PC Alpha 19 Dev Diary

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Looks great! It's shocking how dated A18 looks after seeing A19. I never really looked at the weapons that closely until I saw the new ones, A19 looks a decade newer! The weapons and lighting both look tremendously upgraded, and it seems like a lot of stuff got upgrades like the forge, terrain, walls etc all look newer, may just be the new lighting system in action

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Did I miss something mentioned before, or what is this battleaxe O_o

Tier 3 Machete? Also digging the Jeep map marker!!

 
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Like I said, gameplay over realism. By this logic the wasteland would just be a waste of space. Why go there if there is no reason to go there in the first place?
Because it'd be the only place the Bandits don't run you out. It'd be a more realistic start place imo. A hostile area the Bandits don't desire to be in. What's worse, some zeds or dudes with guns?

 
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I'm not getting into the whole super realism argument, alright? Have yourself a good one, and hopefully A19 suits your fancy as much as it does mine. 🙂

(You have to think of the little player too, you know; you know, the vast majority? How would you think a new player would feel if they died to land mines, zombie bears and dogs, vultures, etc. on their first day, and it never stopped? Most would quit the game and not recommend it to anyone. That is a realistic scenario.)
You're commenting a lot for saying you're not going to argue.

(You are awfully stuck in the present. You have to think of how the environment and game balance mechanics would, you know, change? How do you think the biome might change if the wasteland was a starting area? Most would end up having an actual goal in this game beyond surviving the horde. That is a realistic scenario.)

Have yourself a good one, and hopefully A19 suits your fancy as much as it probably will mine. ;-*

 
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That would be a hard no. Hopefully the sequel will be gold in 7 years.
Any general story line you guys have for the sequel?

Could we assume the character "Won" 7D2D part 1?

Starting out in a small but growing settlement that needs your protection would be interesting.

If that settlement happened to be on the New Jersey side of New York City would be completely, totally amazing. 

If the city had a literal "Upper Class" who ruled the city from the upper floors of skyscrapers that were interconnected by crude bridges.

And only the elite had Airships (of course!)

 
You're commenting a lot for saying you're not going to argue.

(You are awfully stuck in the present. You have to think of how the environment and game balance mechanics would, you know, change? How do you think the biome might change if the wasteland was a starting area? Most would end up having an actual goal in this game beyond surviving the horde. That is a realistic scenario.)

Have yourself a good one, and hopefully A19 suits your fancy as much as it probably will mine. ;-*
I'm not sure why you feel that the burned biome and the wasteland biome wouldn't have anything good?  You say it would all get burnt up or nuked but that is not the case with buildings and structures. There are plenty of partially intact and almost fully intact buildings and if you think about it realistically everyone would have fled the fires leaving their posessions behind and in the areas of POIs where it isn't all burned up there could still be good stuff. Same with the wasteland. The bombing killed everyone who didn't quickly evacuate leaving all their possessions behind.

Why would all the best stuff be there? Because the zombies and dogs and mutated infected moved into those locations making it too difficult to go in and scavenge so it is still all there. It isn't difficult to turn a backstory any way you want it to support the gameplay decisions you are wanting to make.

And when it comes down to it the forest is serene and beautiful and the burnt forest and wasteland are spooky and scary so they intuitively feel like they should be the way TFP is choosing to go with difficulty.

I suppose they COULD adopt your narrative and invert all the difficulties but why should they when it is very simple to come up with an alternative narrative that makes sense and supports what they want to do anyway?

Could we assume the character "Won" 7D2D part 1?
@Gazz won't let us win. He'll set things up so that all the math approaches infinity as the player approaches winning....

 
I've never really understood the push from fans for it to hit 1.0. The prolonged alpha / Early Access has been fantastic for us as customers. We get tons of free content every few months that overhauls the game and gives us reasons to come back and do a whole new build a few times a year.

I basically don't buy anything that's not early access anymore specifically because of that. With "finished" games you play it once, put 40-100 hours in it, call it good, then probably never play it again. With early access games you put 40-100 hours in it each "run" and then come back every time there's an update and put another 40-100 hours in it to see all the new stuff, then take a break until the next big update and repeat
Hah. Good one.

 
...

@Gazz won't let us win. He'll set things up so that all the math approaches infinity as the player approaches winning....
Sounds like Gazz read John D. Rockefeller's play book!

When asked "How much money is enough?" the man with 1% of America's wealth said: "Just a little bit more". 😆

I'm sure once all TFP start working on "Al's Marina vs The [SIZE=19.6px]Apocalypse[/SIZE]"-- er, a Part 2, we will have a way to "Win".   

 
I'm not sure why you feel that the burned biome and the wasteland biome wouldn't have anything good?  You say it would all get burnt up or nuked but that is not the case with buildings and structures. There are plenty of partially intact and almost fully intact buildings and if you think about it realistically everyone would have fled the fires leaving their posessions behind and in the areas of POIs where it isn't all burned up there could still be good stuff. Same with the wasteland. The bombing killed everyone who didn't quickly evacuate leaving all their possessions behind.

Why would all the best stuff be there? Because the zombies and dogs and mutated infected moved into those locations making it too difficult to go in and scavenge so it is still all there. It isn't difficult to turn a backstory any way you want it to support the gameplay decisions you are wanting to make.

And when it comes down to it the forest is serene and beautiful and the burnt forest and wasteland are spooky and scary so they intuitively feel like they should be the way TFP is choosing to go with difficulty.

