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
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Lucky looter is one perk I've been wondering about with the new specialization, but not much because it can be worked around by more looting. Seems to be the same with a number of others. I know we can grab a few from other 'classes' without diverging from specialization too much, no big deal.

However, secret stash has me really concerned. Has it been changed or removed in a18? Maxing this one out feels a little bit harder to live without if I ever hope to get some solar panels or other rare stuff.

Edit: I mean the stash bonus included in later levels of better barter, that is.

 
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Yeah make it happen :)
This one too please:

RE: the "Instant Genghis Khan" ... Maybe implement it as a high level mod for bows, on par with a Magazine extender for a pistol.

 
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Not bad 1 death a day the first 3 days, then things stabilized. No luck finding trader Joel in the pine forest yet, so I'm stuck in the snow biome dealing with Jen. I like to build next to trader Joel so I can check deals every 3 days and sell loot before nightfall or first thing in the morning.
I found a pink Ak already, no weapons but spears that I specialize in. So despite wanting to be perception guy the world says I need to be fortitude or strength based on the loot I've found. Lucky looter could be OP, It took ages to get out of the brown/orange gear zone in my fort build who had 0 lucky looter perks. I have 3 ranks because I specialized in perception which governs lucky looter.

I got a bicycle but it eats up my food like crazy, plus being in the cold. I'm going light armor and it seems like light armor drops are rare but they aren't just bad luck.

All in all I'm having fun, but the first week is always meh.

I did find a crucible schematic which unlocks steel crafting on day 1 at the trader, busted my ass to make 1600 dukes to buy it before inventory swap on day 3. Not that I can use it, I can't even craft a forge yet.
Lucky Looter is pretty busted for your current design of extending early game considering it gives you better stuff much earlier in loot. I'd recommend changing it so you find more things, not better thing

 
I was just discussing this with my eldest brother last night as we watched UFC. One of the fighters walked out to welcome to the jungle. While they were good at the time, I bought the album, I just can't stand to listen to them any more, where all the music I listed can come on to the radio and I enjoy it every single time. I don't know why, but usually song burnout fades in 5 or 10 years, Guns n roses song burnout never fades.
To be clear, I call song burnout when you listen to your favorite cd so much that your sick of it, and stop listening because it lost the magic. THen randomly 5-10 years later its like magic again and brings back some feelings you had.
I so agree.

 
Lucky Looter is pretty busted for your current design of extending early game considering it gives you better stuff much earlier in loot. I'd recommend changing it so you find more things, not better thing
Yeah... I know it's probably impossible through the way of code, but if Lucky Looter only affected the quality of zombie loot drops, then that would be much better balanced, imo.

 
I also suspect that Lucky Looter is a little too OP. I walked into a bank on day 2 (I found a level 2 steel pickaxe in a car earlier) and had no points into Lucky Looter, and all I found throughout half the bank were brown and orange items. After putting 3 points into Lucky Looter, I walked out by the morning of day 3 with 2 level 6 shotguns and a level 5 compound bow (plus a couple level 4 pistols) from the last few safes I had broken into.
I know that loot in A18 is redistributed compared to loot in A17.4, but Lucky Looter seems to be the must-have perk early on for obvious reasons.

EDIT: Basically, Lucky Looter acts like the last 3 points into Better Barter (regarding the secret stash of the traders); the changes are drastic.
It has always been OP and will stay that way, especially when leveling is slowed down. Unless they have changed the values, it sets you 50 gamestages ahead for looting every rank, which basically means you average a new quality level (judging from the A17 settings). I have always been doing it the other way around, pioneered the system in A16 and bringing it back again now for 17/18. Basically the tiers of your looting is hardly affected by gamestage/level/perks, but instead the chance a container has nothing or the default loot decreases as gamestages improve. Add in some chances for containers to drop higher counts for low chances, that become more meaningful as the default loot chance is lowering. Basically seasoned players will find MORE loot rather than better loot. Certain containers, such as gun safes, gun boxes etc will not even have tiers based on gamestage at all, instead having just the same chance for tiers. This means a level 1 noob has the same chance to find a rare gun, but the high level dude may find more stuff in those containers so get the increased chance naturally. Still not perfect as to why would a high level dude find more, but there are probably reasons to think of like being able to spot the better gear, searching better.

In the real world it would even be that system but then the chance to find nothing increasing over time, but that would make the early game a loot bonanza most likely and end game gimped, only would work for a challenge game mode.

 
I wish you'd drop lucky looter... Makes no sense that you'd find *better* loot.
...maybe if it just increases chances that you'd find loot, sure. But better loot?
Finally one thing I can agree with you as of late. I expected some BS overfeatured design harsh crap talk from you and you surprised me with that well directed thought. Faith in you restored. Currently your Bad design talk vs good design talk is at about 95-5% ratio.

I really don't want to offend you in any way possible, so to sweeten it up let's not call it bad design talk. Let's call it D&D tabletop dung intent mixed with a suicidal LARP bunch of tips.

 
It has always been OP and will stay that way, especially when leveling is slowed down. Unless they have changed the values, it sets you 50 gamestages ahead for looting every rank, which basically means you average a new quality level (judging from the A17 settings). I have always been doing it the other way around, pioneered the system in A16 and bringing it back again now for 17/18. Basically the tiers of your looting is hardly affected by gamestage/level/perks, but instead the chance a container has nothing or the default loot decreases as gamestages improve. Add in some chances for containers to drop higher counts for low chances, that become more meaningful as the default loot chance is lowering. Basically seasoned players will find MORE loot rather than better loot. Certain containers, such as gun safes, gun boxes etc will not even have tiers based on gamestage at all, instead having just the same chance for tiers. This means a level 1 noob has the same chance to find a rare gun, but the high level dude may find more stuff in those containers so get the increased chance naturally. Still not perfect as to why would a high level dude find more, but there are probably reasons to think of like being able to spot the better gear, searching better.

