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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Then I'll never use turret spec because the skill point cost is way too much for it to give a fraction of the returns of the same investment in another weapon. If my hands were free to also wield a turret as my other weapon (requiring handheld turret not sucking to use), and collectively all 3 turrets were competitive, that'd be a different story. But as is using fully spec'd turrets + a baseline AK is just using a fully spec'd AK with extra steps and alot more limitations that performs WORSE while taking up more inventory space.
Turrets have a few cheeky things you can do, but they come with ALOT of limitations and downsides too. Convenient is the last thing I would call them, unless you're talking about using a single unspec'd turret alongside your spec'd weapon. THAT is convenient because you don't rely on it.
I see your point, regarding skill point investment compared to others. If that is a concern to the devs maybe they can add other benefits aside from total DPS to the turret perk tree. Fro memory I know the current perks give things like greater range in addition to more turrets. So those need to be factored into the comparison as well.

 
After 17 days of exploration and intensive quests (trust me, I never forget to loot a trash bag...), I never found the blueprint of the workshop.
Did you FIND a working workbench at a trader or in a POI? All in all 3 ways to get a workbench.

In my current game I don't have the recipe and (since I don't have a vehicle yet) waste time to go to one of the working workbenches, sadly it isn't the one at the trader. My choice, my burden.

 
Then I'll never use turret spec because the skill point cost is way too much for it to give a fraction of the returns of the same investment in another weapon. If my hands were free to also wield a turret as my other weapon (requiring handheld turret not sucking to use), and collectively all 3 turrets were competitive, that'd be a different story. But as is using fully spec'd turrets + a baseline AK is just using a fully spec'd AK with extra steps and alot more limitations that performs WORSE while taking up more inventory space.
Turrets have a few cheeky things you can do, but they come with ALOT of limitations and downsides too. Convenient is the last thing I would call them, unless you're talking about using a single unspec'd turret alongside your spec'd weapon. THAT is convenient because you don't rely on it.
What mods did you place in the AK? And what was your baseline AK?

 
They weren't worth it, now they are too good? I don't think so. Its fine. The only issue is it repeats the same quest because there is a leash on how far it will send you, I'd rather never see a duplicate POI quest and travel 15 km than go 300 meters 20 times in a row. I don't repeat quests btw it feels cheesy to me after doing it a few times.
Guy I was playing with last night said the same thing. He felt like theres no reason to go outside of our 2km bubble around our base. I said we could turn off loot respawn so we have to go further and further and he reminded me missions just respawn everything D: He wished there was a way to not have the traders send you to a POI more than once.

 
Could it be possible that even with a high gamestage you can choose between Tier 3 to Tier 5 quests?
Playing on a busy server it is often the only chance to get the better loot by doing quests. There are not many Tier 5 quests, even Tier 4 is limited.
Future builds will have options to select any tier below your current available tier.

 
Got my m60 off the trader. My god that gun is fun to use.
- - - Updated - - -

How about master chef perk taking off the chance for food poisoning. Would make sense in so many ways, shocked it's not in there.
The problem is it would only work for you, you could eat your foods and not get food poisoning but your friends eating it would get food poisoning. So an iron gut perk feels more immersive and makes more sense.

 
Hmmm...that's not how Madmole explained it the new horde night death functionality.
He said that if you die on a horde night, gps is turned off until you attack a zombie.

Which is what it is actually supposed to be?
Its probably both, if you attack one I think its on, if they see you after the grace period, its on.

 
Got to thinking a bit falling asleep last night and found myself wondering this question. What is the current point of being able to craft tools, armor and weapons in the game? Right now, you are far better off looting as much as you can to find the higher quality items rather than spending points in learning how to craft them. Also with looting, you find all items where with spending points you only can really level up one two items to craft at a time. Also with crafting you make 'middle of the road' stuff with consistent stats. The found equipment has variable stats and can be easily 10% better than anything you can make at the same level. So right now, crafting is seriously under powered in that respect.

I was trying to think what could we do to make crafting your own equipment more viable and came up with this idea. How about making player made gear have one extra allowed mod slot? Since mods are becoming a big part of the game, it would encourage some folks to take the steps to make some of own equipment to be able to squeeze in that extra mod.

Anybody else like that idea or was I simply being feverish going to bed last night?
You might want to read up on the latest changes coming.

 
What mods did you place in the AK? And what was your baseline AK?
Same T6 spawned in AK in both tests both baseline and spec'd. Reflex sight, Drum Mag, laser sight, muzzle break. I could have of course put rod and pin in there to instead of muzzle break for both. I did not use AP ammo either time. Both AP ammo and Rod and Pin would have increased the power share of the AK relative to the turrets in both situations, which really doesn't help the turrets themselves to be competitive. I was trying to give turrets an actual chance lol. With AP ammo involved turrets do like 30% of the DPS vs hordes of enemies instead of 50% of the DPS. Marksman Rifle with AP rounds cleared a grouping of 25 feral bikers almost as fast as an AK without AP rounds due to the extra target penetration. AP gets +1 target baseline but Perception build adds more for snipers.

Vs single Targets with an AK you can easily knock them down and run up on them killing even the toughest foes in a single clip on Nomad difficulty so a radiated biker goes down in like 4 seconds. 2 turrets takes 9 seconds to kill an radiated biker, 2 turrets + AK takes about 7 seconds because you have the delay of placing the turrets before you can begin DPSing with the baseline AK and then you need to reload both turrets after you pick them up as well as reloading the AK :X, which is not included in that time but is annoying.

