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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Part 2/2

Crafting (1.5th) Floor 1 - Walkway above crafting stations leads to second floor.

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Crafting (1.5th) Floor 2 - Ample drop-off chests for quick inventory dump.

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Crafting (1st) Floor Safe - Group income is higher than expenses. Extra dukes get stored here.

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Basement Floor - Generators/wires hidden beneath floor. Blocks primarily targeted by undead reinforced to steel. Plenty of sight lines for shooting/looting during bloodmoon.

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Garden (2nd) Floor - Under construction garden on top floor.

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House Husband - Yours truly.

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Don't think I like how DoT effects cause zombies to rage, makes playing blades/agility seem almost detrimental in close quarters.
It's not. Always have an escape plan no matter if blades or not. If you are in close quarters with no escape, you dun goofed and you are being punished for your mistake. It's not hard to kite zombies through a POI, especially when you can often close doors between you and them.

I took a pure agility build to Day 40+ and until day 14 I was almost completely blade only. The chance of enrage on bleed is pretty low. It does happen, but it's pretty low.

 
3rd floor pic is a duplicate of 2nd floor pic, otherwise nice base :) That's a lot of blade traps ;)
Almost identical shots. Didn't notice it until you pointed it out. 48 blade traps total. We barely managed to get them finished by day 14.

 
Would it be OP if all the crafting benches at the Trader were always in working condition?
Maybe the trader could rent them out on a daily or weekly basis until rng is in your favor and you find the schematics.
That would be a better design than random broke, but would take a bit of engineering.

 
Hit the 4k total hours played on my main vanilla account :)

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I have to say that this is BY FAR the best Alpha. I'm super stoked to see legendaries and bandits in releases to come. So glad the foundation/core of the game has been chiseled out and that the RWG is coming along nicely (and constantly being tweaked for the better). Thank you team TFP [High-five'z team].
Thanks, yes we're really happy with A18.

 
Any specific reason you guys changed the animations for the club? Just feels a lot more clunky now :/
We added a swing through power attack because everyone was asking for it, to take advantage of the glancing blows tech.

 
Yupp most players prefer the 90 min days. I just like the excitement that comes with 60 min days. No time to sit around and ponder, either loot or build your horde base before you got to rush home for night time. Next play through I’m doing always run then I might make it 90 min days.
Yeah I'm not a fan of night time, but to each his own. To me its too easy having all the time to loot and not have the pressure of running zeds at sundown.

 
Here's another minuscule and simple request. Again, no big deal... just something I would prefer...When using the shape selector, I think it would be best that when you click the shape you want, this selects the shape and exits the menu, as opposed to selecting the shape and hitting esc. It's just an extra unnecessary step.
Well its nice to see it in the inspector rendered larger, some of those shapes are really hard to see what they are until you select it.

 
There should be zero fog now, I killed the chance for it. You mean rain?
It could have been raining, I wasn't paying much attention; I was working indoors most of the time. If it was raining, it was incredibly light. A thunderstorm did start shortly thereafter though. Again though, I was barely around to see it.

Thank you for eliminating fog. It was a cool, eldritch concept, but all it really did was wash out the colors.

EDIT: No, no it was fog. I remember, I was farming Screamers and I was commenting that everything looked so bright. And yes, I'm in the latest patch. Apparently fog can still roll in? I'll report to you if it ever happens again.

 
If you're doing something you know is going to drop your mods down the side of a mountain, that's a player fail, not a design fail. It's like getting an airdrop crate when your inventory is full. That a design fail? Nope. It's a dumb player move.
Try again.
Don't have to, you already failed. We're not going to abuse our players with poor designs. Usability is a huge factor in designs, so again huge design fail. The community would rage if repair ejected their mods (possibly having them roll down mountains) and they had to reinsert mods with every repair. It would take 30 seconds or more of real time to perform a repair with all that clicking. Repair is meant to cause a bit of grief and work to maintain, not be a massive hassle, and you don't make one system inconvenient just to shoe horn in and other idea, you work on the other idea until it fits in nice.

I'll make a half decent back seat game dev out of you guys yet :)

 
Design fail. Forcing players to get out and back in a game to see zombies on horde night.
...hey, this IS fun. :)
The design is that once you die they stop attacking. However, this is a known workaround to restart the horde if they would want to, after they killed the horde off or took too long to get back into action and the horde despawned. I wasn't trying to hurt your feelings, hopefully you can see that with my previous post. I would hope for some good design ideas and exchanges is all. Sometimes you have good ideas, or intent, other times I wonder how you ever though of anything good :) This one is the worst I've seen, no offense.

 
Marketing fail. Not advertising a18 experimental on steam. How did you word it? "We don't need to advertise experimental."
We don't need to, its doing fantastic. We're in the top 20 games selling on steam, if you take away all the fire sale games. Number 17 on steam charts. We'll advertise broader once its stable. Did you eat a snarkers candy bar or what today, geesh.

 
Except when you go to an airdrop you are expecting to fill your inventory with items. For many years no player expects repairing his stuff on the go to fill his inventory.
It would be unnecessarily creating a situation that could lead to huge player frustration if the conditions were right. Which seems more like design fail than a player should git gud at preparing for a repair.
This. Please piss on that fire.

 
If you're doing something you know is going to drop your mods down the side of a mountain, that's a player fail, not a design fail. It's like getting an airdrop crate when your inventory is full. That a design fail? Nope. It's a dumb player move.
Try again.
Have to agree with MM on that one. I doubt anyone will intuitively know to to make sure they have enough bag space when repairing. That's bad design in my book and unnecessary micro management.

 
That would be a better design than random broke, but would take a bit of engineering.
I would like to have the crafting benches for rent. Another idea is they are all broken and as you complete quests and build rep they become available.

But, I really like the idea of them being rented.

 
Care to elaborate? I meant that all facial hair of all the zombies look grey-ish in stead of black. I've only seen this after the latest patch though.
The zombies will look night and day better once redone. Like the terrain of 18 compared to alpha 1. The hair looking grey might be something in the post process stack, we haven't touched zombies art at all.

 
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