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%

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An example have a key POI (nuclear power plant) surrounded by 100's of radiated zombies inside and out (can only wear a full rad suit or die). Step 2 two after clearing is to fix the radiation leaks then try to figure out how to get it going without an explosive meltdown. Then players can power anything from a standing telephone poll (or something like that).

Players could chose not to fix the power plant and radiated zombie will continue to spawn making building a lasting settlement almost impossible.
You'll definitely need a hydroelectric magnetosphere regulator for that.

You're right that the max stamina bar lets you know when you're starting to incur hunger penalties, but I didn't know that as a newbie.
You know, you could have cheated and read the ingame journal tip...

 
So far from what i read....Screamers in POI's - This could be a game changer, cause if it is say inside a higashi tower, you would wanna go back to the main floor to kill them or risk the building collapsing, I would love that challenge.

Crafting Empty Cans - Small and sweet yet so needed.

Under 100 bugs to fix - Amazing work guys

Possible Industrial Crafters/Smelters - Those would take a lot of resources to craft if allowed to craft, and I imagine they would be heavy as hell so a wooden floor wouldnt hold it.

Out of curiosity, with cans being added for crafting, will we see can grenades? that would be cool

For the 4x4, would it be possible to mod the back of it to be a mobile forge? I know that would seem gamebreaking in some ways but being able to drive and smelt would be so useful, and because its in a truck it could have higher chances to summon screamers and hordes, definite challenge.
Industrial grade workstations would be awesome but should be a world item only and not craftable by the player imho.

Certain POIs like workshops and factories should have a chance to spawn them, some higher than others and some guaranteed depending on type and tier. Even the odd trader should have a chance to spawn them but on rare occasions.

The yield compared to craftable workstations should be so much better so that it was worth the risk and hassle to haul the materials to one to do some crafting.

 
You know, you could have cheated and read the ingame journal tip...
I know they are there... but nobody ever reads those :D

I'm sorry. Since 90% of them are more or less useless (and 99% to any veteran) they do not seem important.

Maybe make a starter quest to read them and explain that they are usefull. Seriously. They are nicely written and a good idea... but currently nobody reads them (personal experience only, but from a wide range of players).

 
I just got done watching the video where Joel shows off the reorganized perks, and while this might be old news to most, I have to say I'm pretty excited for the new perk structure. I think it's a vast improvement over the current system. Instead of feeling like you have to spread your points between the different stats, you'll really feel like you can deeply specialize in one particular tree, enhancing the feeling of playing a particular role, being a particular character, and filling a particular need in the group.

The one and only concern I have about it is armor.

I feel like most people will want to use armor of some kind, and that it's a little limiting to have it only in fortitude and agility. Sure, you can dump a few points into them in order to get 2-3 points in one of the armor perks so it's not completely useless to you, but it still seems to me like those perks ought to be available to multiple trees. Maybe heavy armor could be a "shared" perk between strength and fortitude, and light armor for perception and agility.

What I mean by shared is that you can level the perk in either tree, but progress and prereqs are shared for both. This way you wouldn't be able to put a point in from strength and another from fortitude to get 2 points worth of effect out of it, instead once you put 1 point into it in either tree, it's now listed as having 1 point in both trees, but you only get the effect of 1 perk level, and you'd have to increase either strength OR fortitude in order to unlock the next point.

This way you prevent double dipping, but still allow multiple "classes" access to armor perks.

I don't think this is necessary or anything, I'm just trying to think in terms of the stated design goals, and I think the way it is now will result in most players feeling like they need to dip into fort/agi for armor perks.

I don't know if this additional functionality would be difficult to program, or if it would even solve the problem, or if TFP even considers it a problem. I'm no game programmer, I'm just a humble paper pusher irl, but that's my 2 cents anyway!

 
You know, you could have cheated and read the ingame journal tip...
True, but that still doesn't solve the problem I was having. Even once I knew the reduced max stamina bar shows me that I'm hungry, it doesn't tell me anything about my thirst, so I still checked the menu pretty regularly to see my food/water level.

Plus, I still didn't know about either hunger or thirst until they actually became a problem. I had to check the menu if I wanted to be able to top myself off before I started taking penalties.

Also, In most survival games this stuff is intuitive because it's displayed on the hud, so you understand it immediately just by looking at it instead of having to read a paragraph explaining how it works, and then having to press a button and sometimes click a tab every time you want to check. Like, for instance, having hunger and thirst bars.

It's no big deal at this point, I already modded them in, I'm just saying!

