PC Alpha 19 Dev Diary

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It's not an exploit, you are putting in the work to clear the same building twice, why would you not get the loot? It's no different from finding two identical PoI across the street from each other. People have the weirdest requests to nerf things in ways that just punish players and make things more tedious for no benefit. IMO, if you do the work, you should get the loot.

I think the weird 24 hour delay on doing missions at the same PoI should be fixed too.If I stack 4 quests at the same PoI, why can't I just do them back to back? I can understand them changing it so you can't just do all 4 at once anymore, but at least let me just do them on a loop so I can go turn them all in
Just raising the question. I have heard players say that this falls into the same category as nerd poling, so I figured I would pose the question. 

 
Depends if you want to be OP as soon as possible, I'm playing a DUMB strength character and resisting the INT and having fun. Finding more of what you need instead of crafting it has its rewards.
but... its a survival game. Trying your hardest to survive SHOULD be your main incentive.
Yes roleplaying is great and I totally support that. But you can't say "just roleplay" when people are looking for a challenge.
To give you an example of a gmae I know you know:
If there is an exploit in Fallout, you can bet your @%$*#! that the devs (before bethesda had gone full onlinepurchase-fck-the-consumer mode) tried to patch it.
They didn't say "just don't use it", because it isn't the players job to balance the game.

*edit* just so nobody can misrepresent this: this is not limited to exploits but to balance as well and in a survival game, balance is even more important than in an RPG. NO YOU ARE NOT AN RPG YET. You might one day, once NPCs and an actual story have been implemented, but currently you are a looter-shooter with survival-sandbox elements.

 
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Keycards would be kind of immersion breaking.

Why can I break down literally everything in the game and then inside (mission) POIs I'm not able to bypass doors just by tearing down the walls?

IMO they should find a more natural/coherent way to avoid loot cheating.

The best way would be the one someone mentioned, to have a few random places for each POI where the loot room can spawn.
Oh you can, but have fun smashing a 100k hit point titanium steel block or whatever it is.

 
Crafting should be a last resort, not the best way. Look at real life, the only thing I've ever crafted were things I couldn't find or buy anywhere. In an apocalypse where time is needed for finding food, supplies etc would you spend hours smithing something, or just go raid the neighbors garage and have a look? They are dead on the lawn for days now. I think I'd have a look before bothering with firing up a forge and learning to smith, create smoke and noise that might draw unwanted attention. Crafting is unrealistic, especially when we're talking about high quality firearms. Armor, perhaps. Still though I'd go take a bullet proof vest off a dead cop before I'd be tinkering with plate chest armor.
That is pretty much how I treat crafting in the game. 90% of my crafting is stuff I use in bulk; cement, bullets, gunpowder, gas, etc.

Since much of my playtime is single player, it was never worth it to me to level up a skill to make high quality armor or weapons when I could find it and spend those points on other things like stamina boosting or better sneaking.

 
The gun racks might look cool and all. But having guns dangeling in front of the player, without any guns that can be picked up would be a downer and teasing the player.

Will the gun rack be empty after looting it?

 
It's not an exploit, you are putting in the work to clear the same building twice, why would you not get the loot? It's no different from finding two identical PoI across the street from each other. People have the weirdest requests to nerf things in ways that just punish players and make things more tedious for no benefit. IMO, if you do the work, you should get the loot.

I think the weird 24 hour delay on doing missions at the same PoI should be fixed too.If I stack 4 quests at the same PoI, why can't I just do them back to back? I can understand them changing it so you can't just do all 4 at once anymore, but at least let me just do them on a loop so I can go turn them all in
Personally I don't like the quest stacking like that. I would vote for limiting it so you can only get one quest per trader at any one time.

The other option is to make quest locations have a wider range of area they can be in. Like each tier of quest adds distance to the location. Tier 1 quests will be within 1km of the trader, while tier 2 would be up to 2km away. If you get 3 tier 4 quests from a trader but they are spread out in different directions and 3-4km from the trader, it would be a lot more effort to complete.

