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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We had a repair skill in A15, or was it A16? It was nerfed into the ground. Not entirely into the ground, but some items degrade really fast, like the auger , machine guns, Not saying degradation is a bad idea, nor are repair skills. But an auger going from T6 to T2 after 4 repairs isn't very good a solution either.
That's the downside of going from 1-600 to 1-6.

 
Its been suggested before. I hate it in rust and their weapons are generic af compared to ours. Maybe as an option, but it would require a fair bit of work because if it downgraded to the next color, we'd have to lock out a mod. How do you decide which mod to lock? I suppose bottom to the top so players put their least desirable mod in the bottom or something. We'd have to communicate why its like that, etc. Its quite a bit of work for something we don't need IMO. Again, its just a matter of balance.
Kick all mods out during repairs and then the player decides what mods they want.

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Huh. I'd always thought that durability loss was representing serious mechanical damage rather than maintenance like cleaning and sharpening.
Same.

 
We want traps to look good and be unique. We add and remove things to achieve that goal. If anything A18 is "the trap build" because we buffed darts, added power doors (which could be useful for trap setups), added junk turrets, and added trap xp.
I don't have anything against traps, they are very helpful later game when the hordes get bigger and stronger. I am against a full on automated xp farm with zero risks and barely any maintenance. As long as the player puts effort and maintenance into it, its fine.

Ok that's good, The way it seemed like with some past statements made me think you were against it entirely. I do think the log trap should be added back in with the changes I suggested because a low damage trap with good health is definitely missing and, seeing as zombies legs don't seem to be made out of paper any more It shouldn't have a problem with blowing every zombies legs off like in A16.

 
This would be much easier to do, but I would want to pay a trader to repair it or something, or once you have that skill level / perk you could repair it yourself. Guys with lower perk rank than the gun would degrade more per repair until its useless or someone with the adequate skill could repair it.
Ooh this I like.

 
OH RIGHT.... a thought I had... could you put T6 crafting back in the game for the primitive weapons, since you are probably never going to find a T6 on a primitive build, and the primitive crafted stuff does not have random stats anyway.

Like, stoneaxe, stone sledge, club, primitive bow, primitive spear.

Does not really matter I guess, but if you can not craft them, you will probably never see them in game. Would be fun for a primitive build.

 
OH RIGHT.... a thought I had... could you put T6 crafting back in the game for the primitive weapons, since you are probably never going to find a T6 on a primitive build, and the primitive crafted stuff does not have random stats anyway.
Like, stoneaxe, stone sledge, club, primitive bow, primitive spear.

Does not really matter I guess, but if you can not craft them, you will probably never see them in game. Would be fun for a primitive build.
cave man challenge

 
Well, i actually only wanted the tomahawk, but some ideas like the poison and the waterskin jumped into my mind, so i figured out why not post a idea for a book? (but seriously please add the tomahawk) :(

 
Well, i actually only wanted the tomahawk, but some ideas like the poison and the waterskin jumped into my mind, so i figured out why not post a idea for a book? (but seriously please add the tomahawk) :(
i think the only melee weapons classes that we need now IMO

IS swords , tomahawk's and shields!

and each melee weapon has its own "special" mods like the lead lined boxing gloves (for brass knuckles)

Cleaver (for knifes)

trident (For spears)

etc

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I'm thinking of hitting up the boots next.
need them swamps now!!!

get my shotgun , my moonshine and pipe bombs to go gator hunting

yehhaaa

 
Can we get a turret that shoots 7.62mm rounds for classes that don't use that ammo and are just stockpiling it? (agility for instance) :)
Hopefully get ak turrets and rocket launcher turrets.

 
Anyway to remove shift from stopping ADS? I really just would like HOLD to ADS and having shift not effect the ADS. Since when you're running and you have run and gun, parkour and deadeye at max. It's very hard to jump run and and shoot since you can't when you're ADSing...

 
No way, then everyone thinks they need every attribute maxed out. We had it that way in 17 and everyone hated it including me, but I did the best I could in 6 weeks and 30 hours testing.
You don't need any schematics. You can be adequate without any. Everything is accessible (rank 2 or 3) at a low cost, just not top ranks.
Madmole, the A18 attributes are a definite improvement over A17 and I'm enjoying the game much more than I ever had on A17.

Though I also feel the attributes are missing just a little something extra. I feel the negative feedback received from A17 might of inclined you to over correct the ship. Now instead of feeling like a need to max out all the attributes, I only feel the need to go only after one attribute. I have always loved attribute trees from games were I was conflicted on how to best spend my points with every level. Not because I absolutely needed them, but because they contributed in some way to my play style no matter how minor. Now it is just a little to linear.

I would suggest that each attribute add a none combat related skill that improved quality of life and or survivability in this zombie infested world. This way players would not feel like it was required, but they received something beneficial with each point spent.

Though just want to say, outstanding job with A18. My wife and I have not been able to stop playing since you released it. TFB have really done a great job with this game.

 
This is not true, there is a wide range of random stats. I found like 4 better purple m60's in my long game over time. I found purples much worse than my blues too, which kept me on the hunt.
Not all player do "min-max" and this are too much limited cases.

Many players, me too, find a purple good item soon(personally day 27, day cycle 20 min, warrior, an hhunting rifle), and stick to this weapon.

No more reason to search anymore, personally i stopped searching too much in messiah store/crate.

For A18 i see a lot of good new things and changes, but a lack of balancing for crafting and nothing to loot for "endgame" and item like parts become useless.

I think an upgrade system for high level weapons/tool will add another layer to the game and more reason to looting/crafting.

 
We want traps to look good and be unique. We add and remove things to achieve that goal. If anything A18 is "the trap build" because we buffed darts, added power doors (which could be useful for trap setups), added junk turrets, and added trap xp.
I don't have anything against traps, they are very helpful later game when the hordes get bigger and stronger. I am against a full on automated xp farm with zero risks and barely any maintenance. As long as the player puts effort and maintenance into it, its fine.
The xp is nice enough.

The demolisher zombie is too easy to trigger with turrets and bladetraps. So they are currently a no-no. At least bladetraps. Might be able to figure out something with the turrets.

The demolisher zombie also destroys spikes and barbed wires on touch.

If i dislike the demolisher as much as previous, no. My apology for that. It is a somewhat welcome change to rethink and redesign old base concepts. He's kinda cute and cuddly :hug: , and not to difficult to deal with once learned.

 
Don't think I like how DoT effects cause zombies to rage, makes playing blades/agility seem almost detrimental in close quarters.

 
Have you guys considered adding a few more monstrous-looking types of zombies? They'd be nice to be found as mini-bosses in certain high tier quests, or some really big POIs or as part of the final round of a blood moon. You know, zombies that are less humanoid looking already, that scare the hell out of you just from the sight of them.

Mutated zombie bears, mutated muscleheads, mutated... you get the idea.

 
Have you guys considered adding a few more monstrous-looking types of zombies? They'd be nice to be found as mini-bosses in certain high tier quests, or some really big POIs or as part of the final round of a blood moon. You know, zombies that are less humanoid looking already, that scare the hell out of you just from the sight of them.
Mutated zombie bears, mutated muscleheads, mutated... you get the idea.
DONT GET ME Started! on ideas

 
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