PC Alpha 19 Dev Diary

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Very unfair how you treat us newbies. I may have only a few hours in the game, but I'm still a human being that should be treated with respect.

Seriously though, I assume that means there is a block in the game (toilet?) that gives a guaranteed small iron pipe? I had thought even those had some RNG.
Toilets give short iron pipes, so do cars, sinks, ovens, trash compactors I think, fridges maybe.

 
Toilets give short iron pipes, so do cars, sinks, ovens, trash compactors I think, fridges maybe.
Sure, the question is do they give it guaranteed by scrapping them with a stone axe. No wrench and it must be 100%, always at least one pipe out of it, otherwise it would be RNG-based

 
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Sure, the question is do they give it guaranteed by scrapping them. No wrench and it must be 100%, always one pipe out of it or it would be RNG
Sinks give the same resources (types, quantities) whether you wrench them or smack them with a stone axe / pickaxe, including popes. Toilets give you one short iron pipes when you smash them, several when you wrench them. The rest require a wrench.

 
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Sinks give the same resources (types, quantities) whether you wrench them or smack them with a stone axe / pickaxe. Toilets give you one toilet when you smash them, several when you wrench them. The rest require a wrench.
Still only half the answer. If I had the XML at hand at the moment, I could just look it up myself.

Last I wrenched toilets I did not get full toilets in my inventory but various parts and stone.

 
Still only half the answer. If I had the XML at hand at the moment, I could just look it up myself.

Last I wrenched toilets I did not get full toilets in my inventory but various parts and stone.
Was a typo; I meant pipes, not a full on toilet.

What other half do you want then?

 
Fallout wasn't a survival game when it shipped and my guess is they saw the success of us and Rust, Day Z, etc, and decided to toss survival in. Then that didn't work so they thought the magic secret sauce must be MP so they made Fallout 76.
New Vegas survival worked extremely well actually, then somehow they made it terrible in "4." That was before Rust and such (New Vegas).

The difference is they were trying to make the game something it wasn't, to appeal to a wider fan base. We are making the game what it is, and to appeal to us internally.
This though is great sounding philosophy, looking forward to the end product.

 
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But as devs and others are already playing and streaming with 172 and 173 it was a question to the OP as he is usually quite helpful ;)
True, but another thing is that if a fix is done, it is possible to cause another bug(s), so it takes time. 

Worry not, it will be out , but dates are impossible in such a complicated game. 

 
I embrace the game as is, bugs etc and all. This is my game through and through. I sit back in wonder of how far the game has come. I dont sit here with a sense of entitlement demanding the game to be changed to how "I" want it. Just play the game or make your own.
I have written 2 documents with 6000+ words each, drawn a bunch of concept art (some that i havent posted) of possible zombies, reported bugs, written a controversial review, discussed feedback and keep track of this game totally because I am entitled and think the game is @%$*#! and i don't want it to improve right?

I want to see this game KILL triple AAA games and become the standard for the "zombie survival" genre, because until now, all of them have been the same boring bull@%$*#!. Unfortunately, what this game does well, sometimes doesn't cover up the fact that polish, decent combat mechanics, animations, sound design and particles are lacking. And me, just like the developers and most here, want to see this thing finished and kick every other game's @%$*#!. 

Sure if you compare it to previous alphas it has gotten better in a lot of these aspects (especially particles and animations), and that's improvement. But you can't say the game is perfect as is and call feedback entitled demands. You have a lot of whiners on the forums, but those rarely get their voice recognized (fortunately) and remain in their basement.

We are all here, taking time, most of us writing well thought stuff down, because we want this train to keep going forward and not fail like many other early access projects. They've gotten the money already, but I think it's in everyone's hearts not see this game's potential go to waste.

Also, it's better to criticize something than blindly say amen to everything. It's good to think on your own and make your own judgement, I'm a learning game developer myself, and this kind of @%$*#! is healthy for both people (we're both sharing points of view and learning, also making the brain work by making counter-arguments).

 
I could care less if it is balanced between attributes. If you ask me, that is actually a detrimental design philosophy. Making it fun and viable is my goal. It isn't a competition between perks and weapons, it is what makes you tick? What combination of stuff suits you? If you want it all you can have it all, but just not now. The perk tree as a whole produces a variety of cool builds that play different and provide different satisfying results. I'm still doing agility and am now doing 6x sneak damage at night with my bow, which is quite awesome. I actually inverted my play style, I used to quest all day with my strength build, and build at night, now this character does one little job at night and then enjoys building an entire day, because I do more damage at night and I can move around unseen.
I partially agree and partially disagree.  If everything is fun and viable then I think it's acceptable.  However if you have one attribute that's way better or worse than the others I do think it drains away some of the fun once you've played other things and realize how far behind something is or how far ahead something else is.  That being said in current state of the game I don't have a problem with the balance of any overall attribute.  Some are stronger/weaker but not by enough to matter much unless you crank up the difficulty alot.

That being said "feel" does matter too, which is why we all discussed sniper rifles before.  Even if perception as a whole is totally fine, and I disagree personally on people insisting spear is bad, Snipers definitely feel lacking compared to other weapons.  They can do the job, but after you play other weapons they definitely don't feel as fun because you're aware of just how far behind they are.  I still enjoy them, but it's a factor to be sure.  Also, perception is heavily carried balance wise by the explosives line since explosives are completely OP even without the skill line.

 
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Change the word "criticize" with "feedback". 
Criticizing is not something inherently detrimental, i know what i said. You can criticize something while saying positive things as well. I guess the values taught during the Renaissance and by Greeks long before that have gotten lost with the "Either with me or against me" mentality (not directing this at you btw). 

 
Criticizing is not something inherently detrimental, i know what i said. You can criticize something while saying positive things as well. I guess the values taught during the Renaissance and by Greeks long before that have gotten lost with the "Either with me or against me" mentality (not directing this at you btw). 
No worries :)

 
Criticizing is not something inherently detrimental, i know what i said. You can criticize something while saying positive things as well. I guess the values taught during the Renaissance and by Greeks long before that have gotten lost with the "Either with me or against me" mentality (not directing this at you btw). 
What was that saying? Humans never learn? :)

(As a species, I mean.)

 
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