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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Madmole, what's your favorite part of your current Agi/Int build? Thoughts on what could use adjusting?

 
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Are minor bugs you're finding leading up to A18 release still being fixed? For example, will the minor bug you noted with the workbench (collider being too big) be fixed before release. I'm looking forward to the new mods and all the fixes for bugs from A17. I hope they've all been worked out!
Yes, people without MF bugs don't get to sit around. They keep working on testing and fixing stuff. Unfortunately there will still be some old bugs in A18 that were in previous versions of the game. Why? Because new bugs are found every day and often those new bugs are deemed more important than old ones, so old low priority bugs can sit for months or years or forever.

I've never seen all bugs fixed in a large game. All big projects have to ship at some point and they will have bugs and some of those bugs are never fixed. The developers can only hope the remaining bugs are minor and don't detract from the game in a significant way.

 
Yes, people without MF bugs don't get to sit around. They keep working on testing and fixing stuff. Unfortunately there will still be some old bugs in A18 that were in previous versions of the game. Why? Because new bugs are found every day and often those new bugs are deemed more important than old ones, so old low priority bugs can sit for months or years or forever.
I've never seen all bugs fixed in a large game. All big projects have to ship at some point and they will have bugs and some of those bugs are never fixed. The developers can only hope the remaining bugs are minor and don't detract from the game in a significant way.
Actually, I think you are confused between Features and bug. I often see project with no none bugs, but 100s of known small feature been missing. But yes, as soon as you release something none bugs get involved again and start rising. So it is continous cycle. But I think you guys have good hold. some of those "bug" that sit for years are actually just feature that are not important.

 
Actually, I think you are confused between Features and bug. I often see project with no none bugs, but 100s of known small feature been missing. But yes, as soon as you release something none bugs get involved again and start rising. So it is continous cycle. But I think you guys have good hold. some of those "bug" that sit for years are actually just feature that are not important.
No. I am talking about actual bugs. Big AAA games will have 100s if not 1000s of bugs reported in the months leading up to release. I can guarantee you that some of those bugs are never fixed. Out of the 77 tasks assigned to me currently, some of those bugs are easily in the we can ship with it category.

Features are separate and they too are generally never all added to a game. A team will easily come up with dozens of features that will make their game great and they will always cut some of them by the end.

 
Yes, people without MF bugs don't get to sit around. They keep working on testing and fixing stuff. Unfortunately there will still be some old bugs in A18 that were in previous versions of the game. Why? Because new bugs are found every day and often those new bugs are deemed more important than old ones, so old low priority bugs can sit for months or years or forever.
I've never seen all bugs fixed in a large game. All big projects have to ship at some point and they will have bugs and some of those bugs are never fixed. The developers can only hope the remaining bugs are minor and don't detract from the game in a significant way.
I wonder, is Trader Jen's deep voice one of the shippable, low-priority "bugs"? :D

 
Actually, I think you are confused between Features and bug.
:miserable: This is why I would hate interacting with players as a game developer. Do you understand how condescending you sound? Not to mention the fact that you're wrong. It's extremely awkward.

 
Crazy to think, with refining the skill tree and introducing a new zombie and animals. A18 is essentially going to be a brand new game. I hope to have as much fun.

 
Rocks work quite well now. I buffed the throw distance to something much less "wienee arm".
how about molotovs?? can we throw them now without getting on fire so often? (earlier today i got on fire while at 4 block high from its point of impact)

 
how about molotovs?? can we throw them now without getting on fire so often? (earlier today i got on fire while at 4 block high from its point of impact)
supposedly yes, they shrank its size and such. that and dynamite

 
Yes, people without MF bugs don't get to sit around. They keep working on testing and fixing stuff. Unfortunately there will still be some old bugs in A18 that were in previous versions of the game. Why? Because new bugs are found every day and often those new bugs are deemed more important than old ones, so old low priority bugs can sit for months or years or forever.
I've never seen all bugs fixed in a large game. All big projects have to ship at some point and they will have bugs and some of those bugs are never fixed. The developers can only hope the remaining bugs are minor and don't detract from the game in a significant way.
Insects confirm for alpha18! Will there be a swarm of beetles for horde night? Will you bring back the bee? Joking all a joke. idc about bugs, because I know that in the end the game will get rid of the must fixes. Polishing is when they do beta/ gold.

 
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All remnants of the argument are gone so lets stop now. Let's take at face value that it was meant as a joke and move on. There is no need for the arguing.

 
Ahhhh welcome to the "make married life easy" club. Our motto is "happy wife is a happy life".
Hehe yeah I'm just joking man :) Happy to be married. Makes my life much, much better.

As opposed to algebra and other math :)

 
The bigger the project you're working on and the deeper you delve into the code, the higher the probability you're messing up a couple other things with your changes. Not to mention a situation when the project gets so big, you start forgetting about some details and very specific features in it. Remembering about every little detail to be checked after updates to a specific area can be quite troublesome.

 
and items with random stats has turned this game into something that rivals Diablo from my perspective.
well i am not quite sure thats a good thing, specially since is one of the most common feature in the videogame industry when a developer tries to suplement lack of content with grind, ofc i am not saying thats the reason in this case but consider:

A) It makes the gameplay experience grindier (wich is not always a good thing)

B) Takes away value from the ability to craft better items by adding points to intellect (why bother with crafting if i can get better stuff looting)

C) Adding a ton of stuff to the loot pool kinda makes the items feel ... less special? in the current A17 you decide what you want and then you work for it, easy simple and rewarding. randomizing stats and adding a big loot pool could probably give the same feeling of frustration Diablo/Anthem/"Any other shooter in existence" players get when they invest time to chase after a specific item and dont get it.

on a side note i would like to mention the fact that even tho i have lots of fun in hordes, opening up a yellow loot bag to get: "can of food" "bottle of water" or suff like that feels a bit insulting, feels like the developers made zombies drop loot just to be able to say "hey guys zombies drop loot again, hurray".

And lastly for now, have you consider the possibility of adding "segments" of loot, like:

End game/Special items: Only droped in hordes (hazma suit for example)

Mods: Only found in houses

Armors: only drope by ferals

Weapons: Only droped by radiated, etc

the above is just an example i made up just now, the idea would be to give a special meaning to every aspect of the game, as of right now clearing and looting a house once you have the level at wich radiated are a common occurence is not worth it when you know the best you gonna get is either: weapons/mods that sell for stuply low ammount of dukes, Armors to melt/Scrap, food or drinks. there is simply no motivation to do it, i can gear up much faster crafting and selling to trader and buying what i need from them wich oversimplifies the experience a lot, this would motivate people to play different aspects of the game without feeling forced to "grind" until RNG decides to reward you.

 
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Well that system isn't supported. Are you seriously going to dig a trench and put a row of wooden boxes filled with dirt IN the GROUND?
Trench? No. I'll be burying around 100 boxes. :-)

Clearing that much soil probably isn't going to take much longer than tilling it would have. Worst case scenario I can kludge the trench traps with some form of plate.

 
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