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%

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4 forges is a lot. Torches cause very little heat but it all adds up. Its easily managed with an off site forge, or set it all up and leave looting for the day, chunks that aren't loaded can't spawn stuff. You'll come home to smelted/crafted stuff, the fire probably out by then and no heat map.
The off-site forge thing still feels like an exploit.

Could you perhaps simulate a zombie attack while the player was away, only spawning the relevant zombies if the player interrupts half-way through? As long as it's done in memory there should be no need to spawn the chunks or zombies and I can't see it chewing _that_ much extra memory, none that wouldn't soon be released again.

 
I thought I had the dynamic music on during my first hour, but turns out I had adjusted the incorrect volume control. I just played my second day with it. I'm turning that crap off again. The music makes me so anxious! (tl;dr - Good feature that achieves the desired result, and it is not for me.)

Also, infection sucks. I like to do base stuff at night, but seeing the infection percentage tick up every so often while I'm piddling in my base makes me think that I ought to be out looking for a cure. Another awesome feature that I despise. :p

 
Storage pocket mods are in loot or you can craft them once you find a schematic. All they do is reduce encumbrance, perks don't have anything to do with them.
Ah, let me clarify. Say you do an Int build and have no points in either heavy armor or light armor. Wearing either will be a drag. Sure you could wear light armor and just accept the new normal stamina drain. If you want to put the pocket mods you find on armor slot items you're stuck wearing the armor. If you eschew the armor and thus its pocket mods all you get are the 3 +1 mods for clothing items. A pure build wouldn't have pack mule, either, so no inv slots from that.

That said, my current build is Int, Str and Fort decreasing in that order and I'm thinking that as much as I'm enjoying stunning everything all the time I shouldn't have put the points in Int. At least not for another 20+ levels.

 
I thought I had the dynamic music on during my first hour, but turns out I had adjusted the incorrect volume control. I just played my second day with it. I'm turning that crap off again. The music makes me so anxious! (tl;dr - Good feature that achieves the desired result, and it is not for me.)
Also, infection sucks. I like to do base stuff at night, but seeing the infection percentage tick up every so often while I'm piddling in my base makes me think that I ought to be out looking for a cure. Another awesome feature that I despise. :p
Really?! luv the new infection especially day 1, 25% drop rate, I HAVE to get my ass in gear and stay alive. Awesome survival fun.

 
The off-site forge thing still feels like an exploit.
Could you perhaps simulate a zombie attack while the player was away, only spawning the relevant zombies if the player interrupts half-way through? As long as it's done in memory there should be no need to spawn the chunks or zombies and I can't see it chewing _that_ much extra memory, none that wouldn't soon be released again.
Offsite forges will be sorted nicely once bandits are in as they would be drawn to the smoke plumes and raid your undefended forges for all that they're worth. Until then...zombies shouldn't care about forges anyway.

 
No heat maps are a term for "activity" not actual temperature. It doesn't matter what biome you are in. You guys must not travel much the biomes are there I assure you. Every rwg game uses the same biome map, just rotated and flipped.
SP I'm just doing trader quests and general looting and material gathering. The quests to locate other traders wasn't added (that I know of) so there is no way to easily locate them.

It IS sad that biomes are no longer truly random generation. I hope that comes back in a later alpha. (Or maybe several different biome maps can be utilized to at least create the illusion of random generation.

 
I know exactly what you wrote. But people in this forum exaggerate, forget about stuff they did (config options etc.) or are not aware of stuff (your friend might have given himself some XP in creative menue). There might be a bug that increases your gamestage. There might be other bugs. You might have visited a poi that is supposed to have ferals and wights.
Nobody knows and because you left out quantifiable data you get an answer like the one madmole gave you. Did that help you in any way in explaining your observation?

Sorry if I "singled you out with it", it is a general problem and half the people here tend to forget that the less info they give the less help is available. It bugs me because I am in a similar situation, receiving lots of bug reports in my work, half of them unusable. And the worst part, sometimes I forget and make the same mistake when I report a bug.
My wife was playing right next to me in the same room, so no one was spawning any xp or anything in at all.

The quest was in a large yellow trailer you access from the roof, and I really don't think TFP want new players with 4-8 total kills each running into wights and military ferals on day 2.

Since I didn't have the extra data for a proper bug report, I posted it here as an a18 observation and feedback, not as an actual bug report.

We used to always play nomad because adventurer was too easy. In my sp game adventurer is also feeling too easy, so we started our mp game in nomad, which was crazy hard for day 2. If we were playing nightmare mode, that would make sense, but not nomad mode.

 
The boar seems a bit overpowering.

I thought I was shooting at a deer but was a boar. I hit it with my rifle twice but it kept coming.

The next time I found one, I wanted to see what it took to kill it. I hit it with the rifle again and then switched to my double barrel shotgun.

I ended up dropping it after four more shots. Meanwhile I felt like that thing was hitting me like a machine gun.

 
No heat maps are a term for "activity" not actual temperature. It doesn't matter what biome you are in. You guys must not travel much the biomes are there I assure you. Every rwg game uses the same biome map, just rotated and flipped.
rafwg then. Rotated And Flipped Word Generation. :)

So no reason a candle or torch should add to the heatmap at all then? They may release/convert energy, but so does the wind.

 
rafwg then. Rotated And Flipped Word Generation. :) So no reason a candle or torch should add to the heatmap at all then? They may release/convert energy, but so does the wind.
Fire is active, it produces heat and light. The fire attracts the zombies.

Zombies being attracted to wind made activity would explain the wandering hordes. What is the zombie at the front following?

 
The off-site forge thing still feels like an exploit.
Could you perhaps simulate a zombie attack while the player was away, only spawning the relevant zombies if the player interrupts half-way through? As long as it's done in memory there should be no need to spawn the chunks or zombies and I can't see it chewing _that_ much extra memory, none that wouldn't soon be released again.
You have a game dev suggesting something to you and you're calling it an exploit???

 
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