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
Status
Not open for further replies.
The way MM described it made it sound more like a "Death Debt" of 25%. You either have that 25% removed from your current level progress, or if that amount exceeds your progress so far in that level, it gets replaced by a red bar representing that difference. Example, say you were 10% into level 15 or something and you decided to listen to Roland and try to wrench a mine. After a tirade of curses you gently wipe the angry laugh spittle off your screen, wake up at your bedroll, and notice your blue progress bar is now red, and slightly larger than it was when blue, because 15 is larger than 10, just sticking with my example numbers. Point is you have to earn that XP back just to get to the point you were at when you took that beautifully awful advice and got blown sky high. So thinking of it as a debt makes sense, a 25% XP penalty that you must re-earn to get back to where you were. Sometimes it will just subtract from your progress bar, the only time that red will show is if it exceeds what progress you had already. And if you keep dying it adds up, so you could end up with a rather large red bar of debt you have to earn down before you can progress any further.
That's how I see it as it was explained, think that's about right, we'll see.
That's how I understood it.

 
food for thought... the higher levels who have the experience/know how, should be a tad bit careful. :)

but i may not even be seeing this correctly either... hmmm

 
food for thought... the higher levels who have the experience/know how, should be a tad bit careful. :)
but i may not even be seeing this correctly either... hmmm
Perhaps if you put down that can of Dr. Pepper, you could see better. ;)

 
So is there any discussion about A18 going on or are we just going to bore everybody with math-chat? (Roland branded math chat is different because he is a cool and fun guy).
I asked about Vulkan implementation (It's natively supported by Unity.)

...I'm starting to wonder if I'm crouched in the corner so nobody can hear me. :D

 
Experience loss like in Diablo 2 is definitely the way to go. Good job team.
I disagree! Diablo is not a survival game.

So the new death penalty worsens from the nuisance for 30 min to a permanent penalty.

How should that improve game play? Hey there is a new penalty so the players will no longer enjoy dying while suffering lag hits, getting instakilled by driving over mines, entering rad zones...??? Sorry for that sarcasm.

Dying in a suvival game means you FAILED! If you died during a quest. You also failed the quest. You have to get your backpack. Probably dying a couple of times while trying.

 
:) fair enough Mech heh.
MM, question on the draw bridge/s. Is it still the one, and same size or..?

And, any chance that it will be usable 'upside-down'? So when it's "raised/up" it would be down into a moat/gap, but when "open/down" you could still drive across it?

Not a big deal, was just thinking it could be fun to dump zeds down off the bridge :)

...(lightbulb) hey! what if we could squish em by raising up the bridge?

Edit: if at some point there are new model/s for draw-bridges, could one maybe have a deck made of 'grates', so we could shoot through it when it was up?
I gave him a ticket to make it 5 wide, we'll see how that works out.

 
I'm a fan of not losing stats on death anymore. The hardest part of this new death penalty for me though, will be trying to explain to my parents how to mod it out lol. The game will literally be near unplayable for them.
Losing XP doesn't weaken you at all, it just will just keep you at your current level a little longer than normal.

 
From what i read, you will not "lose stats" but you will lose the XP that you require to advance to the next level. Example if you're level 20 and you're 25% towards level 21 and you die. Your xp would go back to 0% on level 20 and you'd have to make up what you lost. Then if you die again you would have to earn 125% xp to actually reach level 21
Someone correct me if that's not right?
Yes that is correct. The worst it can get is 200% well unless you keep dying it would stay -100% or the red bar would be maxed out.

 
I disagree! Diablo is not a survival game.
So the new death penalty worsens from the nuisance for 30 min to a permanent penalty.

How should that improve game play? Hey there is a new penalty so the players will no longer enjoy dying while suffering lag hits, getting instakilled by driving over mines, entering rad zones...??? Sorry for that sarcasm.

