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
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Exactly. Until actual legendary items are added to the game purple tier items are effectively legendary. Once legendary items are in they might open up purple tier to crafting. The design decision is that the highest tier (whatever it is) isn't craftable. Right now that is purple.
When A18 was first released there was a feeling that looting got so much of a boost that it hurt crafting so changes were made to make crafting more desirable again and one of those changes was opening up purple-- but then after discussion TFP decided that opening the top tier went a little too far in the crafting direction.

It's tough creating a balance where both crafting and looting are desirable and rewarding activities without one eclipsing the other.
Yup, makes perfect sense. My solution, however, would've been to keep crafting purples but have them have middle of the road (or even low end) stats that are not randomized, meaning that looted gear would be potentially better.

But at the end of the day, the difference is a matter of degree.... it just feels less rewarding not being able to craft purples.

 
This is definitely something I've noticed. Some folks have asked for the ability to do lower tier quests to avoid longer crawls, but rapid firing lower tier quests would allow you to quickly and easily spawn quick treasure rooms and potentially break the risk vs reward curve since many of the rewards (especially those from looting the POI) scale off of gamestage. Nothing wrong with someone wanting to do quick and easy T1 quests but if they provide disproportionate rewards they WILL be abused of course.
Seems like a problem that will require a bit of a more granular solution and that takes development time and iteration unfortunately :( .
Each tier has more loot boxes at the end. I'm not sure if we raise GS loot, but that is something we could consider, so the higher tiers have higher GS loot. We will do this for the wasteland when its done and requires radiation protection to even go in there.

 
@madmole Idea. Trader can be upgraded. You bring A LOT of resources and the area's already in the trader get maned. Example 20k plant fiber 20k clay, 100 rotting flesh, etc and the farm plot in the trader get maned by a trader that we can get seeds, food, farm plots, and other special stuff from.. 50 weapon parts form EVERY type of weapon and boom, you got a master gun smith, now if I bring them say another 40 spear parts they will craft me a top tier spear. Could be done for every "work station" in the trader already.thanks for listening, and being here, I love reading your comments so rare to have this kind of access to a dev/owner. It shows real commitment. Also thanks for the best game ever made!
I'm hoping to give each trader something he specializes in so if you want guns you go to hugh. Joel sells the best armor and clothing. Jen sells meds, Bob electrical and vehicles.

 
LOL what? Nobody buys the perk to craft a better item, they buy it to maximize performance with the items the perk governs. Crafting is 5% of that perks allure. I will certainly buy the last rank to maximize damage.
He’s right. You take purple crafting out there will be no point to craft anything. By day 14 you will have found all blues and some purples. I highly suggest you think about it before doing it. Also the decrease in mod slots deters people from craft and just rushing LL to find purples on the easy.

Very disappointed in this new development.

 
Each tier has more loot boxes at the end. I'm not sure if we raise GS loot, but that is something we could consider, so the higher tiers have higher GS loot. We will do this for the wasteland when its done and requires radiation protection to even go in there.
Wasteland already scares me lol, last time i was there I was on day 2 and there were wights and cops and dogs and I was like nope nope nope :p . Radiation on top of that will be terrifying. But if there is going to be a promise of better loot then it is my duty to face the peril :p .

 
Can we get some weed in the game? maybe be able to grow the weed. harvest it. combine 1 paper 1 weed = joint. You smoke the joint and then you get a buff for 10 minutes of like..steady hands or something for shooting rifles. :)

For those who keep 20 forges on to attract the screamer, maybe when you smoke the joint. the zombies remember that smell, after smoking it triggers a horde that comes straight for you. that would be cool. Gives the players the ability to trigger a horde. would be good for testing out defenses and stuff.

Hell imagine this for pvp. your stuck in a poi being hunted by another player that is clearing room to room. you think, ♥♥♥♥ i'm a dead man for sure....oh wait. I have a joint. Ill smoke up attract a horde and see how he likes that! I know ima die but might as well call in a horde so his ass doesnt get away with all my gear.

 
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Experimental update breaking stuff and workaround
As of Alpha 18 b149 most of your stuff is broke. It seems to only effect the stuff you already got.

The workaround.

Make sure you got cheat mode on before loading saved game.

Once in game, press the "U" key. (Item menu opens).

Type in repair kit. (item menu shows repair kits).

Click and drag a stack of them into your inventory.

Repair all items.

Drag another stack into your inventory as needed until all items are repaired.

Close menu and game on! :)
Real men craft their repair kits and role play their stuff all degraded.

 
LOL what? Nobody buys the perk to craft a better item, they buy it to maximize performance with the items the perk governs. Crafting is 5% of that perks allure. I will certainly buy the last rank to maximize damage.
Add a schematic or something for each Q6 item with same drop rate as the Q6 item. If its just as hard to "loot" the way to build it then the item itself it should be pretty solid. People are right that once you get a Q6 item you're never gonna craft that item again, why would you? Our last game I got Q6 steel knuckles and never looked at crafting again...Now if I had a chance to turn all the junk knuckles I found into possibly better Q6 than I found then it makes me feel like I'm able to put the crafting part back into play.

People still have to go out and loot either way, people still get to craft after finding Q6 and roll the dice on something better. Win win bb

 
@MM

since you miss my respond, it the barbwire with the wood leg that needed collision box check. You can't repair anything underneath it, maybe give it similar hitbox of the wood/iron spikes?

 
Yeah pvp would be fun if you absorbed xp from the player you killed, like 1/4 of it at least. So killing noobs wouldn't give you hardly any but killing that guy who's level 60 would get you a ton of XP. It would give incentive to kill the top dog on the server.
Sounds exploitable unless by absorbing you mean also that the player killed loses it, and thus sets him back several levels.

 
Add a schematic or something for each Q6 item with same drop rate as the Q6 item. If its just as hard to "loot" the way to build it then the item itself it should be pretty solid. People are right that once you get a Q6 item you're never gonna craft that item again, why would you? Our last game I got Q6 steel knuckles and never looked at crafting again...Now if I had a chance to turn all the junk knuckles I found into possibly better Q6 than I found then it makes me feel like I'm able to put the crafting part back into play.
People still have to go out and loot either way, people still get to craft after finding Q6 and roll the dice on something better. Win win bb
Everyone here is missing the point. T6 weapons are easy as heck to find.... trader secret stash comboed with Lucky googles and LL.

Unless changed most people with have lvl 5&6 gear by day 14. So crafting lvl 6 items should have random rolls on stats and have high material costs.

 
Yeah pvp would be fun if you absorbed xp from the player you killed, like 1/4 of it at least. So killing noobs wouldn't give you hardly any but killing that guy who's level 60 would get you a ton of XP. It would give incentive to kill the top dog on the server.
WOW why the f has no game done this for pvp yet. This would be frickin amazing in pvp servers!!!
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Before you consider yourself invincible, you might want to wait until you have several of them at the same time. Recently I read a post from someone who had 17 of the demolishers in the base at the same time.
A question, how well has the barbed wire actually held up ? In earlier Alphas it was always very quickly broken.
it holds up very well. they last so much longer than wood or iron spikes only downside is they don't really do damage they just slow down the zombies for a decent amount of time for you to get off a lot of head shots and save a crazy amount of ammo.

I'd say to anyone to test it out to see just how big a difference they make as far as saving materials from having to constantly make spikes and from not having to spray and pray during horde nights.

 
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