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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They didn't stand a chance. Do the electric fences degrade? Seemed to last forever? I haven't tried one yet but you made the int build look fun.
Yes it was a blast! I'm loving the multilayer defense I've been able to setup. This Trap config helps me slow down the horde enough for me to actively engage them. Feels like a good balance of active defense and trap utilization.

Not sure if the electric posts degrade but I did take the extra precation to shield them with sheet metal to prevent collateral zombie damage. Gas consumption on generators looks like they need some balancing though. At the end of the video I think I checked how much gas was left and it hardly had dropped any.

 
29,554 In-Game already, it seems will will smash our all time high very soon :)
Peak is expected for one and a half hours from now. There is around a 60% chance of it going up to 32.500 according to past stats. Fingers crossed!

 
@madmole

after watching some old vids on A16. what happened to the night vision goggles??

those looked good, new ones are ok but they cook my eyes! lol

 
Yes it was a blast! I'm loving the multilayer defense I've been able to setup. This Trap config helps me slow down the horde enough for me to actively engage them. Feels like a good balance of active defense and trap utilization.
Not sure if the electric posts degrade but I did take the extra precation to shield them with sheet metal to prevent collateral zombie damage. Gas consumption on generators looks like they need some balancing though. At the end of the video I think I checked how much gas was left and it hardly had dropped any.
I was surprised your nades didn't blow them up. They do damage bases some.

 
@madmole
after watching some old vids on A16. what happened to the night vision goggles??

those looked good, new ones are ok but they cook my eyes! lol
Cool shader guy and also author of countless bugs left. Once we switch to HDRP artists can make cool shaders compatible with all platforms and not have bugs.

 
I was surprised your nades didn't blow them up. They do damage bases some.
Only threw one nade. Maybe the metal shielding I put in front of them helped keep the posts from taking damage. I'm willing to bet only the posts take damage/degrade as the wire itself is not a block with HP.

 
Cool shader guy and also author of countless bugs left. Once we switch to HDRP artists can make cool shaders compatible with all platforms and not have bugs.
lol ok. cuz i just watched a video a week ago and i found a pair today and my eyes are fried! lol

 
btw is it intended that there are no longer dead bodies? every sleeper i encountered so far was "alive".

i thought the system was about catching people off guard. its not really surprising if all bodies resurrect.

 
By the way, what about a boost for traps? ( like mines) I feel like nobody used them.... ever.
Agreed, no one does indeed. I don't think I have ever crafted a single mine in this game, and I've been around since the pre-alpha. Too expensive for a one-use one-kill item.

 
I don't think players would appreciate being incapacitated in any way, it can feel cheap. We have talked about improving stun to be not so binary. There are a lot of ways to cause problems to the players, the acid spit could severely blind you for several seconds causing disorientation, stepping through certain zones could slow you down, etc. Bandits are coming, a complete game changer, so I don't know how much more we need to do to zombies, but I know what you mean, there should be circumstances where the player can get tackled or ragdolled perhaps, but we need to work out when and how those happen very carefully.
When they get inside on you it's already ♥♥♥♥-your-pants time, add some bite animation there, maybe an involuntary flinch/jerk as an alternate stun effect might push it to nightmare territory.

Huh, perhaps I should try keeping knuckles on tap for when they get that close. Slowly I learn.

 
I like the balance just fine. I see zero fun in crafting everything, we had it for 17 alphas. Crafting lets you build a nice weapon early game, but shouldn't replace looting. Finding gun parts is immersion breaking, finding a rusted out brown shotgun isn't.
I like his ideas aside from the gun/part level swaps though. Specifically, you've currently got steel tools triple-gated - need Steel, need Schematic, and need Steel Tool Parts. (Same applies to Steel Armor actually, and to some extent military armor which you were already thinking about easing off on.)

Steel is steel and needs to be gated for all sorts of reasons, and I really do like the schematic as a gate as well, but I think you need to make Iron tools and Steel tools scrap to "Tool Parts", much like you made SMGs and Pistols (or M60s and AKs, etc.) scrap to Handgun (or machinegun) Parts. It's both an inconsistency and an artificial hurdle compared to other Tier 3 items, specifically weapons, in the game.

 
Yes it was a blast! I'm loving the multilayer defense I've been able to setup. This Trap config helps me slow down the horde enough for me to actively engage them. Feels like a good balance of active defense and trap utilization.
Not sure if the electric posts degrade but I did take the extra precation to shield them with sheet metal to prevent collateral zombie damage. Gas consumption on generators looks like they need some balancing though. At the end of the video I think I checked how much gas was left and it hardly had dropped any.
you werent using that much, should barely have used any in that set up, wait till you get more traps added, plus lights. then it starts to go. you had low cost traps, and very few at that.

also, electric fences degrade the way barb wire does, just a different rate. I have had them pop, gone.

 
I think you need to make Iron tools and Steel tools scrap to "Tool Parts", much like you made SMGs and Pistols (or M60s and AKs, etc.) scrap to Handgun (or machinegun) Parts.
Well, we did not want iron tools gated by finding parts first.

That's only progression to the iron age, not something rare and precious.

 
I don't think players would appreciate being incapacitated in any way, it can feel cheap. We have talked about improving stun to be not so binary. There are a lot of ways to cause problems to the players, the acid spit could severely blind you for several seconds causing disorientation, stepping through certain zones could slow you down, etc. Bandits are coming, a complete game changer, so I don't know how much more we need to do to zombies, but I know what you mean, there should be circumstances where the player can get tackled or ragdolled perhaps, but we need to work out when and how those happen very carefully.
Yes I agree, it does suck, if you cannot do anything about it. However you are not incapacitated, you can still act, just cannot move. You can also avoid by being careful and dodging attacks and potentialy using some buffs (beer?). Armor would decrease it some. Its meant to punish carelessness and lack of preparation. To keep people on their toes. Make PoIs more dangerous.

 
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