PC Alpha 19 Dev Diary

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I'm only giving ideas to something that may or may not be in the game.

You would possibly need a remote to give the drone action commands.

This would be done by holding the remote in you toolbelt and while holding it use the something like the ammo selection menu to give it commands.

Remotes and drones are paired when built.

You can have a rare chance of coming across drones and remotes but need to scrap them to parts as there never paired and only make your own when you have all the parts and a schematic.

 
I like the idea of being able to use a drone with a camera(Like a typical $50 walmart drone, not like a US airstrike drone) to scout out areas or draw Z's away, or strap a landmine to it for a one hit boom. Good for scouting out other players bases in PvP situations. You could also use one to draw zombies TO a neighbors base. Just use a modified turret interface. Looking forward to it.

 
Faatal
For the situation with the vultures shown above is it possible to use the

existing code and allow them to land and attack block -1Y, if entity alive

and unreachable. They drop through if unchecked and wreak havoc in side the cage.

Similar to how you progressed the Zombie ai to attack

block area. Plus add the Zombie pack bonus like the Biped AI.

Vulture landing, isn't that just takeoff played in reverse?
The block in the way to the target could be in any direction, so really it is just attack what is between me and the player.

They don't have take off anims. It is just wing flapping and movement.

 
Could you put the vehicles to spend battery?
؟Podrيas poner que los vehيculos gastaran baterيa?
Mods for vehicles are on their way, as the first post says. And between them hopefully that.

 
I enthusiastically agree with the decision to prune a lot of perks from 5 levels to 3 levels. For me, this isn't about making the game easier or harder, or pushing the endgame stage to occur earlier or later. It's about feeling like each time you buy a perk, it's making an appreciable difference.

I definitely felt that Alpha 17's perks were watery. I'd e.g. buy level 2 of something, not because level 2 enticed me at all, but because level 3 would do something cool, and you had to have level 2 first. I'd much rather cut the filler and just buy the cool thing, even if it cost more to maintain balance. Alpha 18 offers more interesting and better distributed benefits from skills in general, but Alpha 19 sounds better still. :)

 
I enthusiastically agree with the decision to prune a lot of perks from 5 levels to 3 levels. For me, this isn't about making the game easier or harder, or pushing the endgame stage to occur earlier or later. It's about feeling like each time you buy a perk, it's making an appreciable difference.
I definitely felt that Alpha 17's perks were watery. I'd e.g. buy level 2 of something, not because level 2 enticed me at all, but because level 3 would do something cool, and you had to have level 2 first. I'd much rather cut the filler and just buy the cool thing, even if it cost more to maintain balance. Alpha 18 offers more interesting and better distributed benefits from skills in general, but Alpha 19 sounds better still. :)
I agree! Every point should be meaningful/rewarding. I was glad yo hear about the upcoming perk balancing changes. 😎👍

 
LOL, just no. We need late game firepower, you have no idea what is coming. Airport, not fun just a big terminal, luggage and a few shirt shacks and vendors. Takes up a mile of real estate for the runway. It has zero dungeon ability. Caves, we have caves.
We had caves. Now we have some POIs that go below ground. I don't think of them as the same at all. Both POI caves and procedural caves can be very dungeon-crawly. But the big draw of actual procedural caves to me is the exploration potential.

The path through a POI is always the same (by design). To be fair, you can bust through a wall wherever you want, and a few have some nonlinear elements. But it's too easy to memorize the layouts, even if you're not trying to. Any POI has a finite quantity of novelty, and players will always consume that faster than you can make more POIs.

Procedurally generated spaces, meanwhile, can be fresh every time. This is why (and correct me if I'm wrong) you've put so much time and effort into the random world generator. And thank goodness for that, because most players get tired of Navezgane eventually.

But even in RWG, how does the terrain affect gameplay at this point? For now, it amounts to how the blanket of terrain is folded. You basically have three kinds of areas: flat/'good' terrain, steep/rough terrain, and bodies of water. As a subtractive process, the variety of e.g. Perlin worm caves, populated with their own POIs, would feel fundamentally different. It's more enclosed, obviously, which means instead of some hilly patches that interrupt your otherwise unfettered path in any direction, you're automatically constrained to certain paths in otherwise solid space. You're experiencing branches versus dead ends, tunnels opening up into caverns, sections that run straight through water or other challenges, and so on.

In short, procedural caves have the replayability of random generation and dungeon crawl potential. So I really hope the performance problems that caused their removal can be overcome, and we can have caves again!

 
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We had caves. Now we have some POIs that go below ground. I don't think of them as the same at all. Both POI caves and procedural caves can be very dungeon-crawly. But the big draw of actual procedural caves to me is the exploration potential.
The path through a POI is always the same (by design). To be fair, you can bust through a wall wherever you want, and a few have some nonlinear elements. But it's too easy to memorize the layouts, even if you're not trying to. Any POI has a finite quantity of novelty, and players will always consume that faster than you can make more POIs.

Procedurally generated spaces, meanwhile, can be fresh every time. This is why (and correct me if I'm wrong) you've put so much time and effort into the random world generator. And thank goodness for that, because most players get tired of Navezgane eventually.

