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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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?
I must say that I agree, if the version is playable enough for some test runs already it should be doable to get some form of Experimental going for it as well, in experimental features missing could be added. But I guess this is a tough call and you always lose. Release early with missing content and people complain, wait to long people complain.

It all boils down on how easily this missing content can be added in during experimental, some content probably can like a prefab that was just finished by a level designer. Missing perks and weapons a bit less, but also should be doable within a new build which require new save game's anyway. Experimental is good for this kind of thing where you can still bodge some stuff up. Though it generally is not really perceived like that sadly.

 
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.
Yes, thank you very much. That feature is gold and improves looting by 1000 fold.

I have to ask about two QOL features, are they gonna make it into a18? :

1- Scrapping the setting CHEATS: ON/OFF and putting a setting (ADMIN/CHEAT) CONSOLE: ALL PLAYERS/ADMIN ONLY/ NO ONE.

Reason for this: You can say whatcha want, but disabling the admin ability to switch the console on is not a light thing, and it affects the gameplay in a good way for those who don't want disturbances nor do the want the cake so close (youtubers use the console lying to themselves saying "is not cheatz if I return or drop that level 6 ak after I use it", and oh boy do they use it a lot).

2- The ability to empty all your backpack with a keyboard letter/key/combination ( I mean emptying everything into a storage). Adding to this could be a CONTROLS MENU option or even a NEW WORLD MAP option that specifies what to drop when hitting that key (backpack only, toolbelt only, everything) .

Can't wait for this alpha!

 
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?
Wait. It went from 8 weeks to to 2 months?

Oh NOES!!!!

;)

 
Yes, thank you very much. That feature is gold and improves looting by 1000 fold.
I have to ask about two QOL features, are they gonna make it into a18? :

1- Scrapping the setting CHEATS: ON/OFF and putting a setting (ADMIN/CHEAT) CONSOLE: ALL PLAYERS/ADMIN ONLY/ NO ONE.

Reason for this: You can say whatcha want, but disabling the admin ability to switch the console on is not a light thing, and it affects the gameplay in a good way for those who don't want disturbances nor do the want the cake so close (youtubers use the console lying to themselves saying "is not cheatz if I return or drop that level 6 ak after I use it", and oh boy do they use it a lot).
How would this stop youtubers from using console commands? They would simply enable the console in the options menu before they started recording and it would be exactly the same as now.

2- The ability to empty all your backpack with a keyboard letter/key/combination ( I mean emptying everything into a storage).
Definitely! Creep the scope with this if necessary Madmole!!!

 
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.
In fairness, there's nothing forcing you to add a second scrapping material as a return. The feature request is simply for the game to be able to support for *some* items to give back more than one type of resource when scrapping. For most items it would still remain the same. It's for the more mechanically complex items (like guns) that it would be useful (so a pistol could return scrap iron and mechanical parts, for instance). Or, you know, for modders :p

 
Also, can you please make jail doors craftable again?
Or add an upgrade path from iron bars to steel bars, or something? :)
There were some strange pathing issues with the jail door so it was removed AFAIK. A steel bar would be easy.

 
How would this stop youtubers from using console commands? They would simply enable the console in the options menu before they started recording and it would be exactly the same as now.


Definitely! Creep the scope with this if necessary Madmole!!!
1-You can disable it from the options menu? I genuinely didn't know . I praise you and your maths.

2- Yes! the control mapping and added setting on the emptying issue sound quite absurd when written down, though It seems like if ever implemented it will need a key mapping and an inprisoned faatal tweaker hence my creepy expansion on the suggestion. Or they could just inprison faatal. Believe it or not, in films, programmers are always inprisoned / in a narrow space or making amends for hacking stuff lol.

 
...If we give you a problem, we'll certainly give you tools to solve it.
JOEL,

Give us this problem and this tools to solve it:

Problem: temporary acrid smoke brought by the wind - rapid loss of endurance and loss of health if endurance is 0.

Solution: gas mask or take refuge in shelter

Problem: acid rain - damage to clothing and armor, slow loss of health.

