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.
I don’t see what everyone is worried about with the demolisher. We have no idea how much damage it can do, how often they will spawn, how fast they move, etc. We don’t know what the best tactic will be defending a base against them. If it’s OP, they will change it or add in ways to deal with it... but we kinda have to see it in action first, not to mention, in an environment we haven’t played in yet.
I don't get the concern either. Instead for 2 block walls just put four. It is not like they are intelligent. You know they are just going to run at you so it seems like the defense is just thicker walls. My guess is that these types of players don't actually want a safe base. They want a zombie slaughterhouse where zombie pathing is exploited to funnel them into a Cuisinart for easy loot gathering. All the more reason for something like a demolisher.

I can promise I invest as much time building a base with other players than the single player guys do. Recovering from your base being breached by zombies is not a big deal.

 
I don’t see what everyone is worried about with the demolisher. We have no idea how much damage it can do, how often they will spawn, how fast they move, etc. We don’t know what the best tactic will be defending a base against them. If it’s OP, they will change it or add in ways to deal with it... but we kinda have to see it in action first, not to mention, in an environment we haven’t played in yet.
I want vultures carrying demolishers who then explode into a 100 zombie dogs who in turn summon screamers everytime they die. A man can dream, a man can dream......

 
Please define "not that big". The zombies spawn in close to the edge of the rendered chunk which means that your base must have been huge. Building a compound so large that it encompasses every possible spawn point and then complaining that they spawn inside isn't fair. If you want to remove the bloodmoon horde mechanic from the game it is as easy as selecting it on the main menu. No need to to try and build it out of existence. You can easily build multiple layers of walls within the radius that the bloodmoon horde spawns.
I'm certain it was outside of his land claim.

 
One thing: Madmole, you said in an earlier statement that Random Stats on Weapon Mods are not planned and maybe comming very late, if at all.

While i am allready satisfied with rnd Stats on Weapons/Items, i really cross fingers that maybe you will come to that A19+, as it will be a huge additional boost of Motivator, finding THAT "perfect" Mod to THAT "perfect" Item. You keep players really happy, motivated and busy to fullify their wishes for the best gear.

Thank you for returning to the Forum and sharing again with us. Missed you, big guy.
Maybe you missed it, random stats are in on all items with quantity, and its amazing. I already on day one found a brown hunting rifle that did more damage than 2 other orange ones I had found. Handling and degradation are worse but I don't care, this is just strictly for hunting animals.
I already found a better orange pistol too, very cool stuff.

 
Oooh!
Are we getting vehicle mods in A18? Stuff like:

- Speed Boost

- Fuel Efficiency

- Mufflers (stealth)

- Cargo

- Mounted Spikes

- Explosive Mod -- Big explosion on vehicle death

- Low Gearing Mod -- Better hill climbing

- Overdrive Mod -- Damages vehicle for large speed boost

- Paint -- Just like dye

I know some were present in A17. AFAIK, they mostly weren't implemented (I may be wrong). Either way, I'm excited for vehicle mods.
No, some basics were written but we haven't implemented them. I doubt we'll have time there are still 1000 polish notes on existing stuff.

 
Ah, the siren call of perfectionism. I don't mind the wait of another month or 6 weeks at all, but this "meanwhile another unplanned feature came along" scenario will probably happen again and again in the next two months. And then the next delay is inevitable if you haven't put a steel lid on the A18 feature list. Most players would be happy though to play A18 with only 80% of the features already announced. Be it the occlusion system or 16 instead of 12 weapons, they won't be missed in A18 with all the new stuff in there.
Just saying. Any feature relegated to A19 is still a feature we can look forward to while playing A18. And really, the feature list of A18 is a dream come true.
They would be happy for 2 days and then be screaming for working missing perks. All the must have's have been identified and are already in. There are only a few more perks that require special coding and I don't think any new must haves will emerge. We should be feature complete in about 3 weeks then its just fixing bugs and polish and balance, but I'm actively balancing and playing every day right now as well as our testers, so I don't think we'll need a ton of time to balance it after everything else is done. We've already been punting stuff to 19, so don't worry no feature creep.

 
Maybe you missed it, random stats are in on all items with quantity, and its amazing. I already on day one found a brown hunting rifle that did more damage than 2 other orange ones I had found. Handling and degradation are worse but I don't care, this is just strictly for hunting animals.
I already found a better orange pistol too, very cool stuff.
On tools to, like mining picks?

 
I'm not sure you read my post correctly. I specifically said there is no reason to use the ability to give back all materials from a scrap. I even said I hate games that do just that. I just stated the ability to have more than one product from a single craft would be a modders dream. (Edit: For full disclosure. I don't mod so for all I know this is already possible to mod in. )
Yes but adding it and supporting it is still a lot of work and its something we can do for the next game maybe.

 
I don’t see what everyone is worried about with the demolisher. We have no idea how much damage it can do, how often they will spawn, how fast they move, etc. We don’t know what the best tactic will be defending a base against them. If it’s OP, they will change it or add in ways to deal with it... but we kinda have to see it in action first, not to mention, in an environment we haven’t played in yet.
Exactly its not even in yet. We don't sit around and try to cook up ways to destroy your fun, its more about keeping the game interesting with new challenges we present. If we give you a problem, we'll certainly give you tools to solve it.

 
Hi devs,
Are there plans to make stealth a bit less... weird?

Two issues: a drop from even the smallest height (e.g. half a block) results in fall sound, and a large spike in damage. I end up having to bring wood frame ramps with me on every quest because of this, and it's very very tedious.

Also, opening containers and destroying blocks while in stealth mode no longer seems to generate noise? Is that intended? Makes things a bit too easy. :)

Thank you all.
I'm testing a stealth build now so if I see anything weird I'll be sure to get it improved.

 
Yes but adding it and supporting it is still a lot of work and its something we can do for the next game maybe.
Seems like an odd limitation in the code. Must be a legacy thing then...

Considering the "other" popular Unity voxel game, where this is commen.

Interesting :)

 
Seems like an odd limitation in the code. Must be a legacy thing then...Considering the "other" popular Unity voxel game, where this is commen.

Interesting :)
What? No its a balance issue. We have about 3000 scrappable things. How you do decide the 2nd ingredient it scraps to? Unless it was recipe driven and gave the most common 2 ingredients it would be a nightmare balancing and figuring out what the 2nd ingredient was. Its just not needed, scrapping is fine as is, its simple you get one raw resource back when scrapping. All it would do is give you more stuff which you can get by another means.

 
Yes June is probably not possible. More like late July early August, but in reality when its done. Its playing really good but there are major missing weapons and perks yet on some books and Attribute perks yet, so there is just no way to put it out with missing/broken books. We're making progress on the occlusion system too, and if that pans out framerate should be significantly better than 17.4 and probably no comparison to 17.
We probably could have hit the date if we didn't improve so many little things that come up along the way. Like make new short descriptions (a fancy rank name) and long descriptions of the perks. Books took a bit of a life on their own and grew in scope. Fixing design inconsistencies. Adding new tabs to items to show what perks or books unlock what. Those little QOL things were not planned but came up and that causes some delays. But in this case its worth the wait. A month or 6 weeks late with all these polish items and way more new weapons than we planned shipping will be worth the wait.
Be careful with postponing the version. A couple of weeks ago the release date was in 6-8 weeks, now it's 2 months.

Remember the last time a build was released with a massive amount of content, but without multiple public test points in between?

 
Status
Not open for further replies.
Back
Top