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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Question: Not sure if this has been addressed or not, but nothing came up when I searched. So I broke my leg, and had 2 skill points to spend, was waiting for my 3rd point to buy the 6th Agility point, when I noticed my Agility was down to 4, and the cost was down to 2 to advance it.
I bought the 5th point, (leg still broken), and then hobbled to base to splint it. Now my agility is a 6. I wonder if this could be duplicated with the near death experience debuff as well.
Yes it can. What is happening is that a debuff is in place. Making it harder on your avatar. This is the first time I have heard it effect skill points but it makes since that it would.

 
Question: Not sure if this has been addressed or not, but nothing came up when I searched. So I broke my leg, and had 2 skill points to spend, was waiting for my 3rd point to buy the 6th Agility point, when I noticed my Agility was down to 4, and the cost was down to 2 to advance it.
I bought the 5th point, (leg still broken), and then hobbled to base to splint it. Now my agility is a 6. I wonder if this could be duplicated with the near death experience debuff as well.
I doubt that’s intended, it would have to be a bug. Using the debuff to advance with less points? Nice find Darthjake.

 
You guys! It's faatal's face! SEAN. Wowe.
Yes, it is I (spelled Shawn).

We had a good meet up. The first time I've met anyone from the company in person. Skype works, but in person communication is just better.

 
Sounds good unless you are in a group. So the one guy is dead but the others in the group kill the outsider but this one guy stuff starts going away and the base we built is just wrecked or at least the parts that the one who died pitched in on.
I'm mainly talking about solo players, obviously if you were part of a group the base would not decay.

 
Forgive me if this has already been asked and I just havent seen it.
Will all the paintable options be coming back as well as all the craftable items such as a working fridge, oven, the garage door that goes up and into the garage roof like a modern day garage door? Many of the other just creative/decorative blocks that have been vacant from A17.x?
We're trying to clean up the recipe lists so no we're not adding stuff that would have to be crafted at a factory like coffee pots and stuff, or anything that makes no sense for survival purposes like plumbing pipes.

That said, I have guys excited about a new way for players to collect the things they want, basically blocks will have a radial menu with a pickup icon, and a timer to pick them up. This will let people collect random blocks they want and pave the way for scavenger quests like "We have a settlement looking to build a rec room and we need 10 bar stools, 2 pool tables, a wide screen tv and a beer cooler". etc and scavenger players can go collect these items and turn them into the quest. (A19 of course)

Another side effect of this system is that fancy forts will take some more effort and the feeling of pride building something that was collected should feel a lot more rewarding and intuitive. Instead of scavenging for materials, just scavenge for what you want.

 
ttps://www.twitch.tv/videos/445556585?t=02m19s
Lot to discuss there... ːbuzzedː

A few highlights (I'll be adding as soon as I find the time):

Better FPS overall especially for low-end computers thanks to a lot of optimizations they've been working on (e.g.: dynamic ambient occlusion)

250 books + schematics to find!!

Dynamic music system

Distant POI support also for RWG maps!

Better XP balancing of all the different types of in-game activities across the board

A new type of "sapper" zombie! &gt;:-)

More varied AI behavior and a few "surprises"

New weapons (stun baton + spears/javelins)

Random tiered items stats (e.g.: for looted weapons and armor)

New "remnant" non-dungeon POI you can take for quick shelter

Glancing blow (with less damage) in melee that takes into account the entire arc of your swing trajectory!

New trader voice-overs

Rebalancing / second pass on most A17 dungeon POIs

More...

this was posted earlier and I am only reposting
Thanks, teacher!

 
and for what it's worth, I really believe you guys are on the right track with the A18 version.
Thanks, it feels like 7 Days again, flowing nice from system to system rather than a collection of ideas if that makes sense. Its getting more balance work in the last 2 months than in the last 4 years probably, so I feel like we've really addressed a lot of serious (but semi ambiguous) issues.

 
are some of the books or schematics going to be in specific PoIs? like gun schematics and gun books at the shotgun messiah factory or shotgun messiah stores.
No its just a big random list separated by probability. Food recipes are their own thing found in more appropriate spaces.

