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
Status
Not open for further replies.
There's been talk of making the wasteland harder and more rewarding.
Have steps already been taken in this direction?

I'm only at gamestage 34 yet I'm making my way back through the wasteland at night after a quest and I've ran into 2 cops, 2 wights, a zombie bear, multiple ferals, dogs, etc. It's a flippin' nightmare and I don't remember the wasteland nights ever being so treacherous so early on.

Exhilarating. Titillating. But ultimately pee-inducing and unexpected.
No its a stroll in the park currently. You'll need hazmat gear just to not turn into an english muffin in 30 seconds for starters.

 
Please, please, describe why you like these icons. What you see when you look at them? What aesthetic touch they cause?

Other than high resolution, i can't see any advantage over the old ones.

Or the mere fact that they are new and have high resolution - automatically makes them attractive?

...I really want to understand why people like them.

somebody help me understand this...

I will be grateful to anyone who somehow can explain what the aesthetics of these icons.

PS: new car - I like it...

The road also looks good in the screenshot, but you can find screenshots more better, even from the previous Alphas. Let's see it in action.
They look a lot better on the A19 UI.

 
Thank You!
about "the darkish blob":

a dark blob under them was needed to visually untie the image from the background - this gives it more volume (not flat) and prevents the influence of background graphics on the main icon.

It was a atavism from the old interface and for the new exel-style, of course, was not needed.

In my opinion - they are just "undefined" - the brain does not immediately recognize these images - not enough color information and they are oversaturated with small minor details that do not add, and clog the overall impression of the image.

Form - hasn't the recognizable contours. And contours - it's what is perceived by the human brain in the first place.

To clarify what I'm talking about, here's an example:

What image tells your perception that you unmistakably see "goldenrod"?

View attachment 28561

this is an exaggerated example, but i want to say that the new icons have similar problems.
The problem is they don't mip map when shrunk and kind of crawl currently and lose definition. We need to find a way to fix that, right now if you lower tex res it forces them to a low resolution, so I think we disable mip mapping for them to not do that and so they look bad when scaled at all.

 
Sprinting in wasteland by night is a good way to lose a leg ^^.

Edit : to lost instead of to lose... sorry...
More like your whole life. I got handed my first A18 death by a landmine. I didn't have much armor though.

 
Can we get some options for Airdrops? for example:
- Options for different containers, dropping generic creates seems silly. they should look like hardened containers on palets (look at RUST as an example)

- Smoke color options

- Beacon on containers that flash for XX days

- Containers with food/medicine that are not locked, ammo/gun crates that have locks.

-- Bonus - Option for player quest to get something that allows us to call in an airdrop?
Smoke color options? What are you smoking?

Beacon? There is a compass icon already.

Locks? Why would someone drop a help chest that is locked? LOL

You can call one in with your cell phone which doesn't work in the apocalypse.

What you might expect is bandits and zombies at the air drop location though.

 
So how do we go about discussing anything regarding balance witbout a 40 page thesis on balancing every system/item in the game?
We don't. TFP "knows" what is the right thing. then bad reviews come, then they reluctantly changes a few things, then they state this is the best thing ever... And the loop goes on until game release in 2025....

Joke aside, whats said about A18 sounds good. Then again, so did things about A17.

 
The supply crates better have some better loot then.
and you always get that perfect gift when you open a box of cracker jacks dont you? :)

my opinion ... my airdrops in a18 have been a very big help.. non modified game settings and xmls.

 
Is there any reason to bother building a base out of Wood or Scrap? The Wood-through-Scrap block upgrade tree is expensive and costs a lot of materials I'd rather use elsewhere, while rocks and clay for Flagstone/Bricks are much easier to work with, and it seems like they're just flat-out more durable anyway? What's the deal?
We are looking at it, yes its a waste currently. Flagstone is the best starter material.

 
Will A18 automaticlly download custom POI's to clients using peer to peer?. this was working in A16 but seems broken in A17.

 
Do terrain blocks ever heal themselves if left alone for a long time? The game has to keep track of which blocks are damaged and what their HP is at, and that means keeping track of gradually more and more data, right? I hope there's some kind of cleanup protocol, because when I think about how many random blocks in the world are at 247/250 because of stray arrows... Someone tell me to help quell my OCD! :miserable:
I don't think it costs any more to have it 247 than 250.

 
It takes a road crew and street cleaners work to keep the lines barely visible at times, why would they still be visible at all after nukes dropped and many years of zombies, acid rain and zero maintenance? Anyhow it if were needed it would be in. Its just not doable very easy with voxels.
Mmm... acid rain confirmed in Alpha 18? :smile-new:

 
@Madmole
Thanks for fixing the landmines. They're a blast to use again and they feel super powerful. I'm one-shotting cops with pressure plate mines and taking out multiple enemies with one mine.
Yes hopefully grenades, dynamite and rockets bring the much needed carnage and dynamic gameplay we deserve having a fully destroyable world.

 
Status
Not open for further replies.
Back
Top