PC Alpha 19 Dev Diary

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That is your problem, you are spoiled getting used to one guy giving you everything you need. Now you have to wonder, hmmm maybe I need to find the other ones. There is still a chance they have what you are looking for, its just less likely. Do you go to a convenience store for antibiotics or a pharmacy? I mean sure if one is on the way look quick, but plan on needing to diversify your search. Needs are good.
I'm just curious, and being a fan of RNG dictating play I don't mind either way, but will random gen have all Traders on every map or...?

 
I gave electricity a bit of love in 18, the rest is fine. If you think something is a bug report it in the bug forum.
I'd like to see a late game industrial cooker/stove yet, and an industrial forge.
Electricity bugs are very difficult to reproduce. I suspect stuff is getting freed without releasing all references, but try and reproduce that... :( I don't even know exactly when: when you pick up a block without unwiring source and/or destination? When a source gets destroyed? When a destination gets destroyed? When a source or destination collapses? Then there's the "chunk not loaded" bugs, such as when you are away from your base, and solar panels will not only not recharge your batteries, but they stop doing so completely, unless you cycle the power.

Which is to say, electricity has bugs, but you won't get them reported from us because they are elusive.

Most of the complains I see are about the "one input" rule. Want to combine the output of multiple generators for more power? Not possible, because you can't add generators in parallel as a source. Want to "close" an electric fence circuit? Not possible, because you can't get fences from two sides to "end" in a single pole. Want to turn off something when triggered? Not possible, because you can't have an electric-activated switch. I get it, though -- trees are easier than graphs. :) But you listen to someone set up electricity for the first time, and you are bound to hear something like this.

I do love the love you gave in alpha 18, but I wish you added a control to the powered doors to allow people to decide whether "on" means "open" or "closed". That would be much easier.

 
Not yet, but I am going to look at that when I'm done with the first pass.
While you're in there, could you give magazines a category? They currently only show up in unfiltered (and also secret stash obviously).

 
But zombie infested vending machines restock every few days too. That is just weird I think, even if survivors stocked em up before all stuff went to hell, nobody is going to now since they would rather eat the vending machines. It would be more interesting if they spawned with a set stock, and that is that for this machine. Lockpicks could allow a player to try and steal the stock or buy it with old dollars (so saving those up has a use too).
Restocking the machines, if you do not want it gone, could be part of the loot respawn setting, if that is off the machines also do not refill their stock. But currently they share all mechanics with traders, including currency so its limited in what can be set for them.
How do you know that the duke doesn't have a route and he restocks them. If you can get to them then surely the Dukes men could too.

They are shippable IMO. "More interesting" is a great thing for modders to work with. I see all kinds of mods for Bethesda games and the title is typically "better ____". Its a subjective thing, but that is what is so great about it. If you think its better, you download it.

 
Had the idea that once you have the relevant skill maxed out, that we can use weapon parts to reroll the stats on tier 6 items. Like T6 Item + 20 Parts + Other Crafting parts = New T6 weapon with new stats. Equipment parts kinda lose their value once you've found a decent T6 item that uses them.
Na, go fight a boss for a chance at a new one.

 
I'm just curious, and being a fan of RNG dictating play I don't mind either way, but will random gen have all Traders on every map or...?
I don't know if there is any progress on that yet. Its on our wish list I think.

 
Electricity bugs are very difficult to reproduce. I suspect stuff is getting freed without releasing all references, but try and reproduce that... :( I don't even know exactly when: when you pick up a block without unwiring source and/or destination? When a source gets destroyed? When a destination gets destroyed? When a source or destination collapses? Then there's the "chunk not loaded" bugs, such as when you are away from your base, and solar panels will not only not recharge your batteries, but they stop doing so completely, unless you cycle the power.
Which is to say, electricity has bugs, but you won't get them reported from us because they are elusive.

Most of the complains I see are about the "one input" rule. Want to combine the output of multiple generators for more power? Not possible, because you can't add generators in parallel as a source. Want to "close" an electric fence circuit? Not possible, because you can't get fences from two sides to "end" in a single pole. Want to turn off something when triggered? Not possible, because you can't have an electric-activated switch. I get it, though -- trees are easier than graphs. :) But you listen to someone set up electricity for the first time, and you are bound to hear something like this.

I do love the love you gave in alpha 18, but I wish you added a control to the powered doors to allow people to decide whether "on" means "open" or "closed". That would be much easier.
I always wanted to just install a mod into a door, like an electric door opener. Then the default position is whatever it is in when you wire it up.

 
MM, On Neebs latest podcast, Simon said he talked to your brother, and the guys wanted to get you guys on the podcast for an interview to talk about the Dev side of the game. That would be cool.

 
MM, On Neebs latest podcast, Simon said he talked to your brother, and the guys wanted to get you guys on the podcast for an interview to talk about the Dev side of the game. That would be cool.
That would be awesome!

 
You have to admit, traders are super OP. They are literally the Costco of the apocalypse which they were probably never intended to be. I am interesting to see how this balance change works out.

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That's still broken? Damn. Hope prime reads this.
I second this, there needs to be a way to send players to a specific POI (e.g. specific name etc.)

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Alpha 19 sounds better every day. Hype train !
46307758815_4f173051e3_b.jpg

Too soon ? Ok.
Not sure if sarcastic with that photo...lol

 
Its plausible a survivor stocked it up to make a profit from his buddies or set up a soup kitchen but you gotta pay to eat extra rations from vending machines, then things went bad.
This touches on an idea I had for a new type of job you could get from a trader. Once accepting the job you receive a "package" and are tasked with going to a half dozen different locations in a city to restock the vending machines. When you do the final one the package disappears and you return to the trader for a reward.

 
This touches on an idea I had for a new type of job you could get from a trader. Once accepting the job you receive a "package" and are tasked with going to a half dozen different locations in a city to restock the vending machines. When you do the final one the package disappears and you return to the trader for a reward.
I like this idea.

It definitely helps you make the connection that others are out there filling the machines.

I wouldn't do too many at one time though... it makes it a little too easy to use the quest to locate all of them.

 
I like this idea.It definitely helps you make the connection that others are out there filling the machines.

I wouldn't do too many at one time though... it makes it a little too easy to use the quest to locate all of them.
True, but I would treat vending machines as a way to get hard to find food/health items early game and don't pay much attention to them later. I think this would be a tier 1 quest and the player is still a low level when they accept this quest. Many of the vending machines are located in zombie infested POIs, and could be difficult to restock if they aren't being stealthy or risk getting caught in a bad situation getting an infection early sucks. Bottom-line, I don't think locating them causes an imbalance.

 
It's nice to hear about the dynamic resolution feature thingy,thx!
Can't play lower .Playing 800x600 is the only way to avoid 90% of the hiccups (except horde night) Screenshots at Lowest 1080p.

GTX 780M 4VRAM 4/4 Intel core 2,9Ghz CPU
To clarify: Dynamic resolution has to do with the resolution game cameras render at, not the resolution of textures used on meshes in the game.

Dynamic res uses more VRAM, since it needs a few additional lower res render textures to render to and be around for instant swapping or lag would occur. With 4GB VRAM that should not be a problem for you.

The GTX 780M has a very low fillrate, so I would expect you to have to use a low res to get a playable FPS. Dynamic res uses arbitrary scaling, so it is not limited to the standard monitor resolutions and allows the UI to run at a higher res than the 3d world.

 
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