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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BTW, I was just curious about the blunderbuss. Is there any particular reason why it forces to reload immediately after firing THE shot? I'm asking because I read somewhere that it used to be a routine cavalry tactic to carry two pistols, and fire each one only once just before charging into the row of enemy zombies and switching to melee.
I tried to use the blunderbuss that way (fired one shot first and immediately tried to switch to club), but can't do it. Always stuck loading. Spending all that useful zombie stunned time cramming powder and pebbles into my thunder stick. Why can't it be more like smg, after emptying your clip you get an empty 'click', and need to press R or click LMB once more to reload?

I love the blunderbuss, I only want it to love me back! :'o
Already discussed, same problem is with the crossbow, which renders it pretty much useless. Bow has it too, but the animation is quick and nimble so it is not so much of an issue.

Yeah I haven't had time to play since 17.1. So maybe it is a thing now or always has been.. just my personal reflection.
Well, to be honest it was one map out of 4 we played on A17. But it does happen. Maybe it was bug or something. Maybe there is a small chance.

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Also, update...

Is the spear going to stand on right side of the screen? I mean, the characters are obviously right handed. So they shound have right hand on top of spear. So spear should be on left side of screen. Right?

Also, i remembered. Before, we could attach flashlight to a weapon without problem. Now we need a mod. Mod that can not be crafted without schematic to be specific. When all it takes it to take a weapon, take a flashlight and ducktape / wire the hell out of it. It even looks like that ingame if i remember correctly.

 
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Is the spear going to stand on right side of the screen? I mean, the characters are obviously right handed. So they shound have right hand on top of spear. So spear should be on left side of screen. Right?
The strong hand provides the power, the other guides the tip. They got it right.

You can see this in the arm bones of neanderthals who primarily hunted with spears.

 
I have played on servers with lots of people and hadn't had much of an issue.
Try playing on those servers that support 40 concurrent players and host up to 2k individual players during their lifespan. By day 1000 you can't find any car, by day 2000 all the buildings have been looted at least once and brass is very hard to find.

 
Try playing on those servers that support many more concurrent players than the game is designed for and host up to 2k individual players during their lifespan. By day 1000 you can't find any car, by day 2000 all the buildings have been looted at least once and brass is very hard to find.
Fixed

 
The strong hand provides the power, the other guides the tip. They got it right.
You can see this in the arm bones of neanderthals who primarily hunted with spears.
Stronger hand on top is used in martial art Jogo de Pao. But commonly, stronger arm used to be at top and weaker hand at rear.

 
Try playing on those servers that support 40 concurrent players and host up to 2k individual players during their lifespan. By day 1000 you can't find any car, by day 2000 all the buildings have been looted at least once and brass is very hard to find.
Yea, you don't get to complain about balance if you're playing well outside of the scope set by the developers.

 
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.
Yup makes for some interesting builds and fun gameplay. What a shame huh? 😉

 
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.
I havent made a pole base in a17 yet because I was told it's a bad setup now. With the zombie focus fire on the weakest block it's a no go in a17.

In a16 I'd agree with you. Not sure if that's the case anymore. I'll try it.

Also without that base setup we are back to the same old stand on top of a tower shoot down setup we have always done.

 
Stronger hand on top is used in martial art Jogo de Pao. But commonly, stronger arm used to be at top and weaker hand at rear.
For ambush hunting you only get one shot at it so you need to make that shot count. It's used more like a pike than a staff.

 
Some people want to sit in a base, mine and craft everything they need and never leave the safety of their fort.
I have been doing t5 quests repeatedly. Big towers, tough zeds. It's not worth it, not even close. I do a poi for an ok reward but I ended the tower with -500 ammo.

The current a17 thinking is big pois are not even close to worth it. They are ammo sinks.

Just keep this in mind for a18 please. Sounds like you are, so that's good.

 
For ambush hunting you only get one shot at it so you need to make that shot count. It's used more like a pike than a staff.
You do hold pike with your weaker hand on the end, you aware of that? :D Also, in case of ambush, you would probably either throw it (using it in one hand) or use it to charge and thrust, which you would do with your weaker hand.. again on the rear. Giving the directions on end where it is easiest to manipulate while giving it speed with right hand just before you stab with both hands.

 
Try playing on those servers that support 40 concurrent players and host up to 2k individual players during their lifespan. By day 1000 you can't find any car, by day 2000 all the buildings have been looted at least once and brass is very hard to find.
Besides the obvious that the server is well passed what is intended. Something like this don't think A18 will help or any at that. But good news is it won't be worse at least you have the trader and keep doing quest to reset the poi.

I mean servers like this seem to need looked over more by the admin more. They should set rules in areas of no buildings so they can reset the areas and such or add mods to them. Only other thing would be with that many people after so long reset the world it self. Either way highly doubt they will balance the game for that many people when it it isn't intended to have that many.

 
I was really talking of a late game quest, a hard one. If it reduced your loot quality so what when you already have the best stuff. Otherwise you just walking to the end where the zombies get so hard and numerous you become an ammo factory. I was talking about some kind of in game hope...whatever though
This shouldn't be done with gamestage though. Gamestage doesn't reduce zombie numbers, it just spawns weaker zombies. Also makes you find worse loot. Right idea, wrong instrument.

What you want is more like a counter or flag per area that reduces zombie spawns if you cleared the space/pois in that area or did the right quest there.

I havent made a pole base in a17 yet because I was told it's a bad setup now. With the zombie focus fire on the weakest block it's a no go in a17.
In a16 I'd agree with you. Not sure if that's the case anymore. I'll try it.

Also without that base setup we are back to the same old stand on top of a tower shoot down setup we have always done.
Not sure, but do they really attack the **SI**-weakest block? If they have a path to you, sure, they take the weakest path.

But without a path, i.e. for example with a pole base they just seem to attack random blocks. I.e. if you give them enough blocks to hit, they won't discriminate between SI-important blocks and totally superfluous blocks. Or am I wrong here?

 
This shouldn't be done with gamestage though. Gamestage doesn't reduce zombie numbers, it just spawns weaker zombies. Also makes you find worse loot. Right idea, wrong instrument.
What you want is more like a counter or flag per area that reduces zombie spawns if you cleared the space/pois in that area or did the right quest there.

Not sure, but do they really attack the **SI**-weakest block? If they have a path to you, sure, they take the weakest path.

But without a path, i.e. for example with a pole base they just seem to attack random blocks. I.e. if you give them enough blocks to hit, they won't discriminate between SI-important blocks and totally superfluous blocks. Or am I wrong here?
They will attack a random block. Once it gets damaged that's the focus for the entire horde. Dont they get a damage bonus if enough zeds get together too? Or was that a planned feature? I forget.

 
Madmole or Roland, how are the translations on the A18? in the A16 and A17 were almost zero, we can enjoy a18 with translation into Spanish? I saw a story that in the United States add 60 million people who speak Spanish and is the second most spoken language in the world, surpassed only by Chinese Mandarin

 
Madmole or Roland, how are the translations on the A18? in the A16 and A17 were almost zero, we can enjoy a18 with translation into Spanish? I saw a story that in the United States add 60 million people who speak Spanish and is the second most spoken language in the world, surpassed only by Chinese Mandarin
I doubt you'll see much on this until the game goes out of Alpha and into Beta (at least). They wouldn't want to spend dollars on professional translation if what they get the translators to translate changes, so until everything is fixed and set in concrete, or nearly so, localisation isn't likely to be a priority.

 
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