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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Don't get used to it, auto turrets will be a thing and vehicle health is too generous right now. You'll probably have to cut the power to stop these things or shoot them before getting to the roof, impossible to do from a gyro.
Also try landing a heli in Rust, it takes a huge amount of skill to fly those. Very rewarding though. Ours is super cake to fly and it should be more difficult IMO.
True the gyro is fairly easy to fly. The dive landing was more of me simply adjusting to the fact that the gyro has no option to hover and therefore can't land or take off vertically like a helicopter. I was simply figuring out a way to make current vehicle physics work with what I wanted to accomplish. Improvements to how vehicles function will always be welcome with me.

As for roof turrets, Im all for making it more challenging to simply bypass the POI sleepers for the loot. I would actually love having to figure out how to deal with emplaced powered defenses. I could see myself scouting from nearby structures to identify possible threats on the roof and then eliminating them from range prior to trying to reach the top.

Though as a side question, would these turrets only target the player or would they also target any rooftop zombies or vultures that stumbled into their line of sight?

 
What I have noticed is that it seems harder to stir up trouble by making noise on the outside of a POI. I do that on purpose just to cause a ruckus inside. But I sometimes have to literately break through part of the wall and fire a gun just to wake them up.
Why does it seem easier to get into trouble going in and shooting?

Why does it seem easier for zombies to hear noise from the outside?

Finding that out may allow zombies in the streets in towns.

On the other hand, back in playing Alpha 9.3. Being sandwiched put a real fear in me when I was raiding a house in a town Stealth was a must. Sometimes that wouldn't work and I would have to jump out of a second story window with only a part of a roof-ledge to land on.

Good times. :)
Zombies didn't spawn in houses so getting sandwiched was only if you were stupid and left the door open behind you lol.

 
When I played with 4x biome spawns there were still sleepers in the house. However, I never tried to game it by deliberately waking up zombies from a house or two to reach the 64 max and then go into a new house with zero spawns inside.
I wonder if that tactic could work now in cities. Wake up five houses and keep all the outside zombies alive until there are 64 alive and then start looting in empty houses...
Yeah one guy hit max alive, think how that translates to servers?

 
I think he is just trying to emphasize the point that things have been cut before. At this point with books almost getting removed and now with them coming back in stronger than ever and in a way that integrates well with perks it’s safe to say that this feature at least will ship with the game.
Especially since Madmole confirmed it’s one of his horcruxes.
Books are amazing no way in hell would they get cut. I need to find some more book stores lol. I'm 28 hours in and don't know crap yet lol.

 
That would require a menu that lets you pick what you want, otherwise be kind of useless. Too much headache IMO. He gives you XP you can buy perks with all XP eventually.
No, that's not what I mean. What I was talking about is that the trader could level up a skill but at random. So if you do this mission, the trader offers to give you a level higher on cooking.

It may look like this:

Trader: Do this mission and you may choose the following:

1. 1,000 Dukes

2. Better cooking skills (one level higher than what the player has).

3. Some medical supplies.

On the next mission they may offer to level up another skill, again at random.

 
Maybe this will help in time to determine the boundaries of the quest and not fail it? This countdown is used in many games and works great.
calldown.jpg


Sorry, I am not designer =)
Not bad. The style fits the gigantic quest marker. ^^

 
True the gyro is fairly easy to fly. The dive landing was more of me simply adjusting to the fact that the gyro has no option to hover and therefore can't land or take off vertically like a helicopter. I was simply figuring out a way to make current vehicle physics work with what I wanted to accomplish. Improvements to how vehicles function will always be welcome with me.
As for roof turrets, Im all for making it more challenging to simply bypass the POI sleepers for the loot. I would actually love having to figure out how to deal with emplaced powered defenses. I could see myself scouting from nearby structures to identify possible threats on the roof and then eliminating them from range prior to trying to reach the top.

Though as a side question, would these turrets only target the player or would they also target any rooftop zombies or vultures that stumbled into their line of sight?
I'm sure they target everything, but at that point it might be bandits too, so you are getting rekt if you try any rooftop quck loot grabs from a gyro before you even land.

