PC Alpha 19 Dev Diary

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Not the ranged firearms so much but the melee do, since they are crafted where T3 firearms are looted so those would be top tier real world, with wear, tear and modifications/repairs.
ok nice to know thank you :D

 
Alpha 18 has been my first time playing this game and I'm enjoying it a lot! Looking forward to the next alpha and eventually the full release. But these are some of the points I miss the most in the game so far, with a constructive perspective in mind to improve the game even more:

- Having a display bar or values for hunger/thirst/temperature in the HUD is a must imo, or at least the option to enable those. I guess max stamina is an indicator of the hunger value, but I keep having to open up the character screen to check my thirst, which is a bit immersion breaking. And I just know about the temperature when I'm already with the negative status for cold for example;

- Having staff-like weapons as a melee AOE option with maybe higher reach but lower damage. The tier progression could be something like: wooden stick -> wooden quarterstaff -> iron/steel staff;

- Having swords that deal high damage but degrade pretty fast (repairing would be like sharpening them). The katana cliche is always nice, but also some other options like a rapier for zombie brain stabbing would be amazing;

- Food poisoning feels a bit extreme taking your food to 0 all of a sudden, at least on the first few days of a new game. I know this might sound like a casual's request, but the option to reduce its effect to 50%/25%/etc. would be a nice addition to the difficulty options imho.

- When first starting the game it was pretty overwhelming to read through the skill trees, considering I couldn't do so with the game paused. Surely you can use night time to do that, but I think this would be a better solution: When starting a new game you could be allowed to allocate a few or at least 1 perk point somewhere, because it makes sense for your character to have some sort of background somewhere considering it's an adult. That would also allow the player to start understanding the perk options before the daytime starts counting and zombies start showing up around you.

 
Alpha 18 has been my first time playing this game and I'm enjoying it a lot! Looking forward to the next alpha and eventually the full release. But these are some of the points I miss the most in the game so far, with a constructive perspective in mind to improve the game even more:
- Having a display bar or values for hunger/thirst/temperature in the HUD is a must imo, or at least the option to enable those. I guess max stamina is an indicator of the hunger value, but I keep having to open up the character screen to check my thirst, which is a bit immersion breaking. And I just know about the temperature when I'm already with the negative status for cold for example;

- Having staff-like weapons as a melee AOE option with maybe higher reach but lower damage. The tier progression could be something like: wooden stick -> wooden quarterstaff -> iron/steel staff;

- Having swords that deal high damage but degrade pretty fast (repairing would be like sharpening them). The katana cliche is always nice, but also some other options like a rapier for zombie brain stabbing would be amazing;

- Food poisoning feels a bit extreme taking your food to 0 all of a sudden, at least on the first few days of a new game. I know this might sound like a casual's request, but the option to reduce its effect to 50%/25%/etc. would be a nice addition to the difficulty options imho.

- When first starting the game it was pretty overwhelming to read through the skill trees, considering I couldn't do so with the game paused. Surely you can use night time to do that, but I think this would be a better solution: When starting a new game you could be allowed to allocate a few or at least 1 perk point somewhere, because it makes sense for your character to have some sort of background somewhere considering it's an adult. That would also allow the player to start understanding the perk options before the daytime starts counting and zombies start showing up around you.
There's a modding scene and custom UIs that display that are available

more melee would be nice but they're a small team so whole new weapons take a while.

trust me, the current way is better than suffering for several ingame days from food poisoning

completing the tutorial quest string grants you 4 skillpoints

 
What's ISS?
Integrated Survival System, f.e. the health and stamina system. Its getting changed so your not constantly bandaging micro damage to max health, but rather will receive more significant hits that have a debuff attached to them, and require a specific treatment.

 
I wonder if it’s still an adjustable spanner or is it just a heavy club?
These bolts highlighted in the picture do not block the movable part of the key, with which the key can be adjusted to different sizes of bolts and nuts ???

I think you pretend to use language barrier so you can troll me with your insanity. Those just hold the bottom jaw on the wrench and have nothing to do with adjusting the jaw.

 
I wonder if it’s still an adjustable spanner or is it just a heavy club?
These bolts highlighted in the picture do not block the movable part of the key, with which the key can be adjusted to different sizes of bolts and nuts ???

You shouldn`t be into nuts and bolts so deep, bud. :)

 
Madmole, with the desire to have 3 tiers of all weapons in the game, do you have any plans on making it harder for the player to acquire the highest tier of each weapon type?

For example, would the Desert Eagle have a much lower drop rate than a regular pistol?

 
My point exactly. I might be misreading your answer, but if I'm not, you rather seriously misread mine. A several-blocks-thick wall of weaker material isn't close to as good as the same hp worth of concrete, for at least the reasons I gave, and I *like* that. It's why I think industrial-scale concrete production should require power. I think there should be at least a month or two where there's a good answer for "why not use concrete?", namely "dude, I can spend the entire day mixing up the concrete to build one wall or I can have the whole thing built out of stone or iron this morning.".
My notion is, make handcrafting possible but slow (a sorta-realistic result might be 5s to make one, 50s for ten is about 20 minutes of game time, for a yard of concrete that's sort of in the reasonable ballpark for a magic wheelbarrow you keep in your pocket) and making the mixer require power and run at its current speed. So somebody handcrafting nothing but mix full time could handcraft the mix for 72 concrete blocks per game day, maybe that's a bit much, but they'd have to dig the sand too since they don't have the mixer to make it. Whatever.
Make the concrete mixer use stamina when in them and not have it working at all when unattended, and give them the option to use power for unattended use perhaps? I always wondered why the mixer could work without any power.

Same with the workstation. It should allow for superior speed, but not work unattended at all. Or perhaps do it by radius, so they work while the player is near them. It's a bit strange that the workstation can craft 1500 arrowheads while I'm out looting :)

Same with the campfire, you might have a big pot of stew in one go without being present, bacon and eggs on the other hand could require the player to be present.

The Chem station is about the only one I wouldn't change, as it's designed to work independently, good enough for a game anyhow ;)

Just my thoughts on the crafting system. A way to have mass produced stuff, and stuff that requires the player to pay full attention or at least to be near. Make it configurable, so players could just set that radius to max and retain the current functionality.

Might require balancing the food items and others, as stuff like bacon and eggs will become more valuable, as more actual player-time investment is needed.

 
On the fog idea, I’d love to see near 100% fog hit around 1400 of horde day as a prelude to the blood moon battle. With the fog comes creepy screams, noises and a very occasional screaming, running zombie. For atmosphere, that would be crazy, cool lead into horde night. I hope that could be made to happen.

 
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