Solution: special cape or shelter in shelter

Problem: temporary sandstorm - accelerated loss of stamina, obstructed visibility like stunning

Solution: Bandage on face and glasses or take refuge in shelter

Problem: poisoned air in some rooms of random buildings - loss of stamina, cough, with prolonged inhalation, poisoning is possible.

Solution: gas mask

Problem: Occasional buildings infested with fungi with zombie spores. Biological mines. If you step on such a mushroom, it will explode and release a gas that can infect a zombie virus.

Solution: On the walls of such buildings can be seen areas with mushrooms, so that the player understands that he needs a gas mask to explore this building. If you carefully collect these mushrooms, you can make an antidote. But the main decision is a gas mask)

 
There were some strange pathing issues with the jail door so it was removed AFAIK. A steel bar would be easy.
Thanks. Yeah, my main concern is having a vault door with 7000 hp, surrounded by puny iron bars of 2500 hp each (two adding up to 5000, but still)

 
(gas mask stuff)
I wouldn't mind at least one gas hazard in the game. If there were multiple, the mod system could be used to add gas mask filters. It would be nice if the mods (filters) took damage like clothing so that you have to maintain having clean filters installed.

 
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?
It is what it is. I don't have a crystal ball and releasing a half baked build isn't good for anyone. All I know is its fun in its current half baked state and feels like crack again. All these systems are melding into a cohesive design now instead of feeling like mismatched feature clusters.

 
Is there any way to undo a death? As in, to restore gamestage and make the death counter read 0 again? I know you can remove the death debuff via console but I don't know how much gamestage you lose per death nor how to scrub the counter. Please help me... :upset:

 
I must say that I agree, if the version is playable enough for some test runs already it should be doable to get some form of Experimental going for it as well, in experimental features missing could be added. But I guess this is a tough call and you always lose. Release early with missing content and people complain, wait to long people complain.
It all boils down on how easily this missing content can be added in during experimental, some content probably can like a prefab that was just finished by a level designer. Missing perks and weapons a bit less, but also should be doable within a new build which require new save game's anyway. Experimental is good for this kind of thing where you can still bodge some stuff up. Though it generally is not really perceived like that sadly.
We don't care about complaints. We care about compliments, and making memories. If 18 is making new fun memories, that will wipe away any of the grief from waiting. But if it just rubs salt in the wounds and is a piece of ♥♥♥♥ then people might not ever look again. We want to get it right and make 7 days great again. Performance, reason to loot, endless risk and reward, later game content, bugs all of that matters. Just patching 17 has proven to be a huge step forward. People want a quality experience, not a flaky alpha. Most people treat experimental like final release and judge on it. We want those judges in our favor.

 
In fairness, there's nothing forcing you to add a second scrapping material as a return. The feature request is simply for the game to be able to support for *some* items to give back more than one type of resource when scrapping. For most items it would still remain the same. It's for the more mechanically complex items (like guns) that it would be useful (so a pistol could return scrap iron and mechanical parts, for instance). Or, you know, for modders :p
You are right, nothing is forcing me to add that. So I said we're not adding it, so stop trying to convince me, its a balancing nightmare that will just make the game even easier.
If you want that 2nd resource, get off your ass and go find it. You are scrapping it for its most common ingredient, not carefully disassembling it on a work bench.

I just don't see value in adding more ways to do what you can do already. We could be focusing on bandits, new quest types and more content.

 
You are right, nothing is forcing me to add that. So I said we're not adding it, so stop trying to convince me, its a balancing nightmare that will just make the game even easier.
If you want that 2nd resource, get off your ass and go find it. You are scrapping it for its most common ingredient, not carefully disassembling it on a work bench.

I just don't see value in adding more ways to do what you can do already. We could be focusing on bandits, new quest types and more content.

I agree. Second resource from scrapping will make the game easier. It's a pain to implement and it adds, in essence, nothing at all, or maybe worsens the easiness of the game in some aspects, IMO. I would agree on a more resource rich scrapping when doing it from a workbench, but it isn't really a priority and the gameplay value is "LATER THAN LATE GAME".

Not Again the bandit talk. Drooling over here. :cheerful: bring it!

 
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