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
Status
Not open for further replies.
After having played a bit, I like the event system. There have been a few times that I have come around a corner to find the event mob milling about in my path. In the early game, it created that moment of panic, "Do I fight or do I turn back around the corner from them and go the long way around?" It also had that feel from TWD in which the zombies start off in a certain direction because they heard/sensed something, but then they end up encountering the characters. (I'm thinking of the helicopter in season 2 which led the zombies to the farm.) I will say, I have yet to encounter any zombie dogs in the wild, and I've only seen one coyote or wolf.
DaVega mentioned earlier about his zombies having greyish hair. I didn't want to say anything because I'm trying to avoid being associated with DaVega (he has some scree in his head), but I also have noticed this in my game. I haven't wiped since the release, so that could be part of it.

I was never so happy just to find a "wooden bow" today! A world of improvement over my primitive bow, so now I can properly do some stealth kills.
Oh come on! You want to be associated with me! Deep down you know it. You want it. Reaaaaaally deep down.

Does this work?

- - - Updated - - -

That's where the journal comes in. Check under mining. I have to go back now and then to make sure.
Thanks for the tip!

 
You wouldn't need to remove a mod slot or even degrade the weapon from purple to blue etc. Just decreasing maximum stats by a percentage or decreasing the maximum durability would work in my opinion. Say an item has max durability of 500, then you repair it and it is now 400 or something. The usable part of the durability meter could become smaller as more of the meter becomes red. So, an item at 50% max durability would have a half green, half red durability meter displayed on the item's icon. But it's just an idea. Not sure how desired this system would be with other players. Somewhat unrelated, but I think having weapons break made Zelda breath of the wild very entertaining. Finding a new weapon, even a lower quality one, was often important and it caused you to use your powerful weapons wisely. Anyway it goes though, I'm fine. Thanks for the great game
Just No. don't need that level of annoyance or micro management.

 
MM and I vehemently disagree because he appears to want a simple game where solutions are handed down to you over time, where I want a complicated game that challenges players to think and compensate. You know, the type of game it used to be. :)
He's going to win of course, it's his game, but I'm never going to stop fighting.

Right now weapons have stats. A low purple can be worse than a good brown, I think Gazz said? So those stats are already in the items... Have each usage of repair degrade those stats. Done.

Now you're not using the same purple that you find on day 1, because it's degrades, loot does not need to be nerfed, whiners don't need to worry about there mods rolling down a hill, and we bring back a little complication into what right now is far too simple.
This game has so much unrealized potential, and I can't wait to see how modders polish up this diamond in the rough once it goes gold.

 
This game has so much unrealized potential, and I can't wait to see how modders polish up this diamond in the rough once it goes gold.
Agree, but let me say...this peace of coal is getting really hot and compressed right now...I know A17 wasn't so good but it was the definitive turning point to this game...from now on, it's on the right tracks.

 
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.
I'm sure this is how it used to be, it was at least something very similar

 
I found a coal node in the forest biome borderline snow biome.

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.

Yeah, from what I understand they can still randomly spawn elsewhere but you are more likely to find them in their respective biomes

Unrelated note: Just got back from voting few minutes ago or as I call it "Picking the one least likely to screw me and others over but am sure it will happen anyway"

 
Last edited by a moderator:
...compare that grammar to that monstrosity you wrote and get back to me.
How are you ever going to do self evaluations, resume's, company emails, coding, or hell even an application with that 3rd grade grammar? I'm not trying to be mean, but this is an example of what I'm talking about.

- - - Updated - - -

You've never been faced with a situation where you've known the answer to something, had some of the pieces, yet had to find the missing piece?

Because that's algebra.
cut me some slack im tired! so idk care if i write like a drunk 5 year old

 
Not sure this is a bug or an engine oddity. Finding some wall blocks merged into others (sometimes flicker) can be also walked through (as in no clipping)
This is a new game etc, fresh RWG map I created with my own seed. I also can destroy also some doors and frames remain, again I find I can walk through them.
I have the same issue. Quick restart of the map solving the problem in 100% of the times.

 
HwhEsyY.jpg
thats my owl!

 
Why do I want to care about keeping a gun T6 when I am busy trying to keep my entire base from being destroyed every 7 days lol.
Umm... Because your T6 gun is what's stopping your base from being destroyed ? (lol)

 
Its not, but shoving cacti up your ass isn't very intuitive to get gud at heavy armor. Why did you have to go and make this about LBD, when it died peacefully and is RIP?
I bet the current framework would make the cacti a non-issue and just not train such a skill. But armor is indeed one of the more stupid ones to apply LBD on damage taken. It should be for wearing it prolonged and then you would become stronger and less slowed by it, adjust your movements to it. But I am fine with LBD no longer being there do not get me wrong, and even then we can mod something like it back in.

I am not fine with removing complication just for the sake of it. Sure complication can turn into a drag, but remove to much and stuff suddenly becomes a complete non-issue. Repair kits are an issue in this game now for about half to maybe 2 game days, while it used to be harder to get all ingredients so you had to mind which equipment you used. I would have gone with a system of tiered repair kits, one for vehicles (most complex to make), one for T2 tools (like it is now), one for T3 tools (using steel and mech parts). Then repair for a big chunk of the early and mid game remains the same, but getting a steel tool or vehicle requires some more effort to maintain.

 
i dont believe you for 2 seconds!
You should, he's right. Understand, I *HATE* math myself. But algebra is the one thing you'll use for sure. I mean, you probably don't even realize you're using it and you are. It is that kind of thing. =)

 
I bet the current framework would make the cacti a non-issue and just not train such a skill. But armor is indeed one of the more stupid ones to apply LBD on damage taken. It should be for wearing it prolonged and then you would become stronger and less slowed by it, adjust your movements to it. But I am fine with LBD no longer being there do not get me wrong, and even then we can mod something like it back in.
I am not fine with removing complication just for the sake of it. Sure complication can turn into a drag, but remove to much and stuff suddenly becomes a complete non-issue. Repair kits are an issue in this game now for about half to maybe 2 game days, while it used to be harder to get all ingredients so you had to mind which equipment you used. I would have gone with a system of tiered repair kits, one for vehicles (most complex to make), one for T2 tools (like it is now), one for T3 tools (using steel and mech parts). Then repair for a big chunk of the early and mid game remains the same, but getting a steel tool or vehicle requires some more effort to maintain.
Perhaps a repair kit shouldn't be a stackable item, but instead a single item toolbox that you complete with components similar to a bike or vehicle.

The components included could dictate the toolbox's capabilities and it could function to varying degree's based on its contents, ie: on its own, the toolbox is like a bike frame and act's as nothing but a container. Add a wrench to it and it can can repair vehicles, add oil and/or a brush to it, and it could then also repair weapons, a soldering iron and its functionality could expand further to then repair electrical items as well etc...

It'd give a little more personality to the repair function, and its not too far off how a real toolbox works in a rather simplistic kind of way.

 
Honest question here, haven't played so no opinion;

The Ammo being in two kinds of stacks, what are folks thoughts on it? Working well, makes sense, etc.

 
That isn't easy. I need something doable with just me and notepad, not c# and 5 programmers who have full plates and deadlines :)
Would something like adding block dmg buff for tools upon block destruction (i.e. 10% chance to add 30% block dmg for 5 seconds) be a viable option? I think there would be more programming needed versus a notepad change, because of a new buff effect.

 
Last edited by a moderator:
I thought patch B152 was supposed to remove purple weapons from the trader's inventory. Was that not the case? I'm on day 5 and seeing purple AK's and an M60.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top