It's not a good situation. I tested it all out in creative first and then I've been pushing through with an intellect only build in game to test out the practicalities with heavy armor + stun baton + 2 turrets. Building on that I went back and did in depth testing in creative you see

. Then went back and tested spec'd AK alone vs groups and singles vs baseline AK + 2 turrets vs groups and singles. I've prolly invested 50+ hours at this point into testing this.
2 Turrets felt really strong at day 20 in my playthrough, but then it started losing strength pretty steadily as hordes got beefier. I'm set to 32 zombies at a time on Nomad difficulty since 8 zombies at a time can prolly be handled open field melee without even kiting so long as you have healing supplies so it doesn't really offer much of a challenge. Can't get a feel for the differences between stats builds without challenging content after all. Agility coasted through effortlessly and I suspect it may actually be the most powerful stat atm :p . Explosive arrows/bolts are just that good for horde nights and groups and you can stealth kill or stealth open and fight everything else....including treasure rooms full of rads and ferals lol.

 
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To TFP,

For my first hoard night I built a 9x9 base using pillar-50s with a platform above. I wanted to do as much melee as was possible due to not having a lot of arrows (around 125) or a lot of ammo (~60 7.62). For melee I had a T2 iron spear, a T2 iron sledge, and a T1 reinforced club (all looted). All was going to plan, but then one of the zombies got through the pillars (did not break the pillars). I believe this to be a glitch possibly caused by 3 to 4 zombies trying to attack at the point that one zombie came through. Jut putting it out there in case anyone wants to try to repro it. I did have the same thing happen in a previous play through.

Btw, love A18!

 
Just made a bicycle for the first time ever. Not complaining but it is night and day difference vs. Running around (especially since you can continue to sprint even with 0 stamina, bug I assume).
On foot, there was the threat of the occasional zombie, the new mountain lion (I'm in the snow biome) and sometimes a wandering horde.

On a bike, and I assume any vehicle, you can get almost god like status and the threat level goes way down. I'm sure this isnt a new thing to A18 but maybe something to consider...

...I will play with the bicycle and other vehicles more to see how I feel later. Might just be knee jerking...I did have to perk into work stations in order to build one so there definitely was a trade off for the ability. I guess, at the end of the day I could also just increase the difficulty. 😅
It is a game changer but I want to do a big vehicle final pass yet with mods, breakdowns and collisions should do much greater damage.

 
You might want to read up on the latest changes coming.
Yea - been trying to but when you are looking at 100+ posts a day, things get blurry.

I remember there was talk that somebody was going to consolidate some of the info here and post it in a dedicated location, did that get anywhere or was it another of my hallucinations?

 
Ever thought about adding a crop to the wasteland like a glowing mushroom or anything irradiated. Cause as of right now there is almost zero reason to visit this biome. Something that can only be got in the wasteland that you can't grow or loot yourself. High risk, high reward.

In general just sprucing up all the biomes so there is a game changing/enhancing reason to visit or even live there would be awesome. Like the snow biome zombies movement speed is reduced by 10%. Just an example.

 
Yea - been trying to but when you are looking at 100+ posts a day, things get blurry.
I remember there was talk that somebody was going to consolidate some of the info here and post it in a dedicated location, did that get anywhere or was it another of my hallucinations?
At this point the consolidated location for getting info is called: "The Patch Notes"

 
At this point the consolidated location for getting info is called: "The Patch Notes"
Right - but those show what has officially been changed. They don't tend to include speculation and trying-to-work-on items for some strange reason... :rapture:

 
Then I'll never use turret spec because the skill point cost is way too much for it to give a fraction of the returns of the same investment in another weapon. If my hands were free to also wield a turret as my other weapon (requiring handheld turret not sucking to use), and collectively all 3 turrets were competitive, that'd be a different story. But as is using fully spec'd turrets + a baseline AK is just using a fully spec'd AK with extra steps and alot more limitations that performs WORSE while taking up more inventory space.
Turrets have a few cheeky things you can do, but they come with ALOT of limitations and downsides too. Convenient is the last thing I would call them, unless you're talking about using a single unspec'd turret alongside your spec'd weapon. THAT is convenient because you don't rely on it.
Making the turrets work so that they are just as powerful and just as convenient as an AK would make the two attributes progress to something that would feel almost exactly the same. I think it is great that they work differently and feel differently and play differently. If that means YOU will NEVER choose to go the route of intelligence because you like the most convenient and most powerful choice (even if it is the same choice) every time you play....well, I can live with that.

I'll happily play a time or two with the convenient and deadly AK47 and then the next time or two with the convoluted and interesting turret set up. It means my playthroughs will be different and challenging in a variety of ways instead of having the gun I'm holding looking like a turret but playing out exactly like as if it was an AK47.

 
And that's exactly why I don't consider turrets OP.
If you go nuts on Int so that it's convenient to boost turrets they can do serious damage but it's assumed that you still have your hands free for a weapon, too, so turrets do not need to match an AK or MR10 for damage output.

It's asymmetric balancing. =)
How do you feel about increasing the baseline magazine capacity of turrets, thereby removing one of the many complaints about turrets and Int focused character builds? Or, adding a + magazine size buff into the Intelligence stat so as you specialize in Int, you not only gain the increased damage but also need to pick it up & reload less frequently (which temporarily removes its damage output while you are reloading)? I don't think turrets should ever become an easy "I win!" button, but the Int tree feels a little weak in comparison to others, and I don't think rewarding those who specialize in Int with some additional buffs is out of line with the balance and goals of the game.

 
Right - but those show what has officially been changed. They don't tend to include speculation and trying-to-work-on items for some strange reason... :rapture:
For that just click on madmole or faatal's names and select latest posts and read what they are working on for the next patch. But for me to work on consolidating information and then to have it just all show up in the patch notes anyway in a few days is a lot of unnecessary and redundant work. We had an update on Friday and another will probably come today or tomorrow that is pretty speedy turnaround that you can get by reading each new update to the patch notes.

 
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