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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...That said I slaughter nearly every zed I see and quest non stop, so I'm going out on a limb here to say I level way faster than most players. I mean one molotov could get you 12k xp if you know how to throw at the right time and place.
Are stealth builds balanced to keep up with run and gun builds?

For example having xp bonuses on stealth kills.

I mean it takes way longer to level if you clear a house by stealthing than going in guns blazing and molotoving everything.

Btw rocks looks delicious!

 
Are stealth builds balanced to keep up with run and gun builds? For example having xp bonuses on stealth kills.

I mean it takes way longer to level if you clear a house by stealthing than going in guns blazing and molotoving everything.

Btw rocks looks delicious!
shouldnt taking your time and being sneaky take longer than charging in guns blazing?

 
Are stealth builds balanced to keep up with run and gun builds? For example having xp bonuses on stealth kills.

I mean it takes way longer to level if you clear a house by stealthing than going in guns blazing and molotoving everything.

Btw rocks looks delicious!
Your safety is far higher and resource cost far lower if you go stealth. That is the trade off. When I go stealth I always have a surplus of ammo, healing items, and mats.

Less chance of playing fetch with your backpack as well.

 
Are stealth builds balanced to keep up with run and gun builds? For example having xp bonuses on stealth kills.

I mean it takes way longer to level if you clear a house by stealthing than going in guns blazing and molotoving everything.

Btw rocks looks delicious!
Seems like a fair trade to me. :indecisiveness:

 
if you buff stealth too much it will end like skyrim where most everyone had a toon that ends up as a one shot bow/fireball ninja.

 
nice, waiting for our resident Geoligist to say lead and Potassium nitrate dont have those crystaline structures...lol
Lol here I am mate! Potassium nitrate can have that form as displayed with the new texture. It just doesn't occur that much in nature, it's most often associated with other minerals.

The lead ore looks realistic enough for me. You can clearly see the cubic to rhomboid crystalline shaoe, which makes me believe they tried to model the most common lead ore; galena.

 
Some suggestions for Alpha 18 - 20:

- Dual Wielding: You can dual wield weapons and some tools now: when a weapon/tool is equipt it will show a small p on the right corner of the item box art, to dual wield you go toolbelt and click on other item you want to dual wield with and select - secondary equip - this second item you equipted will show a S in the top right showing which items are currently equipted, you can only dual wield the same weapon or tool and cannot mix melee with range, dual wielding allows for faster harvesting, shooting and damage to blocks and enemies, the left mouse button will use both items consecutively

- Improved Character Screen: The new improved and updated character screen now shows more and detailed stats, character clothing slots are shown better and more easier to navigate, there are some new slots for other type of items such as pockets, back, accessory: trinkets, hand and belt and ears. New items in the world can give unique stats when equipt to character for more bonus stats and ability. The statistic screen now shows more information such as accuracy, noise reduction etc.

- Expandable Bag System: The new expandable bag system will allow you add more inventory slots beyond what is shown at the start of the game. Each player now has a backpack slot which you can later get better bags which will give more maxinum storage, the encumberance system still in affect though, the backpack perk will reduce the encumbarance for all backpack by percentages rather than straight up numbers to balance everything, for example the maximum perk is 75% less encumberance slots but you can reduce more by adding mods to your backpack now rather than clothing/armor - such as improved pockets etc.

- Passive Temporary Perks and Quirks: Throughout playing you will now now will experience new passive perks and quirks which are given to the player by certain actions or enviroment. Some temporary passive perks like Lucky Day gives player a bonus 100 lootbonus at random if player loots several high level items but its at random or by killing several zombies. Another passive temp perk could be Lovely Day in daytime where player is fully fed and hydrated and is outside in forest biome during the day, which increases xp bonus by 25% and reduces crafting time by 10%, which also happens at random, quirks on the other hand are triggered in similar way too, if character is not wearing a coat and gets wet then player will get 'Drenched', which increases infection chance by 25% for short time, some inspiration from this feature is from The Sims 4 which is a life simulator game but this game could also benefit from this feature. There could be actual perks which reduce the chance of getting quirks and increase getting perks and the effectiveness of it.

- Husbandary and Pets: Allows you to start your own animal farm from different species which can provide food and water and new materials, and animals can also be tamed and controlled with your command. Having pets will require you to feed and nurture them and they have their own skill tree and you can name them. There will be a new npc party system where it will display your allied npc/pets on the screen. You can craft animal beds, bunks, toys etc. your pets also have a morale system and you can set them to attack players or not.

