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
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Is something like community building intended in future(not in A18, but one day)? like saving/hiring NPCs, beating raiders, setting orders, etc. it doesn't have to be vital to have your own colony, but maybe as a special game style?
The official stance is: "We'll see."

The official translation of that is is: "Probably not."

 
Its a fender stratocaster, I have the exact same one. I think its about 2500 usd.
The sound of heaven. Not the place to say/discuss more here, than that, but rock on them, a lot :)

Guitar playing is probably the best medicine for everything, so.. And I play piano mostly.

 
ok fair enough but water catchers look cool to go with my Solar and Echo setup :)
Seriously though, a larger water vessel that you can drink from or care would be nice. yes I can make 20 buckets but I can't use a bucket to boil or to convert to water bottles.

when we move water to create fountains, ponds, moats, it is a pain, most servers we are not in creative mode so larger containers would help.
Yes, in an zombie apocalypse with no running water you would think a water catcher would fit in. Maybe having some tank(s) that catches rain and having a pipe connected to an indoor sink same as wires attach now from generators to electrical items.

 
I think this is the highest I've seen for the reviews of this game. https://store.steampowered.com/app/251570/
If A18 is as good as the Pimps are touting then I can see an "overwhelmingly positive" rating.

Also, I swear zombies don't climb ladders anymore, like at all.

But wait....here on the forum the game is ....well...you know....eeethm...nvm ;)

Cheers

-edit- power to sticking to your own vision 💪

 
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I think this is the highest I've seen for the reviews of this game. https://store.steampowered.com/app/251570/
If A18 is as good as the Pimps are touting then I can see an "overwhelmingly positive" rating.

Also, I swear zombies don't climb ladders anymore, like at all.
Wait... a...minute. Very positive reviews WITHOUT "learning by doing" . So many people here have told us THAT was the reason of the mixed/negative reviews. LBD must be back in? I mean, the LBD crowd couldnt have been wrong so it must be back. :)

#saltinwounds

 
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It shows that when steam gives incentives to write reviews so that EVERYONE does it instead of just the angry people, you get a clearer picture of the overall feeling of the overall player base instead of a single slice of those who were married to the past.

 
Idea about the way of pumping the character in the game!!!

This post is about the way of pumping the character in the game. You have refused to passively increase the perk level with the help of the action, but now many players are outraged that by killing zombies you can find out how to extract ore and so on.

I have an idea how to add logic here)

We have 5 attributes. Each attribute allows you to create a specific character class. Each attribute contains perks that are needed by this character class.

I propose to add to the game NPC attribute teachers:

- NPC teacher Perception (perception attribute and his perks);

- NPC teacher Weightlifter (attribute Power and his perks);

- NPC teacher Survivor (attribute Fortitude and his perks);

- NPC teacher Slick (attribute Agility and his perks);

- NPC teacher Scientist (Intellect attribute and its perks);

These will be the same NPCs as traders, only they will sell knowledge (levels of attributes and perks).

For each level of attribute or perk, the teacher will need to give away experience points and some money, food, parts, or something else.

Teachers can also have separate bases, or travel the world.

Teachers will be able to randomly appear in the locations of merchants every few days, which is much better.

On the first day, the Perceptualist teacher, on the fourth day - the Survivor teacher, on the ninth day - the Scientist teacher and so on.

This approach will make it logical to increase the skills of the character, and will add interest to this part of the game. Also, teachers will be able to give quests, and as a reward increase some level of attribute or perk.

What do you think about it? I think it's very good idea... may be for A19 )))

 
Missing time critical sales.

I think this is the highest I've seen for the reviews of this game. https://store.steampowered.com/app/251570/
Thing is they seem to miss the best chances of capitalising on positive sales. The release of A18 before the steam sales would have been climatic timing for the game and the reviews.

Still I know why it's just not ready, but times like sales and year events i.e. Halloween, Christmas etc releasing a major update at these times is major business sense.

That off my chest, roll on A18.

 
Thing is they seem to miss the best chances of capitalising on positive sales. The release of A18 before the steam sales would have been climatic timing for the game and the reviews.
Still I know why it's just not ready, but times like sales and year events i.e. Halloween, Christmas etc releasing a major update at these times is major business sense.