 
I'd drive up for beers. (Shrug)
We flew guys in from all over the place so every second was jam packed with scheduled meetings. We did the stream impromptu on the last day so there was zero down time. I got on a computer for maybe 1 hour the whole time. Maybe down the road we can do some meet and greet or we'll be somewhere to meet fans at an E3 or whatever.

 
Is something like community building planned in future(not in A18, but maybe one day)? like finding survivors, setting jobs, defending base, etc.
We are planning scavenger quests where you collect things a community would need, maybe some simple repair and defend, etc.

 
(About a preview throwing arc)



I wasn't talking about a bow though I was talking about thrown items like a molitov and grenade. There is nothing worst than spending all your early game resources on a small number of throwables, and waste a few of them trying to gauge the range.

You can watch youtube playthrough videos and you'll see it all the time... people throwing too far or too short because there is just no easy way to gauge the distance well. By your reasoning why even have a power bar for the toss? Learn to estimate the time you have the button held down by doing! You put it in for a reason, and that same reason is why the toss arc is used in SO many aaa games.

Just because one other gave does it poorly doesn't mean you should follow that model. AAA games that use it are the tomb raider series, the assassin's creed series, the uncharted series, fortnite, apex legends, almost all aaa titles use them.

You've said you want to entice and keep new players....at the LEAST add a book or perk that adds it for players who do want it.. because its not just something easy to mod in without support for it in the game, and millions of players expect that kind of mechanic polish in a game.
Possibly but IMO you can throw stones to practice.

 
Madmole, do the perk classes have an overall summary? For example the brawler class summary would explain getting in close with zombies with fists?

 
Hello Madmole, is it possible to extend the sound distance in game? Some custom game mods could involve gunshot echo going over 1km, but currently there seems to be hardcoded limit for sounds within 98 meters, which reduces some gameplay options - you can get shot by stock sniper rifle and no longer hear it, which did not happen in a16.4 and earlier. Thank you.
The chunk would have to be loaded for the sound to play I am guessing.

 
Madmole - Will there be any adjustment to the max size of the maps in RWG in Alpha18? I'm currently running a 10K map on our Dedicated Server and would like to push to a 15K map for my users.
Related - Will roads and cities reach more areas of the map in A18?
We are supporting 8k until I hear otherwise.

 
(About a preview throwing arc)



I wasn't talking about a bow though I was talking about thrown items like a molitov and grenade. There is nothing worst than spending all your early game resources on a small number of throwables, and waste a few of them trying to gauge the range.

You can watch youtube playthrough videos and you'll see it all the time... people throwing too far or too short because there is just no easy way to gauge the distance well. By your reasoning why even have a power bar for the toss? Learn to estimate the time you have the button held down by doing! You put it in for a reason, and that same reason is why the toss arc is used in SO many aaa games.

Just because one other gave does it poorly doesn't mean you should follow that model. AAA games that use it are the tomb raider series, the assassin's creed series, the uncharted series, fortnite, apex legends, almost all aaa titles use them.

You've said you want to entice and keep new players....at the LEAST add a book or perk that adds it for players who do want it.. because its not just something easy to mod in without support for it in the game, and millions of players expect that kind of mechanic polish in a game.
More than being able to gauge distance, what we really need from a throw arc is some way to know whether the thrown thing is going to make it over the edge of the block/railing/etc. Because the avatars do not bend at the waist or lift their arms on screen or give any other indication of where, exactly, the throw is going to go, it's very easy to think you're going to clear a 1-block high railing in front of you, only to have it hit the railing instead. And either explode or light you on fire.

 
Some small things on my wishlist. Probably they've been brought up before and have been considered and dismissed or are planned for future.

More sound options for the speakers. Buzzers, chimes, bells, etc. that can alert to different events when triggered. Maybe even synth voice messages like 'Intruder-North Side', 'Intruder-West Side', etc.

Drawbridges than work with pressure plates, trip wires, timers to set up auto-close (and auto-open) features. Garage doors too actually.

A third seat for the 4x4 'cause 3 people is the ideal co-op group I read recently :) Actually, better would be the third 'seat' be a standing position in the back a player could shoot from, but maybe that would be a technical hurdle...would be bad ass though.

Cheers!

 
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