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.
w6s6tIz.jpg


 
uhm, those are placed badly and will go boom, put them above aiming down. place an iron bar between the dart trap and the zeds

dart trap

bars

space

space

pressure plate

edit: other option you have columns spaced 5 apart I see. put the darts off to the side and place a 1x5 trigger plate in place of the 5 that are down. have the dart traps about 4 away, aimed sidelong down the columns. so when they are at your walls, standing on the plates, they can be protecting your walls.

I have a lot of practice with these things in 15-17.4

 
Last edited by a moderator:
I love you.
I knew it! I love you too. Not so much as rocks, but you'll understand.

- - - Updated - - -

Let's cross fingers then. Hope you don't find more nasty bugs, you know, those that are a pain in the ass to fix.
Edit: My birthday is September 16th, any presents for me? DeVega don't do it.

But.. But.. Damnit.

* Calls off stripper *

 
I also have a question re: the nailgun.

In A17 the nailgun is very sluggish and upgrades/repairs much slower than before. Was that intended? If yes, why?

If no, has this been addressed in A18? 🤔

 
If you try a pillar defense, try adding 4 sets of pole blocks going 3 high around each main pillar. This will help mitigate the "single point of failure" in that design and doesn't add that much extra space.

Or not, the forum needs a replacement of the "Bow Incident" anyways! :D

Edit: Or delete all that and make clusters of 4 poles up to the iron bars so every bar has a support to the ground. Then again... "Bow Incident".

 
Last edited by a moderator:
If you try a pillar defense, try adding 4 sets of pole blocks going 3 high around each main pillar. This will help mitigate the "single point of failure" in that design and doesn't add that much extra space.
Or not, the forum needs a replacement of the "Bow Incident" anyways! :D

Edit: Or delete all that and make clusters of 4 poles up to the iron bars so every bar has a support to the ground. Then again... "Bow Incident".
it has a replacement, the choppa!

 
It is just a circular array (32 entries) of player positions updated every 1m the player moves. Zombies when they hear you, pick a random value from the current breadcrumb location up to AINoiseSeekDist back in the array and investigate that position.
The typical zombie uses:

&lt;property name="AINoiseSeekDist" value="8"/&gt;
Faatal don't down play that, take a bow.

That sounds like you created a mobile 3d array, to auto adjust the ai pathing mesh.

Then used sound levels as a transmitter.

A moving beacon, that overrides basic pathing, truly cool. If used with other elements you may have just rewrote

static pathing and made it completely dynamic . like a dynamic overlay on a static path.

PS. With 32 variables you could exponentially expand ai pathing, and responses.

 
Last edited by a moderator:
That just doesn't add up. If you have to go to a dangerous place to find the rare thing that lets you craft better, you might as well just find the nice ____ and be done with it.
I'm open to grandpa's crafting elixer that randomizes player crafting stats while your on it, so you might craft a dud or a nice one.
I really like this idea.

sounds like a good solution, it will allow even more freedom and risk-reward player choices.

thumbs up :applouse:

 
Let me just say that there were about 10 things you needed to find to be end game before, now there are hundreds, and thousands if you consider the variants of pink quality items. Like once you found pink steel boots, gloves, etc and a pink axe, pink pick, pink gun of choice it was game over. Now there are hundreds of perk books/schematics and millions of random stat items to find. Its no comparison A18 will double your pleasure, in one session, and each major build gives that 5x the fun, so IMO you guys are literally in for at least 5 new A18 play throughs that last you 75 to 500 hours each.
sry in advance for the long question. it start and end with a quick summary, u don't have to read all the details to get the hang of it, its just there for clarification if needed.

@MM - Are there any plans/changes to improve the current comparison system?

once you added a random stats and many books/perks that affect item stats/usage, a clear accurate more sophisticated comparison feature might now be a higher priority. with plans for introduction of legendary items with special stats, comparing might be an even more difficult task in future alphas.

I currently play Diablo 3 while waiting for a18e to drop, it is a pure looter game and their comparison feature still sucks after over 10 years from release. you have to carefully examine each stat and calculate in your head or 3rd party tool if an item is better or not to your build considering the skills and passives you use. the UI only gives u very basic info that is no longer relevant mid-late game and most stats/skills aren't even calculated into the UI info.

hope the system can be polished a bit more in the future to show more detailed info and statistics. from what i read it sounds like in a18 every new item found/crafted must be examined against all other items you already have, regardless of tier/quality, to determine what is best to use for a given situation (considering acquired perks/books), when previously once you understood what each gun is good for, you could just assume higher tier/quality is always better.

in a17 the UI only show color-coded result of comparison per stat. if a18 UI still does the same ignoring perks/books synergy, overall dps, ammo-efficiency , or other meaningful info, you might have to pull out a calculator to figure which is better or make an educated guess.

so basically i`m asking are there plans to extend the current system to reflect perk/book buffs and overall item benefits in the comparison UI so players can make a better decision with less guess-work involved and the need to go throw several menus (books/perks) to figure it out?

or do u feel the random ranges, new planed legendary stats, and book effects, are mild in general and not such a big deal so its not needed (except for OCD min-maxers) and tier/quality/chosen-class is still a good enough indication to decide what to use in any given situation?

 
Last edited by a moderator:
Awesome - I think head/eye tracking and a couple of animations, like some minor stumbling/losing balance, to make their (already great) walking animation less monotonous, will improve the zombie experience dramatically. Here's to hoping that you manage/decide to implement them.
Just out of curiosity, is it remotely possible to just set their heads and arms to ragdoll mode while walking? Wouldn't that give the Z's a pretty good shambling approximation?

 
Status
Not open for further replies.
Back
Top