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
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People that use exploits......whatever makes it easier to play game i guess, good for them.. lmao

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on junk turretswhy limit yourself to 2?

I put down about a dozen all fully loaded. when one runs out it goes to sleep and another one wakes up, fully loaded. seems to work that way anyway.

at the end of the horde they were all empty, and we would have been royally screwed without them.

ps perked into them lvl 5 baby!

looking forward to having big rows of them all over the place. I will be invincible!

love that mods work in them too - especially magazine extender!
you are a genius. Hopefully that is working as intended :)

 
@Madmole Even Grumble on the streamer weekend set up his own killing corridor that Sunday. I'm using a variation on that combined with turrets and blade traps, and plans are to add dart traps and electric fences to help protect the blade traps. (They break way too easily, and are expensive to craft.)
For sure. It makes it easy, and in my opinion is exploting the zombies in ways the game isn't intended at all.

Especially the invisible wall one I posted.

That's ridiculous. It's fun sure. And guess it depends who you ask if it should be like that or not.

That's why I think random attacks would be better than a single pathing format.

Then you'd have some zombies do that but others would be attacking the base etc.

I know it's easier said than done, but a random pathing when attacking would greatly reduce exploits.

 
I'm waiting for Death is death mode more than anything.
I think this is the easiest thing to add to the game
It's also the easiest thing to do yourself. Just use self control.

I'd rather see them get performance and rwg cities improved, add vehicle mods, and keep balancing FAR more then adding a fluff feature easy for any player to do right now.

 
Game is running much better on my potato, went from having to use 640x480 res to being able to up it to 1280x720 while getting more fps then before. Thanks TFP!
wow 640x480? You sir are dedicated to play at that resolution ... :p

 
Newest patch notes:

Trying to force graphics settings on users is continually getting you into trouble. Trying to force certain graphics settings on PC players is just horrible design from a user-perspective. Design constraints for console players necessitates that you do it, but the breadth and width of PCs means it needs to be configurable from the moment you add those features to the renderer (including OFF).

This game ran just fine at minimum settings on my work-potato machine (laptop, integrated graphics), and every time you try to force on these post-processing effects the game takes a huge dump in playability due to the game choking trying to render post-processing effects.
What? Nothing in those changes is forcing a setting on.

Does having the texture budget fixed at 4 GB sound good to you? That is what it was doing before.

AF is not post processing. It is a basic part of texture look up and a prime cause of low FPS when the texture is not in VRAM. What do you think the chances are of a texture being in VRAM are when you don't have a lot of VRAM? Can we force a texture into VRAM? Can we even tell if a texture is in VRAM? Should we tell users to read a manual on that and figure out for themselves if AF should be off or on?

 
You might get salvage perks and wrench cars for a healthy amount of scrap iron. Considering it is auto aim and the control against a single zed, watching your back etc I still feel like its ok on paper. I haven't done an INT build yet as finding 100 hours of free time for each build is difficult but I will get to it eventually.
:) . Understandable, you have alot of things to do and it takes alot of time. Auto aim is a double edged sword, they miss alot (20%+ I believe at 5 blocks and gets more from there) and they hit almost exclusively body shots. Even if you only hit 50% of your headshots, and completely miss the other 50%, with the headshot bonuses in game being as high as 300% you actually end up doing significantly more DPS than almost exclusively body shots. Placed turrets also do not dismember. This is prolly fair considering their fire rate combined, but the lack of dismemberment is definitely the loss of alot of hidden power other weapons have.

In the Int build the first 20 days are pretty cake (as they are with most builds really). You can stun baton your way through most POIs and wandering hordes, turrets are nice vs solo bears and wolves and deer and etc, and they can handle Day 20 horde with concrete walls and iron bars pretty easily so long as you bring about 100% more ammo than you think you'll need. I'm set to nomad 32 zombies at a time and day 20 was just me, my AK, and my turrets DPSing. I was close to running out of all ammo but I made it. Overall it felt alot easier than my agility or strength play throughs during those days. TBH you could wooden club your way through the first 20 days too, Wooden Club actually has about the same damage as Stun Baton with more up front damage but Baton's electrical stun damage making up the difference. (which is fair since stun baton is expected to have turret support)

Day 20+ is where the game starts to slowly outscale the turrets however while other classes continue to come fully online. You prolly won't notice the full difference until about day 40. When you start facing regular ferals rads it starts putting the DPS difference in sharp relief as the TTK skyrockets and you start getting a few daytime enemies that run. I don't think you can really power through it like Fort (raw DPS) or Perception (massive penetration), stealth treasure rooms like agility, or spam cheap explosives like Agility/Perception. TBH explosives are prolly too good for their cost, your only real limit is duct tape and bone economy is quite generous atm. Strength is prolly the only other one who can't directly power through with on perk equipment but strength also gets miner69er and motherload so they farm like a madman and can brute force a horde through farm if need be.

I want to be clear, Int spec will still be able to handle 32 zombies at nomad difficulty. It just won't be able to do so as easily as other stats because it's less powerful. A greater focus on careful pulls/kiting/splitting enemy groups and farm can overcome most power differentials in this game if need be.