 
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The one and only concern I have about it is armor.
I feel like most people will want to use armor of some kind, and that it's a little limiting to have it only in fortitude and agility. Sure, you can dump a few points into them in order to get 2-3 points in one of the armor perks so it's not completely useless to you, but it still seems to me like those perks ought to be available to multiple trees. Maybe heavy armor could be a "shared" perk between strength and fortitude, and light armor for perception and agility.

What I mean by shared is that you can level the perk in either tree, but progress and prereqs are shared for both. This way you wouldn't be able to put a point in from strength and another from fortitude to get 2 points worth of effect out of it, instead once you put 1 point into it in either tree, it's now listed as having 1 point in both trees, but you only get the effect of 1 perk level, and you'd have to increase either strength OR fortitude in order to unlock the next point.

This way you prevent double dipping, but still allow multiple "classes" access to armor perks.

I don't think this is necessary or anything, I'm just trying to think in terms of the stated design goals, and I think the way it is now will result in most players feeling like they need to dip into fort/agi for armor perks.

I don't know if this additional functionality would be difficult to program, or if it would even solve the problem, or if TFP even considers it a problem. I'm no game programmer, I'm just a humble paper pusher irl, but that's my 2 cents anyway!
In A18, armor protects you to same regardless of how many points you have in the perks. In no way is non-perked armor useless.

When the video came out, the perks increased durability and decreased encumbrance. Since then, light armor was changed to not provide any encumbrance. I'm wondering, what does the light armor perk provide for players in lieu of the encumbrance assistance?

 
Not having any heavy armor perks doesn’t stop you from using heavy armor so people in other perk trees can still use and benefit from heavy armor. They just can’t craft it and miss out on the extra bonuses enjoyed by those who take the perk.

Same is true of everything. Not having the perk doesn’t deny you usage. In fact, all craftable items like weapons and armor have schematics that you can find to be able to learn how to craft them without the perk.

 
I know I said I would stop harping on this but Gazz got me thinking! Here's how I would do it.

The food and water bars are displayed under your stamina/health bars and show the max food/water you're able to have, but also have little indicators showing at which points you start taking penalties.

Here's a quick and ugly mockup of what I mean:

mQLxkVx.png


Pretend the above bar represents your water. Imagine there's a little cup or droplet or whatever icon you want on it so you can easily tell that's water the second you spawn in for the first time. Also pretend it's an appropriate color for a water bar :crushed:

Unless I'm mistaken, I believe water penalties are tiered and get worse at specific points. That's what the yellow, orange, and red lines represent. If the penalties all occur at a specific point and scale linearly from there, then I guess you would just need one line to show where the penalties start kicking in.

The bar could maybe also change color as you hit those penalty points in order to make it obvious that something is going wrong. If it scales linearly you could have it transition from yellow-&gt;orange-&gt;red as the hunger/thirst gets worse. That's not as necessary, though, because that's already what the icons do.

This way, you can see plain as day what your food and water levels are at right now and whether you're at risk of dropping under the penalty threshold any time soon.

As an added bonus, a little warning in the UI next to the Use button on food/drink could appear if the item you're looking at is going to be partially wasted because you're going over the food/water maximum. This would just save you the trouble of doing the math to figure it out. Not that it's hard math or anything, it would just save you a moment's bother is all.

Just to reiterate, I know TFP have their way they want to do things, and I'm not trying to sound demanding, so apologies if I am! Maybe this is more info than they want the player to have access to, and maybe something like this would work better as a mod for obsessive optimizers like me!

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In A18, armor protects you to same regardless of how many points you have in the perks. In no way is non-perked armor useless.
When the video came out, the perks increased durability and decreased encumbrance. Since then, light armor was changed to not provide any encumbrance. I'm wondering, what does the light armor perk provide for players in lieu of the encumbrance assistance?

Not having any heavy armor perks doesn’t stop you from using heavy armor so people in other perk trees can still use and benefit from heavy armor. They just can’t craft it and miss out on the extra bonuses enjoyed by those who take the perk.
Same is true of everything. Not having the perk doesn’t deny you usage. In fact, all craftable items like weapons and armor have schematics that you can find to be able to learn how to craft them without the perk.
Oh, I was under the impression that the perks increase the amount of armor you get from heavy/light armor. If not, that makes it a lot less important to have the perks. If that's the case then nevermind!

 
I never check and I manage my hunger/ stamina and thirst/recovery rate quite easily.

So “always having to check” is pretty subjective.

That’s not to say that having a hunger and thirst meter visible wouldn’t be a good thing. I wouldn’t be against it. I just can’t agree that one MUST often check in order to be able to manage.

 
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How about if you hold down a hotkey, it makes secondary UI elements appear on screen? This stays uncluttered most of the time, but still allows you to quickly check your stats like food, water and temperature.