In the real world it would even be that system but then the chance to find nothing increasing over time, but that would make the early game a loot bonanza most likely and end game gimped, only would work for a challenge game mode.
I like the sound of this for LL balance.

 
Finally one thing I can agree with you as of late. I expected some BS overfeatured design harsh crap talk from you and you surprised me with that well directed thought. Faith in you restored. Currently your Bad design talk vs good design talk is at about 95-5% ratio.
I really don't want to offend you in any way possible, so to sweeten it up let's not call it bad design talk. Let's call it D&D tabletop dung intent mixed with a suicidal LARP bunch of tips.
Lol I can't be offended online, so no worries. :)

 
I say, "Death to Lucky Looter! Death to Leveled Loot!" It makes looting boring and predictable, and with random stats; is it even necessary anymore for what you wanted? When you put legendary items in game these two systems are gonna be beyond OP game breaking.

It's such an artificial system of come-up-ins in the game. It provides no satisfaction of having accomplished something and while it might give you a very immediate benefit, it kills your long game.

A much better solution would be to have the perk and game staged loot give additional chance to find extra loot. "Instead of finding one brass doorknob I found two!"

 
I was just discussing this with my eldest brother last night as we watched UFC. One of the fighters walked out to welcome to the jungle. While they were good at the time, I bought the album, I just can't stand to listen to them any more, where all the music I listed can come on to the radio and I enjoy it every single time. I don't know why, but usually song burnout fades in 5 or 10 years, Guns n roses song burnout never fades.
To be clear, I call song burnout when you listen to your favorite cd so much that your sick of it, and stop listening because it lost the magic. THen randomly 5-10 years later its like magic again and brings back some feelings you had.
Good ole Axl Rose. I get this as well, listen for abit, then listen to other rock, and will come back to it.

 
Lol I can't be offended online, so no worries. :)
...and there, someone rings at your door...

As far as I'm concerned, I never use "lucky looter". And I find purple stuff often enough. This skill can be useful for survivors who don't explore much. I guess.

 
MM or anyone who knows...

Is there going to be an experimental/unstable early release for those willing to go through and find any bugs/glitches and report them? If so, is there a time-frame on when that might be? Thanks.

 
Is there going to be an experimental/unstable early release for those willing to go through and find any bugs/glitches and report them? If so, is there a time-frame on when that might be? Thanks.
I can respond ! Yes, it's called alpha 18 experimental.

 
MM or anyone who knows...
Is there going to be an experimental/unstable early release for those willing to go through and find any bugs/glitches and report them? If so, is there a time-frame on when that might be? Thanks.
Yes and no.

Cheers

 
I assume it's seen as a bad mechanic because the countermeasure is easy but tedious: Clearing out the area of wandering zombies before you go into any poi.


Since the lesser temperature debuff just results in higher food consumption I just ignored it after the food problem was solved.

How could they be so wrong? Oi, you redrock. You rubin.
Granted, i like the sound of redrock.

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I tried some more witcher 3, but the combat feels poor compared to Skyrim so I just get new mods and play a new build in Skyrim lol. Can you even level up in that game? Are there perks or ways to get stronger?
ACDC and Metallica, Extreme had one good album back in the day. More modern ones I like are SOAD, Shinedown, Godsmack, 5 finger death punch, Seether.
Nice! Got some similar tastes i see.

Yeah in the witcher you also have perks which (hah!) you can unlock with xp. You can only unlock a minor portion of them all in a single playthrough.

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Call it the no starter xp challenge, a new cool fad like dead is dead and just be man and hit the cancel button. Live life like a true viking and grow your beard out.
Lol yeah i guess that will work..

I already have a red beard man ^-^

 
You could even do world transitions and do several maps, which are connected at the borders and then run it on a server cluster, each server running its part :smile-new: .
The elements are available for a simpler version if you want to set it up.

1. Space: In the radiation zone you can paint a liveable biome. Rad border

is preventive measure for initial build time and resouce management, seen

in a Rol poll. But people are generating up to 16K for certain layouts.

Just build it beyond max view or it just becomes a temptation for all the

Richards that log on to the server.

2 Environment: Extension from 1 and with multiple choices, Can be 1 of the

other biomes, or if not removed yet a legacy Game mode can be engaged. Spawn

rules can be applied specifically here.

3 Limiter: the borders, Invisible texture, render ground to sky, attribute

Traderblock.

Subterranean after 3 block make radiated enhanced, mainly for Little Richards

and caput roosters.

4 Motivation: Introductory quests. "Don't put tutorial" Call it something like

Introduction quest, Orientation, Sanctuary. Allows mechanics, menu, and menu

intraction learning shot period, low pressure. Upon completion, popup are you

ready, If yes, telport cmd to random point. Just as game does it now, no lag time

5 points to invest, the 8 section inital quest complete, and they save face.

PS: for multiple server it may be better on resources and gameplay if serverside was

basically set as multifaceted database, if all graphics gen and activity were client

side, and distributed amongst the client computers. The more computers the more the

resources are distributed The lower the process load per computer.

like a Neuralnet configuration.

 
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