I suppose they COULD adopt your narrative and invert all the difficulties but why should they when it is very simple to come up with an alternative narrative that makes sense and supports what they want to do anyway?

@Gazz won't let us win. He'll set things up so that all the math approaches infinity as the player approaches winning....
The buildings are all half wrecked or worse, but the narrative is that the bombs and fires somehow *didn't* destroy the loot inside, but instead means that loot is somehow *more* valuable? That sounds like an argument a Florida real estate agent might make in the apocalypse. I'm not buying it, not for .2 seconds. All the best loot is in the flooded hurricane areas right? Same concept here.

I get the feeling that anytime anyone thinks about "Bandits," what they are actually picturing are Psychos from Borderlands. Bandits are going to be your disaster refugees that banded together to survive by means of force. They are about as likely to stake out a living in a wasteland or a burned forest as you are going to seek a career in coal mining.

I'm just picturing what reasoning people would do in an apocalypse when they had a near monopoly of force. They'd keep the best stuff for themselves and leave the rest to starve. The Forest is the prime real estate in this game and you can bet your @%$*#! if this were a real world simulation, they'd be there and they'd round up everyone else and force them into the undesirable places.

 
The buildings are all half wrecked or worse, but the narrative is that the bombs and fires somehow *didn't* destroy the loot inside, but instead means that loot is somehow *more* valuable? That sounds like an argument a Florida real estate agent might make in the apocalypse. I'm not buying it, not for .2 seconds. All the best loot is in the flooded hurricane areas right? Same concept here.

I get the feeling that anytime anyone thinks about "Bandits," what they are actually picturing are Psychos from Borderlands. Bandits are going to be your disaster refugees that banded together to survive by means of force. They are about as likely to stake out a living in a wasteland or a burned forest as you are going to seek a career in coal mining.

I'm just picturing what reasoning people would do in an apocalypse when they had a near monopoly of force. They'd keep the best stuff for themselves and leave the rest to starve. The Forest is the prime real estate in this game and you can bet your @%$*#! if this were a real world simulation, they'd be there and they'd round up everyone else and force them into the undesirable places.
But you're OK with rotting corpses running after you?

I don't know of a single game where some level of accepting the games reality is not required to fully enjoy it.

 
But you're OK with rotting corpses running after you?

I don't know of a single game where some level of accepting the games reality is not required to fully enjoy it.
If you're not, you should probably play a different game. Cuz this game has that.

 
The buildings are all half wrecked or worse, but the narrative is that the bombs and fires somehow *didn't* destroy the loot inside, but instead means that loot is somehow *more* valuable?
Why not?

Just after the bombs dropped, lots of things were destroyed but some stuff survived. Sure, more stuff was destroyed in the hardest hit locations, but... In the days and weeks after, the people who survived flocked to the least damaged regions and they were looted the hardest, all the good stuff is gone. The more destroyed regions, and those most infested were not looted as hard if at all. So in the world we spawn into, the harder locations have better loot, and the nicer places don't.

 
Continuing that line of logic, it should probably be the easier biomes with the ferals anyway. It makes more sense fresh zeds would be the runners and you'll be seeing the fresh zeds where there's people dying (IE the bandits).

Why not?

Just after the bombs dropped, lots of things were destroyed but some stuff survived. Sure, more stuff was destroyed in the hardest hit locations, but... In the days and weeks after, the people who survived flocked to the least damaged regions and they were looted the hardest, all the good stuff is gone. The more destroyed regions, and those most infested were not looted as hard if at all. So in the world we spawn into, the harder locations have better loot, and the nicer places don't.
Things that aren't destroyed are going to at least be damaged and therefore of lower quality. I'd expect to see Faulty quality items where everything got destroyed. That is if I saw any loot at all.

 
If you're not, you should probably play a different game. Cuz this game has that.
Nah, rotting corpses running after people could easily be explained with science!

The recently discovered Fifth Fundamental Force of reality: The hypothetical X-17 particle has 30 times the energy of an electron which are are emitted in a radioactive environment.   This could power a corpse using more science we yet understand.  It also explains why radioactive zombie corpses have more energy.

 
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Nah, rotting corpses running after people could easily be explained with science!

The recently discovered Fifth Fundamental Force of reality: The hypothetical X-17 particle has 30 times the energy of an electron which are are emitted in a radioactive environment.   This could power a corpse using more science we yet understand.  It also explains why radioactive zombie corpses have more energy.
They won't commit on the vehicle of zombification. Though given by most of the names of the zombies in game, they are almost certainly zombified via disease rather than reanimation. 

Disease zombies are real and explained by science. Humans haven't been affected by this phenomenon yet for the most part, though Syphilis is kinda scarily close to it.

 
Interesting thought process Ranzera but it just isn't going to happen. The dye has been set and your "opposite day" scenario is not in the cards. :)  

I can see your reasoning but I can just as easily see the reasoning that TFP is actually going to go with. Can you not accept that stuff was left behind in haste and that tougher zombies that inhabit those biomes keep it from getting scavenged before you get a crack at it?

We don't know yet about the bandits. In the Navezgane map I believe that the casino is going to be deep in the wasteland biome or perhaps along the border of the desert and the wasteland. That could all change, of course, but if the Duke's seat of power is in the wasteland then it stands to reason that the density of bandits would radiate from there. Again, you can scratch your head and wonder why would they live in the wasteland or you can try and come up with an explanation of why they live there....since they do. If TFP gets a cohesive backstory together you might not even have to think of it yourself, you'll find out as you play.

 
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