 
How about if you hold down a hotkey, it makes secondary UI elements appear on screen? This stays uncluttered most of the time, but still allows you to quickly check your stats like food, water and temperature.
This could work. It would be like holding "H" in Ark.

 
One thing i hope is added, more things to do while digging, I dunno why, I enjoy digging and mining yet i wish there was more lol, heck even treasure maps sold from the traders haha.

 
I know they are there... but nobody ever reads those :D I'm sorry. Since 90% of them are more or less useless (and 99% to any veteran) they do not seem important.

Maybe make a starter quest to read them and explain that they are usefull. Seriously. They are nicely written and a good idea... but currently nobody reads them (personal experience only, but from a wide range of players).
I always read that stuff in games and I always check for new ones and scan the ones I recognize for any changes. A quest to read a paragraph sounds silly to me. If players aren't being observant and trying to use the tools provided, then that's on them for failing at whatever they wouldn't have by paying a little more attention.

I don't like the sound of UI clutter, but the hot key to show more info kind of intrigues me. I don't really see how it's much different from just opening a menu, unless maybe it could be customized with info we want. But all this sounds like mod territory. If the devs have provided all this info and explanations already, it just feels redundant and hand-holdy to add the extra uis and visual indicators for debuff thresholds top of it. I like to not have a HUD like a fighter jet while I'm playing.

 
Why?
You can just pick it up and keep it in a storage chest....

/s
Why? For immersion of course hahaha.

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No. I do if the 1x, 2x, 3x, 4x, 5x options can be set independently per biome. Then you can do whatever your rig can handle and make certain biomes more difficult if you want it that way.
And I would suggest this be done for 18.2 like the other options were done for 17.2 so that it doesn’t delay experimental from being released.
I may have missed it but what's the current max alive zombie count nowadays? If it's still pretty low, should such a multiplier even make a difference anywhere aside from single player or 2 player coop?

 
How about if you hold down a hotkey, it makes secondary UI elements appear on screen? This stays uncluttered most of the time, but still allows you to quickly check your stats like food, water and temperature.

This could work. It would be like holding "H" in Ark.
Yeah that's the next best thing. At least that way you wouldn't have to stop what you're doing in order to check. Not my personal ideal, but better than what we have now.

I always read that stuff in games and I always check for new ones and scan the ones I recognize for any changes. A quest to read a paragraph sounds silly to me. If players aren't being observant and trying to use the tools provided, then that's on them for failing at whatever they wouldn't have by paying a little more attention.
I don't like the sound of UI clutter, but the hot key to show more info kind of intrigues me. I don't really see how it's much different from just opening a menu, unless maybe it could be customized with info we want. But all this sounds like mod territory. If the devs have provided all this info and explanations already, it just feels redundant and hand-holdy to add the extra uis and visual indicators for debuff thresholds top of it. I like to not have a HUD like a fighter jet while I'm playing.
So just to be clear, you're saying a food/water display on the HUD is superfluous clutter in a survival game? Can you name a survival game aside from this one that doesn't display it on your HUD somewhere? It seems like a pretty standard feature of the genre to me, and it certainly isn't useless clutter. It's an important piece of information that people should be able to easily reference and understand. Maybe showing the penalty thresholds is too much, I can understand why you'd think that, but it's hardly a "fighter jet HUD," that's a pretty extreme exaggeration.

And while I understand that you're very proud of being diligent about reading the journal entries, most people aren't. Typically in games "journal entries" are lore and background information, not necessary to understand the UI, which should be intuitive. Plus, as I pointed out before, even being aware of how the current display works doesn't solve the problem of needing to check the menu to see your actual food/water levels.

Look, none of this is super important, it's just a minor QoL thing, and the current system is fine for people who aren't hyper vigilant about avoiding hunger/thirst penalties. People like me will live pressing B every so often, or downloading a mod. The rest can just eat and drink whenever the icon appears, or their max stamina dips, or however they see fit to handle it.

Apologies if this topic has derailed the thread, I didn't think a hunger/thirst display on the hud of a survival game would be controversial. Anyway, I've said my piece and I'm just going to let it go now.

Back to A18 hype everyone!

 
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Keeping cans non-craftable is a much better idea. When players have the ability to have everything without going out and searching for items kills pvp. Not being able to craft cans makes players get out and search for cans to make repair kits which are heavily relied on to break in bases with. My recommendation would be make more items such as guns, anything valuable including augers non-craftable. Btw i have 13500+ hours playing this game so please dont tell me "valuable items should be craftable." Ive seen first hand from thousands of players though out the last few years to know that is not the case.

thanks

 
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