 
Right now it is possible to drop Molotov cocktails from the gyrocopter so maybe with turrets you’ll have to napalm the rooftop first and hope they don’t get a few lucky shots on you before you can clear them. :)
Oh great, there goes my current world...... Just had to tell me there was a way to use molotovs from the copter lol.

Time to make things burn!!!

I like MMs idea of having to take out a generator to power down defenses though.

 
No, that's not what I mean. What I was talking about is that the trader could level up a skill but at random. So if you do this mission, the trader offers to give you a level higher on cooking.
It may look like this:

Trader: Do this mission and you may choose the following:

1. 1,000 Dukes

2. Better cooking skills (one level higher than what the player has).

3. Some medical supplies.

On the next mission they may offer to level up another skill, again at random.
We've talked about them being trainers like in Skyrim/Oblivion. THey already have backstories and unused specialization, so if we did it, they would train in their area, like Joel is Armor, Hugh is weapons, bob is vehicles, Jen is intellect. Maybe factions might have trainers instead.

 
Shape selector will be one of the best features ever in 7D2d.

I was wondering if there will be new blocks, for examples :

1/2 arch, 1/2 stairs block ,1/2 block corner inside, 90° turned stair block. Or non existent blocks (wood pillar 50, wood pyramid, concrete\metal ramp incline filler, ...etc). I don't know if this has been said before.

 
We've talked about them being trainers like in Skyrim/Oblivion. THey already have backstories and unused specialization, so if we did it, they would train in their area, like Joel is Armor, Hugh is weapons, bob is vehicles, Jen is intellect. Maybe factions might have trainers instead.
THIS!! Yes, that would be great!

Also gives the player more motivation to travel around the map and find all traders/trainers!

 
Not trying to hype here at all. My son is a big Rust, Ark, Day Z fan. He's played 7 days in the past but usually cheated stuff in and never took it too serious and doesn't have a ton of hours in it. I gave him access to A18 and he played a good 8 hour stretch and loves it! He liked doing quests and loved random stats and all the loot, and specializing. He built a big fort even though I told him not to and that its better to wait until you get better tools. He did 5 quests in a day, I was impressed, but the dig quests are easy, only 300 meters away at tier 1. I think the improved animations made combat feel better to him, he plays fortnite a lot, so having better firearm mechanics and animations is important to him.
Anyhow I thought it was great he liked it a lot and I could tell he was totally immersed because he kept wanting to show me his base and gear he found. He didn't really get into A17. Drove the new vehicles (cheated them in) but didn't really get sucked into it. So this is awesome.

You can't always put your finger on what is wrong or off on something. But playing it a LOT myself revealed what it needed bit by bit. Its been a mountain of work for me personally but I know it will pay off. I'm super proud of A18 and I can't wait to get it out.
I'm so glad you're finally playing enough of it to see the issues and work on them. Now it's time for you to play with electricity. :) Let the Hype Train start boarding! We're chomping at the bit for A18.

 
I play default with 16 alive on horde night and only air drops once a week but markers on for air drops.
Why don't you guys add a lootable item "scanner" you can find that scans for air drop beacons. And delete the air drop marker option. Same outcome, but adds to the gameplay.

 
I always wanted an industrial forge with more slots for smelting etc and a fast rate. Mods have sort of filled that void, but we're still confined to two smelt slots. We'll see.
Would love to see special industrial machinery like that, limited to POIs. More reason to explore and control certain areas.

 
level gates were a bad way to slow progression
I... w... Is this what heaven sounds like? All my fighting... all my arguing... and I get supported by a dev... finally &lt;3

I can rest easy now :D

And empty POIs because the world has used up all the alive zombie slots.
actually... that would be awesome! Not every house needs to be a cesspool of zombies.

Just the chance of an "easy" house is not a bad thing. You are super happy if you find one. Maybe (if you can) lower the reward... but I never liked having to fight 20 zombies in a 3 room flat. We aren't in Southamerica or Africa... :D

 
Fight to the death, problem solved. Whats this sissy running away business?
Insane + Always RUN + so much radiated zombies... sometimes it’s difficult to control the borders of the quest :jaded:

 
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