to us - that packaging sells goods - it is more important than the content! ;)

(hmmm....something's wrong with the word "expression"?)
I quite like the new icons, from what we've seen so far.

 
/Linux Lives Matter
Get a GREP on yourself man, stop this crazy talk!

They just need to get in TOUCH with their Windows side.

**Some people may or may not get it and I'm FIND with that. :)

 
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