And this would also give players an incentive to explore further away.

 
 Please no more personal pictures. :)
One sec, forgot to turn on my nerd pole...😅

I9rxML7.gif


 
1. Are you guys leaving nerd pole-ing in the game? The way the game is played will be drastically changed taking this out from building to looting buildings. As it stands a player can get to where the best loot in the game is with two frames. Who needs a helicopter?! That's a problem right?
1, Yes.
Well there we have it guys. Guess we see how this keycard thing goes.

If anyone else cares maybe it will get asked again on Tuesdays stream with more detail.

 
The gun racks might look cool and all. But having guns dangeling in front of the player, without any guns that can be picked up would be a downer and teasing the player.

Will the gun rack be empty after looting it?
You bring up a good point.  Alittle immersion breaking.  If they make them look roughed up / disorganized / some broken it might be more believable like some of the pieces are not salvagable.... and thus container is empty....

 
So, Wasteland is gonna get radiated, not gonna spam with questions for more details before time comes. Like, is it gonna be everywhere in it, how the survival aspects are gonna be, are we gonna be protected by suits only or by some sort of upgrade (lead with concrete) to building blocks, too, so we can have a nice sheds out there ?

Anyway, hyped as hell, can`t wait for A19 ! 

 
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It stacks, it depends if you are building a castle or a small hovel. I can get plenty of resources over time without perks. If you need a castle by day 10 then sure, you might think you need those perks, but early game I typically work up my combat perks because I just don't need a super fort right away. In fact lately I've just been gathering ALL my cement and cobblestones from POIs and never wasting my hard mined resources on those things.
But Miner69 also improves the shoveling up of resources in POIs!

And Miner69 should get you better tools earlier than finding them in A19 (except for quality6), which depends on miner69 as well.

And opening doors and walls (and sometimes safes) is still very important to everyone, including looters. 

So much depends on miner69 even for a looter. I'm playing one, don't build excessive forts and I still see this perk nearly as important as my primary weapon skill.

I may be misjudging it's importance, sure, I'm very interested what telemetry will show in A19

 
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I'm so excited to try the Junk Sledge, I hope it scales well into end game as the viable Int melee weapon. It's technically a T1 but I feel like the junk line should be the exception where all 3 tiers are viable since they do 3 different jobs.

Junk Turret being mid game is fine anyway, it's ridiculously weak without perk investment. You need like 3-4 levels of the junk turret skill before it's even worth using imo, at least on the second highest difficulty. So getting one at level 1 currently in A18 is nice but doesn't really do a whole lot that a stone sledge or shotgun can't do easier imo
I used unperked Junk Turrets in A18 and found them to be very strong. In MP they'd switch targets after knocking one down and basically acted as secondary crowd control for me. For some reason, I didn't see this same behavior in SP, though they were still extremely effective.

 
You bring up a good point.  Alittle immersion breaking.  If they make them look roughed up / disorganized / some broken it might be more believable like some of the pieces are not salvagable.... and thus container is empty....
i would just make the guns 

A: Rusted to hell!

B: be broken! like barrels snapped

and C : have them have missing parts! 

 
We have. It might be nice having primitive rifles and pistols so people can specialize in those... but the agility guy has bows... maybe we just need rifles.. but then the auto weapons guy is screwed unless we make a pipe machinegun... Honestly it just sounds like cans of worms, the blunderbuss and bow are plenty to get started with.
The spear works as the primitive perception weapon.

Since fortitude is the brawler type, throwing random heavy objects like chairs and rocks thematically works as the primitive ranged option.

 
Oh you can, but have fun smashing a 100k hit point titanium steel block or whatever it is.
Why not just put the same protection on it as is on the trader POIs, even use the same high pitched NOPE noise when hit so a player immediately knows exactly what's going on, and that they cannot break into it.

Can that effect be applied to just one block? I'd imagine so, or if not then someone could make it so. Then it would need a key to open, or maybe an event trigger, like killing a boss, etc.

 
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