PC Alpha 19 Dev Diary

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Emergency Meeting at TFPs head quarters.  Major show stopper...

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One of my favorite aspects of the game in recent alphas is how they took the focus off of the player as the center of the universe. You can see a horde and they aren't walking straight at you. Details like this really make you feel part of the world rather than that feeling that the world was created for you.

Here is a small clip of Alpha 19 I was allowed to share. It shows a bit of the new music and there is this point where you can see what I'm talking about where you aren't the focus of the world. You might catch sight of one of the new zombies as well..



 
2 minutes ago, Roland said:

One of my favorite aspects of the game in recent alphas is how they took the focus off of the player as the center of the universe. You can see a horde and they aren't walking straight at you. Details like this really make you feel part of the world rather than that feeling that the world was created for you.

Here is a small clip of Alpha 19 I was allowed to share. It shows a bit of the new music and there is this point where you can see what I'm talking about where you aren't the focus of the world. You might catch sight of one of the new zombies as well..

I love the scenery, and damn that horde was awesome

When I get to play a19, im gonna build a nice house in the forest biome, a horde base away from home, and love the scenery, my main weapon of choice once I get it will be my desert eagle, my favorite gun.

 
Trankitas said:
@faatal I just wanted to know what are you working on right now. 😇
Mostly worked on rage and pain this week. My release note additions this week:

Changed: Reduced AI rage chance base damage to 40

Fixed: AI rage chance above the base damage

Changed: Dynamic resolution default mode to off

Changed: Player local prefab to use new male and female arm mesh and mats and deleted old nail game objects

Changed: gamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2

Added: Bear pain resistance, moved pain to an anim layer, so can still move and doubled health

Fixed: Movement slowing when attacked was not removed with pain resistance

Changed: Removed bashing attacks randomly not causing pain

Added: Pain resistance on all animals and anim layer on boar, deer, mountain lion and wolf

Changed: Increased minimum pain duration

Changed: Increased boss Grace's health

Fixed: Players invisible to AI on dedi

 
There is a lot more variety of music that really sets the mood and atmosphere. Sometimes peaceful, sometimes forboding, and sometimes @%$*#!!!!!!!

Even the burnt forest has remarkably beautiful scenes now that go perfectly with the music that is playing. Feels very cinematic and poignant at times. 

 
There is a lot more variety of music that really sets the mood and atmosphere. Sometimes peaceful, sometimes forboding, and sometimes @%$*#!!!!!!!

Even the burnt forest has remarkably beautiful scenes now that go perfectly with the music that is playing. Feels very cinematic and poignant at times. 
is the burnt forest still smoggy and foggy?  As much as I think it sets the mood, sometimes i would love to see clear skies since its already burnt down, with maybe more chance of fog there, cause I dont mind living there myself, but the fog i both hate and it affects my frames lol

 
SnowDog1942 said:
Im 100 percent certain he just finished improving zombie reach in peer to peer games.

Right faatal? :)
Not yet. I did a good amount analysis on it last week. Added console commands to enable packet delay and loss simulation in network lib. Added drawing of positional latency in the view and improved drawing of hits. On hold now to deal with issues effecting game play testing. Time is short, so experimental or stable may even happen before I make adjustments to it.

 
is the burnt forest still smoggy and foggy?  As much as I think it sets the mood, sometimes i would love to see clear skies since its already burnt down, with maybe more chance of fog there, cause I dont mind living there myself, but the fog i both hate and it affects my frames lol
The burnt forest is beautiful now. It is smoky but not impenetrably foggy. In A18 it is oppressive and depressing. In A19 it is awe-inspiring. Part of it is the return of the pine trees with all their branches burned off and just the trunks rising into the air. It really brings me back to the way the burnt forest used to be before those huge craggy trees were added everywhere.

 
Hello all. I play this game for many years, practically from the beginning. In my opinion, there is no better game of this type and believe me I played many survivals. Here, nods to the creator for his ideas and the work he did. However, one thing started to irritate me in this game. Sounds of bonfires, forga and opening boxes or even digging in the rock. I have, for example, a base underground, and behind a wall consisting of double steel frames. Why am I asking at the surface can I hear my bonfire, forge or even if I open the box. It's like being in the crosshairs of other players all the time. With all respect, but it is completely unfair that everyone passing by immediately knows where my base is .... shouldn't it just be rewarded for my ingenuity, innovation ....? It should not be heard - I repeat, you should not hear such things from behind thick rocks and behind a large concrete steel wall ..... Request to the Creator - change it please ... Puki what moved to a PVE server because on PVP my base too long does not stand. It's too easy to find. It irritates me a lot.... Regards. 

The same applies to light. Why do I dig deep underground when I know the sunrise ...? It should be dark underground, like apologizing in the @%$*#!. It doesn't make any sense. Big compliments to the creator but instead of playing new ax models, please change such important issues as light and sound ....

 
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The burnt forest is beautiful now. It is smoky but not impenetrably foggy. In A18 it is oppressive and depressing. In A19 it is awe-inspiring. Part of it is the return of the pine trees with all their branches burned off and just the trunks rising into the air. It really brings me back to the way the burnt forest used to be before those huge craggy trees were added everywhere.
im so glad to hear this, it was getting a little sad that the desert and forest were the only places that really looked and felt amazing to live in, heck even the wasteland made sense lol, and i hope to finally spawn in the forest, every map i have started lately has had me spawning in the desert, it gets annoying hahaha

 
hiemfire said:
Unless you guys changed it for A19, the startle and run range of the non-aggressive animals is a good bit longer than the effective range of the pump shotgun and longer than the max ranges of the double barrel and blunderbuss from what I've seen in A18. I don't bother with the shotguns anymore because of this. For me if the target is in shotgun range then it is time to switch to melee and get ready to kite and brawl. 
Yup, save all my shotgun ammo for a turret. Never use it. It never felt balanced against the other weapons, with it's ranged penalty. Short range should have been a lot more powerful. Pistol can do a lot more damage in close range, due to it's high rate of fire.

 
madmole said:
The way my game has gone so far up to day 10-11 or so, level 15 ish I believe is something like this:
I found a brown blunderbuss just before I was going to craft one. I was two shotting most zombies with it and having a great time. Then I was given a brown double barrel and I use both weapons. I use the blunder first, and if I didn't kill them with it I switched to my double barrel to finish them off. Great times. I spec'd into str and probably around te horde time I crafted a yellow blunderbuss which was a bit better than the brown one. I also got a brown pistol in loot and an ak47 as a quest reward, also brown, and very nerfed to make room for the new mid tier assault machine gun which feels more like the AK we all know and love. It shoots kind of slow and I had 4 rounds so I just stowed it away. FFW to last night, I found a green blunderbuss so I swapped my mods into it and smelted my yellow one. Yes we are modding primitives actually! Then I found an orange double barrel that does 1 more damage than my brown one did, and so I scrapped the brown to parts so I can make a pump shotgun when I get tier 4 rank (which unlocks t2 weapon crafting). Parts are more common now, so crafting seems more relevant.

So to me it feels like a little bit longer stone age than before, and then you'll really feel a lot longer early mid, mid and late game hopefully and use several items of mid teirs before advancing to top tier things. Its one of the best changes to the game I've seen in years.
 
I don't understand how you can say that you think the stone age lasts longer than before, when you just spend an entire paragraph talking about a boat-load of guns you craft/find before the first horde..

 
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