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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Speaking of...I never gave this much thought until now. In my current game by chance I built 300km away from a trader. It turns out that the trader has a working forge, a working workbench, a working chem station, and a working cement mixer. Basically a jackpot. I would have never said it before, but I am thinking maybe all of these stations should be broken and if you want to use them, you can fix them.

I know I just got lucky, at least in the eyes of players who like this sort of thing. Its the first time I have ever had this happen... but I can't help but feel like a big part of the game has just been taken away from me. I know a lot of people are going to get on me for making this statement and suggestion, but please try to see this from the perspective of someone who enjoys the survival aspect of the game.
You got lucky. Accept that luck or don’t. If using them ruining the game for you don’t use them. The game should never be balanced around a player’s lack of impulse control.

 
Oh, the motorcycle needs some hill climbing capability... it feels like trying to drive the minibike uphill, and it should handle inclines fine.

 
Bringing up some older thoughts here...

I do want to make generic mud and blood covered walking dead like zombies for the hordes. Special ones you never see, and leave the distinguished ones out of horde night. I always felt it was immersion breaking to see cheerleaders and football players in hordes just for the sake of variety. In the walking dead no one zombie stands out, they are all kind of the same and that is how I want our hordes to be. We could save memory and performance doing this as we could instantiate more of the same model.
I think this is an excellent idea and I've been imagining this since you brought it up months ago.

A few zombies models like this where you cannot easily differentiate between them unless up close, maybe even with a very dumb, inexpensive AI... but not to replace the existing zombies we see in hordes fully, but more as a filler to give everybody the larger horde sizes they want while also breaking up that weird feeling you get when you see a group of the same zombie type.

I'm not just speaking for the blood moon horde, but especially for wandering hordes. They could even be very weak and decrepit, taking only one or two hits to kill regardless of your level. They would be 0 challenge by themselves, but they would still be contributors to the group zombie damage buff, they would distract players from the real threat (the current zombies), and perhaps at times get in the way of the player trying to target those current zombies. In effect, all current zombies become special.

 
Is the Landclaimblock not working anymore for protection against other players ? Filed a bug report but i do wonder no one made the same experience (dedicated Server).

As far as i know:

-Landclaimblock prevents zombies spawning in the area and also prevents other people raiding your base instantly.

-sleeping bag provides the respawn point

Did anything change there ?

 
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You got lucky. Accept that luck or don’t. If using them ruining the game for you don’t use them. The game should never be balanced around a player’s lack of impulse control.
This thought process is in the same category as arguments against previously resolved or current issues:

... if you don't like that you can just walk backwards and swing at zombies and you'll never get hit, then don't walk backwards. (resolved by rage mode)

... if you don't like that digging down three blocks and placing a frame on your head allows you to avoid all zombies, then don't do it (resolved by digging zombies)

... if you don't like that the AI can be cheesed during horde night, don't play horde night. (an ongoing effort with constant improvements)

... if you don't like that there is no challenge on horde night because someone can just get on a bike, then just don't get on a bike (an ongoing effort).

Playing pretend on this level is too much unless you live in Mr. Roger's Neighborhood.

None of the arguments like that solve the problem of something happening in the game that defeats the purpose of the game itself.

 
The issue with turning up the game stage is that it turns up the loot quality. Are you speaking POI looting or blood moons being too easy until day 42, or everything being too easy? We did make adventurer default difficulty to help ease players into the game, for it to feel more like 16 or 17 in difficulty put it on nomad, they are not bullet sponges at all.
We are talking about a blood moon size option so people can have blood moons all night if they want earlier game, and potentially a zombie count outdoors but that might take more optimizations to achieve.

IMO the solution is to lower the quality of loot you get with game stages so players are only getting brown from level 1-10, orange 10-20, etc etc so you don't even sniff a purple until level 60. Then crafting would come back in full force IMO.
I haven't played A18, but the impression I got from that post is that while starting easy and slowly ramping up the difficulty is great for first-time players, that difficulty curve is less popular among veterans.

Over multiple playthroughs, I'd prefer a survival game to be a hectic scramble at the beginning that slowly drops off until I can stop worrying about short-term threats and progress onto longer-term ones. The early game is shorter, which means it can potentially have more intense challenges than mid-late game without the risk of burning players out.

 
Has there been any Official word on if TFP are working this weekend?

I'm one of those unable to play due to the white flashing wireframe texture bug; apparently tied to AMD Radeon GPUs.

(if someone has found a fix please share! but otherwise I've already tried new cmds, reinstall, etc.)

 
Speaking of...I never gave this much thought until now. In my current game by chance I built 300km away from a trader. It turns out that the trader has a working forge, a working workbench, a working chem station, and a working cement mixer. Basically a jackpot. I would have never said it before, but I am thinking maybe all of these stations should be broken and if you want to use them, you can fix them.

I know I just got lucky, at least in the eyes of players who like this sort of thing. Its the first time I have ever had this happen... but I can't help but feel like a big part of the game has just been taken away from me. I know a lot of people are going to get on me for making this statement and suggestion, but please try to see this from the perspective of someone who enjoys the survival aspect of the game.
But you cant use them all the time, and would have to build the base right next to the trader.

You pay for convenience - having your own workstations.

I could imagine that one has to pay a fee to use the workstations though.

 
But you cant use them all the time, and would have to build the base right next to the trader.
You pay for convenience - having your own workstations.

I could imagine that one has to pay a fee to use the workstations though.
Yes, I do lose that convenience. So, of course I will eventually just build new ones at base. However, the daily routine of pulling all my goods out and filling them back up isn't hard at all to follow, especially since I will be going there all the time anyway.

I'm all for luck and accepting the fate of RNG, but this was just too much. Perhaps the issue is that it is possible for a single trader to even have all 4 stations to begin with?

 
Since the b143 update I have weapon parts replaced with "scrappable item parts" where the icon is a question mark. Not sure what these are?
I did read notes and searched but apologies if this is documented.
scrap em and they will convert to the new equivalent part.

 
Oh, the motorcycle needs some hill climbing capability... it feels like trying to drive the minibike uphill, and it should handle inclines fine.
Pretty sure the default run/sprint key helps with inclines. (All vehicles)

 
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Do you have to find a book to build a forge or can you put a point into it? If so what do i need to put a point into to get it?
Under INT , it's a perk 1st level so cost 1 point then you just need the stuff to build it. I did it on day 3 as I still hadn't food a cookpot and really needed one.

 
They come with a big clear plastic subwoofer that looks like a clear boob with an inverted nipple, it weird as hell but I love the sound.
You running Harman Kardon Soundsticks? I love mine! Best pc sound out there imo.

 
This thought process is in the same category as arguments against previously resolved or current issues:... if you don't like that you can just walk backwards and swing at zombies and you'll never get hit, then don't walk backwards. (resolved by rage mode)

... if you don't like that digging down three blocks and placing a frame on your head allows you to avoid all zombies, then don't do it (resolved by digging zombies)

... if you don't like that the AI can be cheesed during horde night, don't play horde night. (an ongoing effort with constant improvements)

... if you don't like that there is no challenge on horde night because someone can just get on a bike, then just don't get on a bike (an ongoing effort).

Playing pretend on this level is too much unless you live in Mr. Roger's Neighborhood.

None of the arguments like that solve the problem of something happening in the game that defeats the purpose of the game itself.
Damn I'm impressed, nicely said my dude~! This is by far one of the most solid counter arguements I have heard on this forum.

 
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