PC Alpha 19 Dev Diary

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@madmole loving the perks and perk placement so far. There's some perks that i've maxed that i dont normally do (like the mining ones). Leveling is definitely slowing down, currently lvl 79 (d59, 5156 kills, gs 164, still only 2 deaths, 120min days). My perks thus far without equipment:

Per (3/10) - 3/5 Lucky Looter

Str (6/10) - 3/4 Sex Tyr - 1/5 M. Chef - 5/5 Miner & Motherlode

Fort (8/10) - 4/5 M. Gunner - 2/3 Living off land - 2/5 Healing factor

Agi (7/10) - 4/5 Archery - 2/4 Parkour

Int (7/10) - 4/5 Better Barter - 4/4 Daring Adventurer - 4/5 Adv Engine - 2/5 Grease Monkey

Am finding that questing is requiring more into my bow/sneak since I love to stealth play/kill my way thru a POI. And the radiated aren't too keen on dying to headshots the way i'm specc'd right now (t5 compound bow - polymer string, cripple 'em, and rad remover mods - 46 range dmg before mods). Tryin to stay away from t5 quests unless I've got absolutely nothin to do/accomplish which is few and far between since I'm the main miner for my group. The others don't mind mining and will do if they have to it's just that I like to do it more than they do and we barter. Another Alpha first for our group is the start of player economy, I set up vending machines for my services they give me the "brass" I need for my bullets haha. With the need/desire for a lot of the perks scattered across all 5 trees, assessing which perks will take priority is definitely apparent, creating early game specialization. I could see this as an issue in single player games more than MP. Maybe allowing the trader quests to reward skill point(s) could be a thing.

 
Stealth players are going to be somewhat weaker on horde night. I bet they are still adequate to the challenge. I bet they could sneak into a large building and knock out the stairs and ride out most horde nights hiding on the top floor and never engaging the zombies-- ie being stealthy. Could anyone do that without spending the points? Sure, but then the cool kids who did spend the points get the benefits which work for most situations during the next full six days and nights.
Says the guy who might not have tried it fully?

Run and gun, who needs a base? Go run through a crowd slitting throats and watch them bleed out or smg them and laugh while running and reloading. As long as you have coffee or cardio you are fine. Jump 3 meters onto ledges you make to catch your breath, etc. Is it the most DPS beast build? Hell no, but it is a breath of fresh air.

That was the whole intent of the perk system, to give replay value trying new builds out, experimenting and make teams that augment each other in MP.

Ranzera and Khalagar you should consider opening a pro players only discord server. You both seem to have solved the game so well I wonder why you keep wasting your time spilling your knowledge all over us noobs. 

That being said you need to get together and discuss Run n Gun, because one of you thinks the game can't be played without it and the other one thinks it's a waste. Who's boss? 

Serious question : does power attacking zeds in the grills with knuckles avoid being affected by the new critical debuffs like it does for infection? 
It blocks infection but you can still get a crit.

 
 Human psy@%$*#!gy dictates that most people will gravitate towards the easiest path to rewards.   People will use cheats and exploits knowing they're just making the game less fun for themselves.    It's the task of a good game developer to make the fun parts compelling and rewarding.
People have different intrinsic motivators. Not everyone finds the same things rewarding. This is not complicated. Not everyone feels the need to min-max games or rush progression. Some people do and I have no problem with that. But "some people" are not all people nor are they most people. Roland's beef having moderated this forum forever is that there are no shortage of people who complain about the game not being fun when the reason for it not being fun is not the game's fault. 

 
Sounds like blade traps got a nice boost.  Should make base building alittle more varied in the late game.
bruh i basically only use blade traps. and shock wires

dart traps to me are very situational but i don't hate them, Turrets are ok but i like to use Junk turret due to cost

 
I dont base build for the first 3 weeks. I sacrifice buildings til then. I start my week with some questing for the first 3 days, the rest I spend mining. why? because I like designing bases that shred horde nights. Intellect/ str builds are a must for this type of play as I use a lot of stone and sand, and dart traps need a lot of iron.