That off my chest, roll on A18.
But AX.0 is always bad and gets bed reviews. You need to wait until AX.3 to be playable usually :)

 
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.
Madmole, t Alpha 18, we will be able to assemble a workbench, chemical station, concrete mixer, locksmith, forge, spotlight, etc. and draw to our base? ) Yeeeessss !!! )))

 
Still I know why it's just not ready, but times like sales and year events i.e. Halloween, Christmas etc releasing a major update at these times is major business sense.
That off my chest, roll on A18.
It's literally an alpha game. Not feature complete, therefore alpha.

Getting it done and polished up will be better in the long run. =)

 
This post is about the way of pumping the character in the game. You have refused to passively increase the perk level with the help of the action, but now many players are outraged that by killing zombies you can find out how to extract ore and so on.
....

What do you think about it? I think it's very good idea... may be for A19 )))
Personally do not like it to be honest. When i need to craft medicine on tenth day and finally got levels for that, i need to do it on tenth day, not on 18th day. Also, running away from gathering, building and looting trough half the map just to buy perks same way i did, only now it "looks better".

 
Personally do not like it to be honest. When i need to craft medicine on tenth day and finally got levels for that, i need to do it on tenth day, not on 18th day. Also, running away from gathering, building and looting trough half the map just to buy perks same way i did, only now it "looks better".
You can create a medicine if you find a recipe, it is logical. You will not be able to learn how to make medicines if you just cut wood and kill zombies, and this is also logical. What you want is not logical, but it's easier) Why then play? Where is the survival?

 
I was just looking at the Steam page due to the comments above and was looking at the screenshots. I didn't realize all zombies lean to the left... Looks pretty bad actually. I mean, I didn't really notice it before so it can't be all that bad, but in a screenshot, it really stands out.

 
This post is about the way of pumping the character in the game. ...

What do you think about it? I think it's very good idea... may be for A19 )))
Realism/suspension of disbelief is one of the more minor positive aspects of LBD. This sounds like it would be super clunky compared to what we have now, and the idea that you NEED a teacher in order to learn isn't that realistic anyway. It's certainly disempowering, and not in a good way.

 
This post is about the way of pumping the character in the game....
I like the idea, but I don't think I would want it in the beginning of the game. Things like this to get into some really specialized stuff during the late game would be nice though. -- a little something to do, new little goals to achieve when you would otherwise be twiddling your thumbs in between moments of same old.

 
a lot of these ideas sound great as long as a lot of them can be adjusted or turned off completely. I find that some people (myself included) like the grind and realism at times but a there are also a lot of my gaming buddies that play a lot of other games of similar genre and like to skip certain grindy things after a few resets. in co-op mp, it sort of sucks when certain people get stuck with tasks and dont have time to hit up higher tier POIs or one or two people getting tied to building.

boosting xp is a great generic way, but not every task is all that balanced especially if share xp is on. buffed mining xp actually encouraged others to help with the grindy stuff.

 
This post is about the way of pumping the character in the game. You have refused to passively increase the perk level with the help of the action, but now many players are outraged that by killing zombies you can find out how to extract ore and so on.
I have an idea how to add logic here)

We have 5 attributes. Each attribute allows you to create a specific character class. Each attribute contains perks that are needed by this character class.

I propose to add to the game NPC attribute teachers:

- NPC teacher Perception (perception attribute and his perks);

- NPC teacher Weightlifter (attribute Power and his perks);

- NPC teacher Survivor (attribute Fortitude and his perks);

- NPC teacher Slick (attribute Agility and his perks);

- NPC teacher Scientist (Intellect attribute and its perks);

These will be the same NPCs as traders, only they will sell knowledge (levels of attributes and perks).

For each level of attribute or perk, the teacher will need to give away experience points and some money, food, parts, or something else.

Teachers can also have separate bases, or travel the world.

Teachers will be able to randomly appear in the locations of merchants every few days, which is much better.

On the first day, the Perceptualist teacher, on the fourth day - the Survivor teacher, on the ninth day - the Scientist teacher and so on.

This approach will make it logical to increase the skills of the character, and will add interest to this part of the game. Also, teachers will be able to give quests, and as a reward increase some level of attribute or perk.

What do you think about it? I think it's very good idea... may be for A19 )))
Yeah! This idea is really good!

 
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