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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I use compound bow using...metal arrows, i forget what they are called most of the time 1 hit kill to the head with the right perks selected. sometimes the zombie i target wakes up but another shot or two in the head will put them down without waking the others. I hide in the shadows as well should the targeted z wake, it will not know where i am attacking from. also, i always attack and move around while in a poi in the crouched position in order to be less visible and remain silent and get the x damage from a perk. I forget the names of all the perks or i would list them off.
Yeah, thanks for the info. Unfortunately I'm only week 2 into the game so far and haven't chosen the stealth and archery perks. I find it more useful (or at least less frustrating) to focus on strength and stamina, as well as important things like master chef, pack mule, and the necessary steps to get a bike made.

 
Tip if you clear a POI out while being stealthy, do not be afraid to skip a zombie or two in order to survive instead of dieing. Strategic retreats are also a good blan b should things go south.
 
Yeah, thanks for the info. Unfortunately I'm only week 2 into the game so far and haven't chosen the stealth and archery perks. I find it more useful (or at least less frustrating) to focus on strength and stamina, as well as important things like master chef, pack mule, and the necessary steps to get a bike made.
your focus list is all the same perks or perks within that category that I invest in from level 1-20. I do not really play stealthy till mid game due to the same reason.

 
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You are comparing apples with oranges. Books are not food, and there is no reason for them to despawn. Judging by the rarity of bookstores, books, and the amount of the new books you are adding, it is unlikely that everyone would have all books in a couple of days. Also books are not the only reason to loot, so your argument goes poof.
I guess the part with godmode and credits is just the friendly way you treat your customers by making a suggestion sound trivial and stupid. Thank you for your kind consideration.
To be fair, it was a very poor suggestion, but I will go to great length to explain my comment:

My intent was not to insult you, but to stomp out the desire and CULTURE for everything to be easy, because I can assure you that you do NOT want it to be easy. If you get it easy, it has zero value. We finally have a 100 hour game without building a giant city or something unrelated to survival and core game play, and your request would turn it into trivial addition instead of a rewarding well balanced system.

Is it unrealistic the book goes poof when you read it? Of course it is, but fun, challenge and reward always trump realism. A large team could share knowledge and reach end game in a week and everyone on that team would be OP having every collector perk unlocked. They would also be bored, because finding new schematics and books is a TON of fun and when you run out of them well what do you do now? If they could be shared, it would make the whole thing trivial.

Right now the whole system is perfect. You can mod it like you suggest very easily, but I can assure you its a bad idea.

From one gamer to another I want you to have the most fun possible, and I think we have the best design now.

 
What are your favourtes of the books, so far guys? (the ones that have access to A18 now)
The magnum better barter one, never encumbered at night, can craft AP ammo. Ammo bundles are amazing, 20% discount of ammo is awesome plus you can carry 500 rounds of 762 in one stack of 5 ammo bundles. Open as needed.

 
I have an idea (I don't know how possible it is though)
Maybe you can make 1 of the Z's in the POI drop a key when killed (or make it drop in some container inside the POI) to open the loot room door/boxes, that would make the player sneak/loot for the key or blast the Z's to find it. No tricks, just grind.

Maybe in some Military POI's you can find a Magnetic Card that opens some kind of bunker with lots of loot.
Keys would only work in a game that isn't fully destroyable.

 
The magnum better barter one, never encumbered at night, can craft AP ammo. Ammo bundles are amazing, 20% discount of ammo is awesome plus you can carry 500 rounds of 762 in one stack of 5 ammo bundles. Open as needed.
joel what you just said with the 20% discount of ammo are there any books that increase ammo on sale at the trader? this is just a curiosity

 
I've seen you've extended the game some but will there be any changes to help make the game more of a challenge aside from one more zombie or will it be more focused on making things a little easier... er I mean QOL changes like Less worries about stamina, Less zombies in poi's, Less single zombie block damage, Easier ways to kill large groups of zombies, Ability to carry more ammo and make it for less, etc..

 
also I don't really class this as a mf bug but when you decapitate the female lab workers there is no animation played has this been fixed by any chance?

 
Sigh, the whole game can't be designed around the mythical "new player" not having to learn anything at all. If that is the new design philosophy then all games just become pale copies of each other. Sure it is possible to go to far and make stuff so complex it is just a pain to a) learn and b) keep track of. BUT, every game doesn't have to be as simple as a FPS and just click and forget every single feature.
I expect some complex systems I'll have to figure out when I pick a game billing itself as a survival game. I don't think I'm alone in that expectation. It's been a staple of the genre for years and years and the genre hasn't died out so.....

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His point is that to make multiplayer at all difficult books would have to be so rare that the game wouldn't be playable solo. Making them single use fixes that issue.
Most players want to do stuff, not read tutorials and feel stuck. A survival game simply means you might need to eat and drink, and somehow survive, otherwise bad things happen. Like you don't load a save game, you respawn with loss, etc. It doesn't mean "expect some poorly designed game mechanics because mostly indy devs are developing this genre".

At the end of the day players want to have fun without wikis or struggling to understand things. You don't need to reinvent the wheel to stand out, just making a great product will do that on its own, as long as you have something no other game has or a combination of existing features laid out in a new way works quite well too.

 
73 MF's now, but its like whack a mole.
So what you are saying is that you need a slaver to whack you every time you get sleepy?

I'm sorry I'm a stupid pacifist :D All I could do was give you slight loveslaps to please continue working on 18 :)

 
I just decided that my favorite part of A18 is that it will be the last alpha to enjoy a really awesome survival system design. Here's hoping the new one in A19 will be just as cool too and not just functionally easy to understand.
I had an idea to display a "critical injury" debuff with a number representing your damaged health now that we have the new cvar system for buffs. Then you would see, that read about it in the debuffs page, and it could say "Critical injury: Use medkits or bandages to heal this" then it would be more straight forward. As you heal that and the number shrinks, your health bars black spot would go away.

 
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