I have done base build playthroughs without mining, and went pure salvage and questing with better barter and bought all the mats, but that ended up being alot slower as traders really dont have much in the way of supplies to do that with. I rarely put points into weapon skills for the first 4 weeks. I dont even craft em past the initial intro quests. I find them quite easily.

I do however invest into stealth. fetch quests? quick easy, sneak in sneak out, head shot with a bow or crossbow or silenced 9mm. even in t5 quests. I have woken up zombie that way. moved over 3 blocks and stood stock still while they got up. and they couldnt find me, killing them with a 2nd sneak attack. stealth does take investment. but with no weapon skills and a crossbow? not much of a problem.

edit: so far I have 3 major base designs that work well. the birdcage, the cattle chute, and now, the ziqqurat.

bruh i basically only use blade traps. and shock wires

dart traps to me are very situational but i don't hate them, Turrets are ok but i like to use Junk turret due to cost
dart traps dont prime demos, junk turrets do

 
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Any plans to change the current blunderbuss model? Considering it's supposed to be a "look, it's technically a gun!" weapon, it seems strange to have an actual forged-for-purpose pirate boomstick model.

It'd feel more suitable if it was literally like an iron pipe banded to a stick, with a match on a tension spring swinging against the matchbox into a flash pan.

 
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Any plans to change the current blunderbuss model? Considering it's supposed to be a "look, it's technically a gun!" weapon, it seems strange to have an actual forged-for-purpose pirate-@%$*#! boomstick model.

It'd feel more suitable if it was literally like an iron pipe banded to a stick, with a match on a tension spring swinging against the matchbox into a flash pan.
I'd like a primitive hunting rifle done. a musket would be a nice addition to the stone age.

 
Any plans to change the current blunderbuss model? Considering it's supposed to be a "look, it's technically a gun!" weapon, it seems strange to have an actual forged-for-purpose pirate-@%$*#! boomstick model.

It'd feel more suitable if it was literally like an iron pipe banded to a stick, with a match on a tension spring swinging against the matchbox into a flash pan.
Looks pretty good enough for its job.

I'd like a primitive hunting rifle done. a musket would be a nice addition to the stone age.
This could be a good solution for longer range, while coping to survive to next era, those more rabbits that they will add, cannot be left just like that out there.

 
I'd like a primitive hunting rifle done. a musket would be a nice addition to the stone age.
heck add them all!

Musket = Marksman good range, better damage then Blunderbuss but slow reload

Flintlock = Gunslinger = ok range, lowish damage but quick reload

Revolving rifle = AR: Fine damage, ok range, slow reload and holds 6 shots.

and maybe a change with the bow so its not left out!

Maybe able to fire 3 arrows? or a "Lung piercing ability"  where it causes bleed, and lows a target down

 
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Btw, so far game goes really good, really have no complains or something, just testing things and tactics till stable and it is hell of a fun. 

Can`t wait for the next update. 

 
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Btw, so far game goes really good, really have no complains or something, just testing things and tactics till stable and it is hell of a fun. 

Can`t wait for the next update. 
i just settled in the burnt forest and when night comes it's scary!

a zombie ran at me and that scared me! very nice job there 

 
heck add them all!

Musket = Marksman good range, better damage then Blunderbuss but slow reload

Flintlock = Gunslinger = ok range, lowish damage but quick reload

Revolving rifle = AR: Fine damage, ok range, slow reload and holds 6 shots.
actually, the blunderbus/flintlock were about the same, and both were pistol type weapons. revolving rifle? this isnt Fallout, and never really existed. there may have been some gimmicks, but not historically matching. blus a 5-6 shot rifle is basically a hunting rifle

 
actually, the blunderbus/flintlock were about the same, and both were pistol type weapons. revolving rifle? this isnt Fallout, and never really existed. there may have been some gimmicks, but not historically matching. blus a 5-6 shot rifle is basically a hunting rifle
Blunderbuss could be used as a pistol like how you can saw off a shotgun, it was mostly a 2 handed fire arm. the real blunderbuss used lead, rocks, glass, anything that was small and you could put in the barrel! it its ammo! (plus black powder)

the revolving rifle is a Black powder Six shooter and while it look awhile to load it worked! its that or a Pickle gun and no one would hold that thing!

colt_1855.jpg


this vid should be better!


Spoiler



 
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