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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hey i feel you!

i doubt my ideas will ever come in but i try at lease

to be fair. when madmole see's my ideas he probably says "dear god what stupid idea he has now" lol
I think MM knows your young I doubt he judges you like that lol. When i see your posts I think, hmmm this kid has a lot of ideas good for him. It shows creativity on your part ;) :)

 
Well then the other solution would still work; have degradation decrease the stats each time, thus ignoring the mod slot "issue".
Item keeps its color, this its mod slots, but the stats on the item decrease it into uselessness.

...don't let mm convince you that because one edge case scenario causes "bad design", that the inherent idea of degredation returning to weapon quality is bad.

Because it isn't.

It is possible to have your cake and eat it too. :)
That was my whole point when I said don't shoehorn in a bad design, you recognize the design flaw (in this case usability) and then work on that aspect or change the design so that aspect isn't part of the design anymore. A super simple version would be each repair by someone not at the skill level to repair it would degrade the degradation bar by 25%, like how rust does it I guess now that I think about it. Except when you have the skill, then you can repair it to normal.

 
...not me. I see your posts and think "dear God, so this is what it's like when someone thinks school isn't important."
Now get back to learning. :)
well i got my work done before i start tormenting everyone

plus i like school. but some stuff ik im not going to uses COUGH algebra COUGH

 
...not me. I see your posts and think "dear God, so this is what it's like when someone thinks school isn't important."
Now get back to learning. :)
Inevitably, he is one of us now.

P.S. Don`t hype Adam, open this book and read some more.

 
What is the archery weapon progression supposed to be like? In my last game, I found a pretty excellent iron crossbow, but it just wasn’t working out for me and I ended up reverting back to a low level wooden bow.
If it is supposed to be a step up from wooden bow, I think the reload time plus the time for it to go back into aim mode plus the time for the crosshairs to narrow plus the stamina for aiming is not a better-than-or-equal-to tradeoff.

Crossbows weren’t that great in A16 or A17, but I was good with it in A16 and where most people went for the compound bow, I still preferred the crossbow. I’m not enjoying it at all now though. Something is just off about it.
Crossbows offer the same progression as bows now. They do more damage and range (afaik) but have a slow reload. The first one might feel clunky, and the steel one should feel nicer.

 
That was my whole point when I said don't shoehorn in a bad design, you recognize the design flaw (in this case usability) and then work on that aspect or change the design so that aspect isn't part of the design anymore. A super simple version would be each repair by someone not at the skill level to repair it would degrade the degradation bar by 25%, like how rust does it I guess now that I think about it. Except when you have the skill, then you can repair it to normal.
Sounds like an invitation to talk about lbd again.

... The flaw was that spam crafting a stone axe would allow the purchase of unrelated perks/skills... The overall idea was great. :)

/Runs away (lunch time)

 
And I'm not implying y'all are ganking my stuff, because I know you're not, just to be clear, but things I've done before y'all include feral zombies, rage zombies, and random getting up zombies.
Bunch more too, but a bunch that have not. (Shrug)
So you are the modder. Even though I never modded this game in the past I did check out mods through out the years (as modding has always interested me) and seen that some were put in the game, I just never knew who the modders were. Thank you!

 
Crossbows offer the same progression as bows now. They do more damage and range (afaik) but have a slow reload. The first one might feel clunky, and the steel one should feel nicer.
What about the noise they generate? In A17, the crossbow was louder, but in this one it makes the same level of noise as a bow (at least on the wooden versions). Is that a bug?

It seems that a crossbow *should* make more noise when fired, unless it's a fancy crossbow like the one Daryl uses in TWD or something. Maybe tie it to quality?

 
well i got my work done before i start tormenting everyone

plus i like school. but some stuff ik im not going to uses COUGH algebra COUGH
Roland. I got this.

Um, algebra is for sure the one math you're going to definitely and positively use in life, I don't care what your profession is.

 
Melee needs work. When I'm backing up and I power attack with a sledge hammer and miss the zombie shouldn't be able to hit me when we attack at the same time. I'm moving away from his attack. I have a weapon which gives me what...2 or 3 feet more range. Yet the zombie can score a hit and I can't?

 
Does anyone know which minerals spawn in which biome?

So far I've seen;

Desert - oil shale and lead

Forest - lead and iron

I'm assuming coal spawns in the burned forest and potassium nitrate in the snow. Or do they occure somewhere else as well?

Thanks!

 
Some recipe-related skill points (like unlocking the forge) being almost a must grab because you can't find the schematic seems to indicate that it's either a bad idea that they are gated this way in the first place, or that there should be alternative ways to obtain those schematics.
What if traders could teach you some of the more basic schematics? Say each one of the individual traders had different specific knowledge, and you could pay money to learn from them, either with a new dialogue menu option or simply by guaranteeing that the trader will always sell that one schematic in his/her inventory.

This way, depending on the trader that you start next to, your playthrough would be different since you'd be able to focus on something else other than what they teach you (or specialize harder into it since you saved a point).
Forge is only 'gated' because you refuse to spend the point on it. Trader also sells forges

 
Melee needs work. When I'm backing up and I power attack with a sledge hammer and miss the zombie shouldn't be able to hit me when we attack at the same time. I'm moving away from his attack. I have a weapon which gives me what...2 or 3 feet more range. Yet the zombie can score a hit and I can't?
I have no issue backing up (if raging then backing up at an angle) and not getting hit...maybe u just need to lose the heavy armor...? That or just practice more...

EDIT: you also need to take in to account for raging zombies. This complaint is not valid if the zombie is raging.

 
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Does anyone know which minerals spawn in which biome?
So far I've seen;

Desert - oil shale and lead

Forest - lead and iron

I'm assuming coal spawns in the burned forest and potassium nitrate in the snow. Or do they occure somewhere else as well?

Thanks!
I'm of the notion that anything can spawn anywhere now. I'm in exclusively in the forest biome now and i've seen iron, coal, nitrate, lead and oilshale.

 
On this workbench discussion, would it be possible to make it a permanent item for sale at a trader? In my current game, I went to three different traders looking for one for sale but no luck.
Just a thought.
There are a number of POI's that have workbenches

 
Not Mining Book idea since I don't know what they already cover but a Forge one;

A way to have a Forge continually produce X item, as the materials become available.

Stoke a forge with Iron & Clay, plenty of fuel, trigger 'Continually Produce' option, click Iron Arrowheads.

Forge keeps churning out Iron Arrowheads until the player tells it to stop.

 
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