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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The only issue with half and quarter blocks (and other odd shapes) having the same HP as full blocks is the exploit.
Build your base with half blocks, AND have the ability to see/shoot through the walls.
Its a two way fight, I don't see it as an issue.

 
I didn't mean to make the game too easy, nobody wants that. What I was meaning was to make it a bit random. Throwing the player off balance. Like I will be exploring an easy area and all the sudden, I find myself face to face with a faral. Or that time when I found that zombie bear.
What I was worried about is if the game got too hard to play.

I don't like it if the game was too easy. But I also don't like it if the game gets too hard and complex to play.

But seeing that you said that dying can lower a game stage fixes that. It's a pain to dye but at least it will keep the game from getting to hard to play and will constantly challenge the player to do better. :)
Its already this way, there is no guarantee of radiated spawning late game, its random with weights.

 
"""" (( We will improve them in the sequel, )) we can't constantly redo everything, we aren't a AAA studio. Programming is always making movement and behavior improvements and blending could be improved yet though """"
It's a given that the zombies will look better in a sequel.

 
"features that will not improve performance" lol, most of the features don't improve performance :)
You got culling, so rendering caves isn't a problem anymore. Furthermore without culling, buildings are WAY more expensive to render than caves, because they have way more triangles. Why did you remove caves anyway? The lag spikes were in proximity of a city, not of a cave.

Also I don't see how generating a couple of small caves here and there would impact world generation so dramatically. With all those big cities that need to be generated with lots of buildings anyway.
Every straw adds up and eventually breaks the camels back. Anyhow its not on the roadmap right now.

 
I've been pitching ghosted blueprint building for years. It could work once we get the new contextual upgrade material in the hammer.
Cool, not sure what is holding you guys back, the tech is already in the game.

Just made this today:

 
Why don't you just play A18 and then argue about it. I was able to craft 1000 9mm rounds when I dedicated one game day to that task.
Hmmm, I never ever had issues with ammo and I always played on insane with some funny multipliers to get my gamestage in thousands quickly. Brass=car radiators, also brass, bullets and bullet casings can be bought from traders, it was very easy to get bullets in a16 and now in a17, I had full boxes of 7.62mm, if players really want to get resources then there are many ways how to get them it just takes a little effort.

 
Cool, not sure what is holding you guys back, the tech is already in the game.
Just made this today:

That looks awesome. Would tie into the blueprint system they eventually want to implement.

 
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My question is, is that why tell us to go play A18 when we can't...? Or are you telling us this as for us to wait until it comes out, play it, then complain?

 
You can like not make spawnpoints in the wasteland then..
In whichever alpha it was where they added landmines to wasteland, they soon after made it so the game wasn't supposed to spawn you in wasteland. It still did on occasion, I noticed, but far less often. Usually it chose to spawn you in another biome adjacent to wasteland, so it was technically obeying the rule but if you stepped a few blocks in the wrong direction you got a landmine, or a dog was spawned in the wasteland within aggro range of your freshly respawned, nearly helpless self...

 
@Madmole

Can you please make Landmines give Exp? They are too expensive for passive defense. I use them offensively/tactically when clearing out POI's; setting traps, covering openings, watching my flank, etc. I don't know anybody who uses them for base defense. They are super satisfying to use when you use them effectively and I feel a lot of people ignore them because of the cost to exp ratio (which is zero).

Please, for the love of all that is moley, give mines exp!

 
Its a two way fight, I don't see it as an issue.
It's a two way fight between an unarmed antagonist and a protagonist with a gun.

You don't see how adding firing windows to the protagonists fortification without lowering the health of the blocks the antagonist has to go through as an issue with balance?

 
@Madmole
Can you please make Landmines give Exp? They are too expensive for passive defense. I use them offensively/tactically when clearing out POI's; setting traps, covering openings, watching my flank, etc. I don't know anybody who uses them for base defense. They are super satisfying to use when you use them effectively and I feel a lot of people ignore them because of the cost to exp ratio (which is zero).

Please, for the love of all that is moley, give mines exp!
Late game I always like having a minefield near my base just because occasional explosions bring a smile to my face. And if a Blood Moon horde stumbles into it I feel like a genius. I'm not disagreeing with anything you say here though :smile-new:

 
Its a two way fight, I don't see it as an issue.
It's an unfair advantage to the player, and I know you guys don't like that. Fine, y'all aren't going to fix it, but it is a freebie to us.

 
Wasnt' it the shotgun slugs that needed brass? I can't remember now, I think it does but I have to check.
No shotgun ammo doesn't need brass at all. The advanced shotgun ammo requires polymer now.
Ah, ok. On the topic of ammo, will the ammo for guns be similar to how the arrows function? In that there will be normal ammo (stone arrow), middle ammo (iron arrow - I don't know if the iron arrow has any special attributes that will be implemented), armor piercing (steel arrow - xml has a note that says it should be implemented for that, flaming bullet (flaming arrow.)

 
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Every straw adds up and eventually breaks the camels back. Anyhow its not on the roadmap right now.
You could generate just a few caves scattered around the world and call it a day. Like we had in A14, players were happy about it. Nothing extreme like in Minecraft with caves everywhere.

Its a fact that the right code wouldn't impact generation in a substantial way.

 
That looks awesome. Would tie into the blueprint system they eventually want to implement.
Thanks, and yeah it would probably fit easily with the plan for blueprint POIs. Placing and rebuilding a POI (with quest reset) is also already available tech of the game, probably just takes some developer time to tie it all together. As long as the idea remains in the pipe it is good :)

 
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