- NPC System: Similar to Pets, NPC system will allow you to recruit and hire npc to your base, which will help you scavenge or provide materials for you - similar to State of Decay 1 and 2 on how they can contribute to your base. There could be quests where you will have to escort, rescue and fight other NPC's, bandits will also appear too which will be more severe than average zombie. Like zombies, bandits will become more deadlier in higher tier depending on your level, in early levels bandits will carry basic weapons such as bow and club but later they will be carrying assault rifles wearing military armor. Killing bandits also drops their bag which you can loot items

 
Some suggestions for Alpha 18 - 20:
- Dual Wielding: You can dual wield weapons and some tools now: when a weapon/tool is equipt it will show a small p on the right corner of the item box art, to dual wield you go toolbelt and click on ...
Interesting suggestions but almost all of them have been covered ad nausium in this expansive forum topic. From past dev comments, dual wielding and animal husbandry/pets aren't in the picture.

Some of your ideas are available as the new perk books. Take a look at the very first page for upcoming Alpha 18 stuff.

 
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Tell me about it, I have a full time job and 2 kids, I know how it feels to be able to play 1-2H tops a day :D
It doesn't have to do anything with it though. Nothing prevents you from playing 1H a day for 2 months and reach that day 60 where you SHOULD be at the very end game. It's mostly about you wanting to reach the end game fast, regardless of it takes you a day playing fulltime or a week playing 1.5 hr a day.

It's funny though how everyone enjoys the game in his own way. I usually like the very early game the most, where it's basic zeds vs crude weaponry. At some point it simply starts feeling like a power creep where you basically need to output more damage and resist better versus incoming damage, but with very little added "mechanic difficulty" (just like a hack & slash). A numbers game really. I really hope bandits will make me wanna go deep into the end game by bringing new threats to the table, cause right now the only thing that end game brings is bullet sponges with the exact same AI.
I agree that having bullet sponges make end game boring at least for me. I rather have 100 basic zombie attacking me than one tough zombie. But i understand hardware limit of doing 100 zombie attack, so not complaining about it. But I am sure there must be some thing better than bullet sponges. And yes most people like early game because of it's good balance.

 
I agree that having bullet sponges make end game boring at least for me. I rather have 100 basic zombie attacking me than one tough zombie. But i understand hardware limit of doing 100 zombie attack, so not complaining about it. But I am sure there must be some thing better than bullet sponges. And yes most people like early game because of it's good balance.
I'm sorry if this is a dumb question, but couldn't there be an option to tie zombie count to your graphics settings? If you have a high-end PC running the game and you wanted more zeds, just click the option on and you'd be able to scale how many extra zeds are around you..

 
Interesting suggestions but almost all of them have been covered ad nausium in this expansive forum topic. From past dev comments, dual wielding and animal husbandry/pets aren't in the picture.
Some of your ideas are available as the new perk books. Take a look at the very first page for upcoming Alpha 18 stuff.
I find it a little surprising to hear that animal husbandry isn't in the cards, especially considering farming is in. Have they given a reason for not wanting to introduce that aspect of farming?

Pets I can understand. They're a nice side distraction kind of thing, but not really necessary. They're tough to balance too. Anyone else remember Dogmeat suiciding into the first group of enemies he sees?

 
I'm sorry if this is a dumb question, but couldn't there be an option to tie zombie count to your graphics settings? If you have a high-end PC running the game and you wanted more zeds, just click the option on and you'd be able to scale how many extra zeds are around you..
There is a setting, but think if I am playing server. the server has limit. it cannot run 30 zombie for all 20 player on server. that make it 600 zombie. And I am sure every player playing long enough want this to happen, but we have to wait for maybe GTX 5060 to make this happen :)

 
Lol here I am mate! Potassium nitrate can have that form as displayed with the new texture. It just doesn't occur that much in nature, it's most often associated with other minerals.
The lead ore looks realistic enough for me. You can clearly see the cubic to rhomboid crystalline shaoe, which makes me believe they tried to model the most common lead ore; galena.
This is good one, thanks.

Man, who isn`t hyped ?

 
There is a setting, but think if I am playing server. the server has limit. it cannot run 30 zombie for all 20 player on server. that make it 600 zombie. And I am sure every player playing long enough want this to happen, but we have to wait for maybe GTX 5060 to make this happen :)
this is more to the servers CPU performance (AI calculations) than your graphics card.

 
Um why is it that in the "View poll results" thingy at the top it says "water and boats"? Are you guys gonna sneak in boats and zombie fish in this update? I don't see any talk about this so I had to say something
Just read.

The following are off-topic for this thread but may be discussed in General Discussions: 00%Release Dates, Game Mods, LBD, Level Caps, Blood Moon Evasion, Water and Boats
Cheers

 
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