Dying in a suvival game means you FAILED! If you died during a quest. You also failed the quest. You have to get your backpack. Probably dying a couple of times while trying.
A penalty for dying is the perfect thing for a survival game, and as MM said experience is an infinite resource so if you FAIL at surviving, you can definitely recoup your losses.

 
@Joel: Any news on the issue i brought up concerning auger use at greater depths. Or is it working as intended from here on out. Just seems at greater depths the noise/vibration/heat would be lessened to the point that a zombie wouldnt be able to detect is why i ask - sort of a major penalty for an end-game item. I do understand the concept of risk/reward. Maybe there is a book/finish book series perk I haven't heard about that will cover this?

 
Is the dead is dead idea where you have extra lives that you have to earn still something you want to do Madmole?

That would be amazing in this game.

 
I gave him a ticket to make it 5 wide, we'll see how that works out.
An electrically controlled grated drawbridge we could shoot through at a size that cooperates well with the garage doors, be it 3 or 5, would be the most fan♥♥♥♥ingtastic thing ever to happen to advanced base building. There may be something awesomer but I cannot think of anything at the moment.

 
An electrically controlled grated drawbridge we could shoot through at a size that cooperates well with the garage doors, be it 3 or 5, would be the most fan♥♥♥♥ingtastic thing ever to happen to advanced base building. There may be something awesomer but I cannot think of anything at the moment.
And for one more reason that I didn't mention: you can see through it. I have opted out of placing a drawbridge on a number of occasions because I didn't want to block my view. Would be great for that not to be a such a heavy deciding factor regarding placement anymore.

 
Last edited by a moderator:
Only USA and UK have inches, feet,ounces, pounds and miles, which is a bit disappointing. Metric is like you said, 1000% better and more used in the world. Not meant to insult anyone but in regards to this, USA is kinda narrow minded not to implement metric system. Let's not deviate from the game, glad you'll not change this aspect.
right switch to metric and get rid of day light savings time.,... US want s to push some really far fetched agendas lately but they wont do these 2

common sense things.

 
The way MM described it made it sound more like a "Death Debt" of 25%. You either have that 25% removed from your current level progress, or if that amount exceeds your progress so far in that level, it gets replaced by a red bar representing that difference. Example, say you were 10% into level 15 or something and you decided to take Roland's advice and wrench a mine. After a tirade of curses you gently wipe the angry laugh spittle off your screen, wake up at your bedroll, and notice your blue progress bar is now red, and slightly larger than it was when blue, because 15 is larger than 10, just sticking with my example numbers. Point is you have to earn that XP back just to get to the point you were at when you took that beautifully awful advice and got blown sky high. So thinking of it as a debt makes sense, a 25% XP penalty that you must re-earn to get back to where you were. Sometimes it will just subtract from your progress bar, the only time that red will show is if it exceeds what progress you had already. And if you keep dying it adds up, so you could end up with a rather large red bar of debt you have to earn down before you can progress any further.
That's how I see it as it was explained, think that's about right, we'll see.
Yes this is exactly right. Another death right away would put you at 40% into the red.

 
@Joel: Any news on the issue i brought up concerning auger use at greater depths. Or is it working as intended from here on out. Just seems at greater depths the noise/vibration/heat would be lessened to the point that a zombie wouldnt be able to detect is why i ask - sort of a major penalty for an end-game item. I do understand the concept of risk/reward. Maybe there is a book/finish book series perk I haven't heard about that will cover this?
Nothing has been done. Take a gun with you. Every time I dig a buried treasure jerks come by and all into the hole even though I"m only there 1 minute. Convenient I already dug a grave for them is all I have to say about it.

 
Is the dead is dead idea where you have extra lives that you have to earn still something you want to do Madmole?That would be amazing in this game.
That was a dead is dead lite. Yes we still would like to add that at some point, and the hardcore dead is dead that wipes the save game or character from the server.

 
Status
Not open for further replies.
Back
Top