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.
They are fairly scarce if you only use guns you will run out. You have to buy up every round from traders, mine a bunch then you get to have fun. Trust me, you will be FRANTICALLY SCROUNGING 24/7 to do everything you want to do. 7 hours goes by and you are eating another 5000 zombies. We had to bump the ammo because, well, have you seen all the zombies that came at me on day 42? Its not doom, you make choices. I still melee to save ammo, and I only have ammo because I work my ass off for it.
Hordes are no joke any more, its 6 hours of hell every 7 days.
I just got hard.

Edit: please don’t make everything easy when the whining starts :)

 
Last edited by a moderator:
You keep leaving the word "valid" off. He said "valid feeback" which he defined as people playing it. Given that I still DO want nightmare to be faster than player sprinting, it is still worthwhile playing with their speed at nearly the same as player speed. There might not be anything casual about escaping zombies at that speed since they don't have any stamina concerns. He wants to hear from players who have played with it to see if they are still very casually escaping or not.
Reacting to his changelog report without actually playing it is not the valid feedback he is looking for and since he is the dev and has made the request we really should strive to deliver the feedback that has been requested. I haven't tried it yet and I also haven't tried increasing the values in xml to see if I can make them go faster even if it makes them look wonky and glidey now that the cap is gone. I'll give both a go and after Monday you can too and then revisit this topic.

Actually zombies will rage from any damage and on nightmare level they will be raging most of the time as the percent chance of rage goes up with each tier of difficulty. So there are times when they run at you and you did not engage them in combat. Also, and again, with zombies near the player speed I can't confidently say that escapes will still be casual. Possible--yes but not casual.
What about words you leave off? Like "Nightmare rage is about as fast as the player". So they will be about as fast, when enraged. Meaning their default nightmare speed will certainly be slower. If I am not mistaken chances mean nothing as long as you don't hit them, correct? Except if they rage by themselves randomly. Do they?

Also, valid for you only means "when playtested", because that's exactly what you think the definition of valid feedback is (not that it isn't, but reminding you that I am not giving feedback about a new feature). The general meaning of valid in that case could mean anything - most like "give me a good reason to change it".

Again though, even if faatal meant exactly what you are saying - what difference does it make? Am I supposed to be convinced that slower zombies need "playtesting" in order for the player to experience that slowness and see what is painfully obvious? As for the stamina concerns, I'd wager you are trying your hand in comedy if I didn't know you better. The jogging pause one has to make without perks to sprint perpetually is nearly negligible even perkless.

A18.0 is a few days away, if I experience something different than the obvious, I will be here telling you I was wrong. I hope that I am actually, but unfortunately, I doubt it.

- - - Updated - - -

That seems like a reasonable option at some point.
And direly needed, from my perspective :(

 
You are welcome, I put my soul into A18 and A1-16. 13 was a framework build so 14 was much better, 17 was a framework build so 18 is much better and I have 500 hours testing it, so that never happened ever. The most we got was 60 to 100 on any build before I'd guess. Late game is tested up to 100 hours into it. Now that dukes are smeltable I think any late game stage is viable now for sure, brass was the only bottleneck now you can get unlimited brass if you work for it.
@madmole: Before it gets too busy this weekend and onward, feel like briefly outlining any plans you have for vanilla late game? Not specifics, but you have mentioned the industrial forge and we have the demolisher coming. Do you think most of the replayability will lie in restarting as a new build? (I think a lot of people might just chug the forgettin' elixir we have coming instead.) I get the feeling a lot of this stuff will be relegated to mods and, if that's true, do you all have plans to expose whatever is possible and maybe even add some requests for hooks, etc. as you develop for gold and mod support? (If this one will probably open up a can of worms, I can understand if you stay sealed up on it some.)

I'm curious because of how you seem to feel about more complexity in systems like electricity and what the industrial forge adds to the game. For me, the forge will kind of just be a new decor item. If I have a big build planned, I get cement started ASAP at forges around the map and have never really needed more than 3, maybe 4 if I'm building something crazy out of concrete. So, the forge will definitely be a cool, new milestone to reach and sounds like it will take the place of multiple regular forges, but by the time I get to it I doubt I'll be hurting for materials. I enjoy decorating the base, but looking at all the neat stuff only goes so far. I like complex systems to play with for improving my base after I am totally self-sustained and mostly decked-out.

I'm like the zombie apocalypse- I got almost all the patience(ts) in the world. Still, though, I am dying to know if some of my pimp dreams may eventually come true.

 
Oh, I keep forgetting, then panicking as I am playing and remember: I know gas barrels are containers now. Does that mean we lost the ability to stack gas into barrels for inventory space? If so, that needs a bingo card slot.

 
I was thinking for a first pass at it in A19. Down the road some options like a semi truck as a mobile base would be absolutely awesome.
YES that WOULD BE AWESOME

but some zombies like spider zombies

can leap on the cars and deal damage to it.

something like this but apocalypses style

testimonial-Green.jpg


 
@MM
I have a question about the nerdy glasses (goggles)

currently in A17.4 they give you a 10% xp gain and +1 to your crafting tier? I just read through the entire A18 Change log and patch notes and nothing was mentioned that nerdy glasses (goggles) were changed. being that we can only craft lvl 5 Quality now will nerdy glasses (goggles) still grant that +1 to crafting quality in A18, getting us to lvl 6 quality?

Thank you!
Nope. 10% xp and +1 to INT.

 
I was thinking for a first pass at it in A19. Down the road some options like a semi truck as a mobile base would be absolutely awesome.
Tellin you guys, "Winnebago of the Apocalypse". 2 or 3 beds, cooker, minifridge, toilet, roof access, scooter mounts on back and gun rack in the front. Great for camping, fishing and cruising down the road at a top speed of 40mph on horde night while your homies shoot zeds from the roof.

 
Getting rid of the gut though, ab outlines are back.
lol.

- - - Updated - - -

Tellin you guys, "Winnebago of the Apocalypse". 2 or 3 beds, cooker, minifridge, toilet, roof access, scooter mounts on back and gun rack in the front. Great for camping, fishing and cruising down the road at a top speed of 40mph on horde night while your homies shoot zeds from the roof.
did you see the rest of our Gator idea?

 
Cigar helps with trading.
I want to know what they do in A18? because according to the lack of them being in mentioned in the changelog makes me wonder if they have been changed and if so what do nerd googles do now?
Cigars give you +1 Str and a discount at traders.

 
Status
Not open for further replies.
Back
Top