PC Alpha 19 Dev Diary

Status
Not open for further replies.
Ooo... this gave me a interesting idea for a "Special Infected" who, when is within a certain range makes the lighting fade out a bit more, so that Outside would fade to inside ambient, and inside ambient to maybe a darker set still. I would hope the effect could not stack however or late gamestage horde nights could be hard as hell.

Additionally, does the transition away from Gamma mean that the issues with maps being blown out bright (likely due to the Gamma system) has been solved?
The idea of a special zombie that only comes at night and makes all ambient light get darker is so creepy that I can feel the hair on the back of my neck rising just thinking about it.

 
Ooo Fire-axe is my favorite end game melee weapon, so I hope it is. I really hope Fire-axe gets some love and gets it's own dedicated perks, ATM it is only affected by Miner 69
I wonder if anyone has extensively playtested making axes count as bladed weapons as well as mining weapons? I thought they did at one time, but maybe that was unbalanced because you could also use it instead of your hunting knife/machete etc. (edit: for harvesting) But yeah, the fire axe as melee weapon needs some kind of additional love.

 
Last edited by a moderator:
If NVGs have a problem, they will get adjusted at some point.

Brightness can still go up fairly bright, just not the insane amount gamma did and how it brightens is not quite the same as gamma worked.
So can pvper's still cheat?  ;)

Be cool if servers could force certain settings... 

 
Speaking of mining helmets being made less of a must have item, maybe they should add an effect similar to that mining book that gives you less damage from falling  blocks.

 
Speaking of mining helmets being made less of a must have item, maybe they should add an effect similar to that mining book that gives you less damage from falling  blocks.
That's already accounted for in the armor value.

Anything more would probably be OP IMO.

 
This is with Brightness turned down to zero. (I like the game darker)

W6XbETr.png


I think the NVG work perfectly in A19. However, if you keep brightness at default you won't ever need them. Nighttime is pretty but visibility is always as though there were a full moon out on a clear night. If you want to be able to appreciate getting the NVG then you'll want to reduce the brightness. Over 15% is too bright IMO for a tense night experience but the default setting is probably best for new players.

 
Last edited by a moderator:
Youtubers get so touchy when they say going mining and i reply "gamma mining, your full" . Then try to have a gameplay discussion about how its taking away from the experience. I just give up and don't watch again. Plenty of up and coming people that are not  " youtube fame " gone to there head. 

 
If NVGs have a problem, they will get adjusted at some point.

Brightness can still go up fairly bright, just not the insane amount gamma did and how it brightens is not quite the same as gamma worked.
Certainly a step in the right direction! Adjusting brightness was always there to help out those with budget or older monitors but it's never needed to go to max brightness - turns the dead of night into daylight. If there are some that struggled you still have some old tricks to work with or slap on ReShade or Nvidia's Freestyle etc. You'd use these to adjust tint and weak saturation and I make do with default lighting due to the huge variation in environments to get perfect. With the desert for example, it feels like bloom is on even though it's not which in turn washes out the nice detailed textures. For years these shaders have gave me some options to get it looking natural on my setup with default values using Ultra. If the new lighting system helps with higher peaks and addresses tones then great, look forward to not using any 3rd party solutions.

 
Love the little details MM!  Plus points for the use of those wood trellis frames and those thicker wooden quarter blocks. 😎👍

MNX0mz4.jpg
Thanks, I like to make each base a little different and if I can't do something I feel should be a staple in the game I add it in. Like we couldn't make half stairs (the main shape minecraft uses for everything cool) so I had Gazz add that in. Eventually we want a new system that builds the blocks and upgrade chains for us so we don't have to define everything by hand.

 
Did... did you say railgun?

"... players might want perception for railgun and rl type experience."

Also nice base, hope to see some vids soon.
You forgot the key word there "QUAKE". I meant those guys who like railguns or rocket launchers from quake might like our perception build as it has instant ray cast long range weapon (rifle) and a rl.

 
Just watched some of the Alpha 19 stream.  I have to say that I am not a big fan of the big yellow dotted circle that says treasure here!  Kind of takes away from the immersion.  I hope that there are plans for creating a switch were you can turn that off.  I love the immersion, please don't take that away.
I've never been immersed by digging up 3000 clay just to find a single box. Usability trumps immersion. It's one of those things you just accept after a while because it's a huge time saver and it just improves the experience. Same goes with the stupid hidden cache boxes, just show me where it is already, I tore out 500 blocks and can't even find it. I'm sure most new users will appreciate it. I get how you feel about it, but at the end of the day in a time sensitive game quests should be completed in a reasonable amount of effort.

Wow, TFP are 47 people now. Thats actually larger than I thought.

I always imagined the team to be like around 15 to 20.
I can't verify that or deny it, but it sounds a little inflated. Must be counting all the QA team. We have hired a lot of devs this last year or two though. I think we even hired two of the community level designers recently.

The autoshotgun had a pretty bad showing, but it might have been Lathan's aim playing a big part in him using like 200  bullets to kill 25 enemies. I'm confused on why it's called the Auto shotgun if it's still semi auto. I figured it'd be a typical AA-12

In A18 on the second hardest difficulty, my level 4 pump shotgun has way better damage than what he was dishing out with the Auto, maybe the lack of mods + terrible aim were the problem? Madmole has an uphill battle in his video to regain fan faith in that thing ,the chat and even Rick made fun of how long it took him to kill 25 zombies lol
It is fully auto, at least when I was using it. And it is very OP, it just slaughters. I don't even need grenades I just shred. I'm on a new str build now so we'll see.

 
Purples by day 12?  Are you spec'd Lucky Looter?

I thought I wanted to see more from A19 but all the screenshots I am seeing make me want to play even more and right now a little too much. heh
Purple stone is nothing fancy. I level fast. I'm level 25 by day 12 usually.

Reminds me of the quad barrel shotgun from the Phantasm movie series:

019.jpg
The first game Rick and I made was called Gore, and it had a quad shotgun, but the barrels were stacked over under. It was badass.

 
Status
Not open for further replies.
Back
Top