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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Coyotes and cougars are in, aside from sounds. No to the rest. Horses would set us back 6 months to a year to do them properly. We have vehicles horses are fluff. Raising animals would kill the performance, so no.
The horses will be in the A19?

And in the A18 are you going to put boats?

 
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.
This is what I mean...

Pike_(weapon)
 
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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.
A lot of public servers have "reset zones", generally in a city. So all cars, pois, etc. are regularly refreshed. It's really not a problem.

 
This is what I mean...
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Oh you mean those used mainly in late history of melee weapons. Yes, those were held by left hand in front, since they were used differently. Mostly for deffense, where you held it to the ground with your stronger hand or for a single charge where you added movement with your running speed and body weight. They were not used for fighting though, after this one action, the pikemen were equipped with swords to fight.

I meant long thrusting (not throwing) spears used by greek, chinesse or later Roman Legions (from third rank backwards, so they could thrust spears over their allies, gladiuses were not able to reach there). It is true that Roman legionares used them mostly in one hand. At least for that long as long their shield didn't get destroyed or dropped.

I guess this is the closest of what i meant :)
 
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The vanilla game lists those servers in the multiplayer section.
Only lawyers believe links are endorsement. :cocksure:

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.
They get a damage bonus. That they would concentrate their efforts makes sense when they have a path to you. But if not (i,e, stilt base) that damaged block should be still as enticing as any other.

 
After seeing the stream, I have a slight issue with the spear. It's extremely weird how it's held right below the spearhead even throughout the attack animation, and it makes the range very hard to gauge because it looks like it hits with an invisible hitbox that extends further than the tip. It'd be nice if it could be corrected so the character holds it lower than that.

 
One issue I haven't seen anyone mention or discuss, is the BIG difference in performance on the different systems in livestream. One was pretty much 60 fps the whole time with a few hiccups, but the other two were much lower fps, with some bad pop in like those clumpy scrub trees that magically look normal when you are 25 feet away from them.

It would be nice to see system specs from the different developer streamer systems so we can better gauge how its going to run.

I would assume the developers would have some pretty beefy systems, and if so, what was saw one 2 out of three systems was not improved performance, but worse depending on what resolution they were using.

I AM hoping they can get a follow through animation in on melee weapons on a miss swing, because the sledge looked bad stopping in mid swing on a miss.

Since the game can detect a missed hit, I would hope that a complete swing animation could be added using that info. It would suck that you couldn't swing again until it was completed, but that is the penalty you pay for a high damage melee weapon and not targeting your swing properly.

The stone axe animation looks GREAT though, with it even having a little of that bounce on a hit that you see when hitting something hard in real life.

 
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The horses will be in the A19?And in the A18 are you going to put boats?
Madmole's was an illustration of why they are NOT adding horses, period.

There are no large bodies of water, so there isn't a need or use for boats yet. Once they get large water bodies in rwg again, then they'll consider adding boats.

 
After seeing the stream, I have a slight issue with the spear. It's extremely weird how it's held right below the spearhead even throughout the attack animation, and it makes the range very hard to gauge because it looks like it hits with an invisible hitbox that extends further than the tip. It'd be nice if it could be corrected so the character holds it lower than that.
Hadn't thought about the hold type, but I agree on both counts. It hits very far away.

 
Oh you mean those used mainly in late history of melee weapons. Yes, those were held by left hand in front, since they were used differently. Mostly for deffense, where you held it to the ground with your stronger hand or for a single charge where you added movement with your running speed and body weight. They were not used for fighting though, after this one action, the pikemen were equipped with swords to fight.
I meant long thrusting (not throwing) spears used by greek, chinesse or later Roman Legions (from third rank backwards, so they could thrust spears over their allies, gladiuses were not able to reach there). It is true that Roman legionares used them mostly in one hand. At least for that long as long their shield didn't get destroyed or dropped.

You're not fighting a man, you're fighting something dumber than a rabbit. A rabbit at least has a decent sense of self preservation.

If your pattern is anything more complicated than step-thrust-step-thrust-run step-thrust-step-thrust-run then either your tactics failed long before your current move or you're just showing off. Admittedly, with me that would be the latter, but that's beside the point. :-)

With that repetitive action it's more like digging than martial arts and most people will naturally revert to their dominant hand at the rear in the manner of an ambush hunt.

 
You're not fighting a man, you're fighting something dumber than a rabbit. A rabbit at least has a decent sense of self preservation.
If your pattern is anything more complicated than step-thrust-step-thrust-run step-thrust-step-thrust-run then either your tactics failed long before your current move or you're just showing off. Admittedly, with me that would be the latter, but that's beside the point. :-)

With that repetitive action it's more like digging than martial arts and most people will naturally revert to their dominant hand at the rear in the manner of an ambush hunt.
Yes, you are fighting something very dumb. But facing something very dumb, you do not need as short spear as we have. Because the dumb zombie doesn't have swordman skills to get close to you.

 
Yes, you are fighting something very dumb. But facing something very dumb, you do not need as short spear as we have. Because the dumb zombie doesn't have swordman skills to get close to you.
If it's too long it'll become more of a hindrance than a help while indoors.

 
It would??
You and The Gronk act like the problem with them going for weaker shapes is obvious, but I don't know to what you're referring.

So this screenshot shows things working as intended. This is what you wanted. This is what you hired an AI programmer to give you.

26AA75687242B9D2B8799E44C3EAFE0F5A85D6D6


And this screenshot shows things working as intended. This is what you wanted. This is what you hired an AI programmer to give you.

772BE0847283551B3C0B9B6C66B72FFE057558D0


But this would be a weird exploit that looks dumb?!

4522AA41D0565584E9071FA5E761E49E086EC62A


To reiterate, I get the argument that it would be a lot of work (though less work now that you can make a change to all blocks of a certain shape using xpath syntax). I don't get the argument that the game would be worse for having the feature.
So mod it it, we removed it for reasons I'm not interested in debating further.

 
That's certainly true. However, that's an adjustment following failure. I can see how it would feel more proactive, more like an accomplishment if you got off your ass and did a really hard quest to 'deplete the local zombie population' for a while.
The same accomplishment feeling can occur in our upcoming repair/defend the settlement quests.

 
It would be cool if you can. But I thought tracking the owner for an arbitrarily large number of landmine blocks was a problem.
Blocks are impossible, but model entities are. WE'll have to convert them from block models to model entities.

 
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