But even in RWG, how does the terrain affect gameplay at this point? For now, it amounts to how the blanket of terrain is folded. You basically have three kinds of areas: flat/'good' terrain, steep/rough terrain, and bodies of water. As a subtractive process, the variety of e.g. Perlin worm caves, populated with their own POIs, would feel fundamentally different. It's more enclosed, obviously, which means instead of some hilly patches that interrupt your otherwise unfettered path in any direction, you're automatically constrained to certain paths in otherwise solid space. You're experiencing branches versus dead ends, tunnels opening up into caverns, sections that run straight through water or other challenges, and so on.

In short, procedural caves have the replayability of random generation and dungeon crawl potential. So I really hope the performance problems that caused their removal can be overcome, and we can have caves again!
id like caves back for nothing else than the panic moment when you run across them at full sprint and find yourself airborne.

sucked when you had finally found the minibike or made it and it ended up killing you. ah the good old days

roads in a town connect pois at the surface

how hard would it be to take that concept and connect underground pois?

curious, not demanding...

 
I can't see the merit in "exploring" any cave, unless there is proper incentive. Like some caves might have some special sunken poi at the end, but not all. But even then, if it's not man-made, why explore it? There will be nothing but nature in them, nothing of interest :')

I'd like them in the game just for the sake of it. For hiding during early game, or along the way loot stashes. Building small huts just isn't the same.

I can't imagine exploring a procedural natural cave. Who cares (apart from a naturalist?) if it goes left or right or up or down, it's a cave.

 
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i learnt a trick from Kickz. if you place a wood frame on the road in front of POI's you have cleared firstly you notice the frame as you pass by but secondly the frames show as a small brown square on the map.
Thanks for that, that's actually a pretty interesting idea! While this does more or less solve my problem, I still like the idea of being able to draw on the map and share with friendlies, for a more visual way of communicating, not just for "X"ing off previously visited POIs. This trick would work beautifully in a solo map though, and I will keep it in mind next time there's a major update and I need to restart. Thanks again! :smile-new:

 
What I would like to see is a new vehicle for the destroyed biome, an "Ice Cream Truck"

We all hear the sound but no Ice Cream Truck anywhere in the city to be found, drives me crazy...

The Hawaiian Shirt Z, he makes a Spewing Sound like the Z Cop but he doesn't vomit at all.

Can we make him spew a Toxic Beer Vomit if you don't kill him in time he explodes & all that Toxic Beer & Acid Reflux Vomit goes everywhere.

I would also like to see the Timers I asked for in the Smelting section of the Forge. You added the Timer to Fuel & not Smelting, that's where we need the Timer or 2 Timers, 1 for each Ore.

It's too complicated adding fuel for Smelting because of the different smelt times for Ores.

We know exactly how much Fuel to add for Cooking but not Smelting.

We know how much Fuel to add for Forging but not Smelting.

Can we please finally make Smelting easier as far as adding Fuel...Please

 
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One perk that I would like to see is one that allows you to fire two arrows at once. With a minimal spread so you can hit an enemy with both arrows at close range for double damage and hit two targets at once at a greater distance.

 
Any possibility of weapons no longer being tied to specific attributes? I really like the strength/agility/perception etc format that we're using right now, my only problem with it is that if I love spears, but prefer investing in attributes in the fortitude tree early on for the utility of its perks, I have to choose between combat effectiveness or general utility. I wish I could simultaneously improve my spear effectiveness and work toward a high level in Iron Gut for example, but I have to instead get better with fist weapons while working toward Iron Gut. I found a temporary fix where I put one point into Iron Gut and live off Snowberries early-game while empowering my perception skill tree, since 1 point completely removes any food poisoning risk associated with Snowberries. I guess the first sentence is my primary question, any possibility of weapons no longer being tied to specific attributes? This game is just on the cusp of being perfect and most of the changes made since Alpha 17 I truly love, it just feels like with the perk system as it currently is, you are pigeonholed into specific weapon types whenever you go for the utility perks you really want. It's manageable and of course you can level up to a point where you unlock everything, and like I said I found a work-around using Snowberries, but hey, maybe you guys are thinking about weapon specializations too in your perk changes for the future. This game feels like it's 90% perfect, and it's really really hard for me to find any fault with it besides the pigeonhole aspect with weapon specializations. Even then, it's a subjective fault not an objective one, it's just a problem that I personally have with it. But objectively speaking the game is funner than its ever been and there's tons of fun new features to play with, and for those who like the older version, the console version for ps4 and X box probably isn't going to change, it can remain an untouched throwback to how the game used to be ^_^ That version certainly has its own charm about it. Anyway I'm sorry for the big post, my question is just the sentence at the beginning though that's pretty much all I'm askin.

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Maybe you could restore the old system of leveling up weapon proficiency via fighting with that weapon type? Using spears all the time makes you better with spears, for example. Just a thought.

 
And one last thing, the game could really benefit from the option to toggle "Rage mode" on and off... It seems like a zombie feature that exists purely for the sake of griefing players

 
And one last thing, the game could really benefit from the option to toggle "Rage mode" on and off... It seems like a zombie feature that exists purely for the sake of griefing players
Zombies exist to grief players.

 
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