 
For sure. It makes it easy, and in my opinion is exploting the zombies in ways the game isn't intended at all.
Especially the invisible wall one I posted.

That's ridiculous. It's fun sure. And guess it depends who you ask if it should be like that or not.

That's why I think random attacks would be better than a single pathing format.

Then you'd have some zombies do that but others would be attacking the base etc.

I know it's easier said than done, but a random pathing when attacking would greatly reduce exploits.
I think they already have a random attacking option in right now. Any good strategist will find an enemies weakness and exploit it.

The invisible wall thing feels more like a bug, but 3ven the killing corridor struggles with later horde nights. You need to repair and craft ammo as well as extra fortifications to keep up with the ever increasing horde.

It's like an arms race between Fataal and every player out there, and there DOES need to be done way to "win" with work and planning.

 
I think they already have a random attacking option in right now. Any good strategist will find an enemies weakness and exploit it.
The invisible wall thing feels more like a bug, but 3ven the killing corridor struggles with later horde nights. You need to repair and craft ammo as well as extra fortifications to keep up with the ever increasing horde.

It's like an arms race between Fataal and every player out there, and there DOES need to be done way to "win" with work and planning.
For sure.

I don't think it's random.

When you set up a killing corridor correctly.

they will all run up and fall off the ledge, rinse and repeat.

I'm saying 50% of the zombies do that. And 50% attack your base and don't run up and do that.

I understand that would be difficult to code. Just an idea 🤷♂️😕

_

And I know people will find a way.

But before the zombies had this improved AI you didn't see stuff like this.

Because they just attacked all over.

if there was a mix of AI from a15 for example and AI now. That wouldn't be too bad.

 
It's also the easiest thing to do yourself. Just use self control.
I'd rather see them get performance and rwg cities improved, add vehicle mods, and keep balancing FAR more then adding a fluff feature easy for any player to do right now.
what you want, everyone wants, but here we are talking about things of a different level of complexity. Remove two buttons after death. Permadeath

 
Can we even tell if a texture is in VRAM? Should we tell users to read a manual on that and figure out for themselves if AF should be off or on?
Teaching a man to fish is always better than just handing a fish over......

just joking =)

 
Thanks for the update guys ! Reflection works now and it's even not in the patch-notes ! You rock (withdraw your hand, davega).
If you mean reflections off, it is, but not obvious from the wording:

"Nighttime textures are very ugly and blurry with reflection quality turned off"

 
Mad Mole or anyone else in the know. The skill for rifles under perception says it applies to rifles but does not specify what kind. there is a different skill for assault rifles. I am assuming the skill in perception does not apply to full auto rifles but no where in it does it say. can this be clarified in the skill info to maybe say single fire rifles or some such thing?

 
Mad Mole or anyone else in the know. The skill for rifles under perception says it applies to rifles but does not specify what kind. there is a different skill for assault rifles. I am assuming the skill in perception does not apply to full auto rifles but no where in it does it say. can this be clarified in the skill info to maybe say single fire rifles or some such thing?
That skill under Perception governs the Marksman Rifle and the Hunting Rifle.

 
you are a genius. Hopefully that is working as intended :)
thinking of building two big rings of them (like a donut), taking all my armour and clothes off on horde night and just running around and around and let the turrets take care of them.

death by streaking

 
on junk turretswhy limit yourself to 2?

I put down about a dozen all fully loaded. when one runs out it goes to sleep and another one wakes up, fully loaded. seems to work that way anyway.

at the end of the horde they were all empty, and we would have been royally screwed without them.

ps perked into them lvl 5 baby!

looking forward to having big rows of them all over the place. I will be invincible!

love that mods work in them too - especially magazine extender!
That's definitely a way to temporarily offset your reload penalty and gain about 6 double reloads worth of DPS (about 72 seconds as each pickup/reload/replace takes about 6 seconds). But in the grand scheme of a full horde night that's going to be a drop in the bucket and it requires alot of space.

TBH this sounds infinitely more useful for non-turret spec than it does for turret spec because non-turret specs are the ones who suffer the most from the reload time since they outdps the turrets by so much. Turret spec would prolly prefer 4 turrets and always be reloading 2 turrets while the other 2 are firing. No way I'd do this without keeping rows of junk turret ammo in a chest nearby though. I'm planning on bringing 5,400 junk turret ammo to the Day 26 horde as it is. If I was to do this I'd bump that up to 7,000 and it still might not be enough.

Not to mention that this makes the "gameplay" in turret spec would literally just be 20 minutes of doing nothing but reloading :( . The amount of downtime you spend manually reloading turrets already kind of sucks even maintaining 2 of them.

*Edit: I'll do it for my next horde defense. I don't promise to enjoy it but it'll prolly amuse those watching the video at least. Now to farm all that iron :X. 4 Turrets, reloading always the empty ones to keep full turret uptime.

 
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I recommend adding two tabs to the traders menu.

1. Books

2. Mods

There are so many of both that adding a tab for each would help players find what they are looking for.

 
That skill under Perception governs the Marksman Rifle and the Hunting Rifle.
that's what I believe to, but if you saw that skill and wanted to go rifles you could put points into it not realizing that AK's arn't "rifles". by changing the wording to single fire rifles the reader would more clearly know what it was for.

 
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