PC Alpha 19 Dev Diary

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I really don't know what you are on about here. Once you have the ability to mass craft safes or steel you also have the ability to sell a crap ton of loot to traders which will net you much more. In every playthrough I've done, dukes become a complete non-issue shortly after I have a motorcycle. By that time, I'm also clearing POIs at night. If people want to play 2 hour days and spend the entire night in their base crafting to sell to the trader more power to them. But it's a waste of resources in my opinion. Besides dukes aren't exactly hard to come by. I'm sitting on about 200k dukes solely from selling items I looted.
Here is a scenario for you then. A group of players with augers mining enough iron to beable to sell to all the traders and max them out on steel and your still pumping out steel on top of that so you make that into safes, with a 500 being the cap per trader obviously these individuals have done this before if they consider it a viable option. Max barter perks, use the cigar, use some candy, I think there is even a food now. I'm not going to do the numbers. If MM considers this a viable option then ok.

 
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there is always c) a20. :)
Right because the only possible options for the Junk Drone are: a) release in A19 or b) be scrapped.
Problem is the same happened to the Behemoth and to Zip Lines or the Lockpicking minigame, we all saw a working demo, then they were delayed for a few alphas and then finally scrapped. I was asking Madmole if from a devs point of view the conditions for the Junk Drone look similar to those previous projects or if this feels more like just a "bump in the road".

 
Problem is the same happened to the Behemoth and to Zip Lines or the Lockpicking minigame, we all saw a working demo, then they were delayed for a few alphas and then finally scrapped. I was asking Madmole if from a devs point of view the conditions for the Junk Drone look similar to those previous projects or if this feels more like just a "bump in the road".
I HIGHLY doubt they're scrapping the Tier 3 robot. I mean, what would they replace it with? Not to mention all of the programmer's weeks/months of work down the toilet. They needed to start somewhere for follower code, and this is the start.

 
Animal spawns in the Snow Biome might be a bit too frequent.

Starter quest sent me to trader on the edge of a city in the snow. I hadn't explored it yet but went looking for farm field pois as the city I relocated to (in green forest) doesn't have any. (honestly not a passive aggresive reply to a reply, it's what I was looking for and I knew where this city was & hadn't explored it)

Just scouting the snow city I saw 3 Bears, 2 Dire Wolves and 1 Cougar. I had an lvl1 AK and some rounds so I took 2 Bears and 1 Wolf, leaving about 50 7.62 so stopped hunting.

Like I said I hadn't been there before so all 'fresh' chunks. Day 15 Lvl16 GS40 Advent 90min Pregen02.

Just considering this from a meat adundance perspective. I get the 'have the snow biome tougher' part, but based just on this one experiance, it looks like the easiest place to hunt.

Leads to a polish idea, the dark colored fur of the bear & wolf really make them stand out against the snow. Maybe a snow variation where they're either snow dusted or something.. though a polar bears white fur in the snow.. that'd be something to scare the kids :)

 
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Another thing i forgot!

You've done well to slow progression down in regards to loot. The tiers seem right now. However, I am still finding things at the traders way above my looting tier. I find advanced engineering and grease monkey (sometimes physician too) to be quite arbitrary now. I think that traders could use a balance like the loot and if my other idea above or something similar were to be implemented, this should slow the min maxers down a little. Otherwise, you get to day 40 and you don't see any point in continuing because you dont want for anything.

Lastly, the start is so engaging and addictive because its a real challenge to keep your weapon loaded with ammo. As you play, the bullets start raining down, so much so that unless im on difficulty 4 or above, day 30ish rolls around and im swimming in so many bullets that i barely need to craft them! I don't think the zombie difficulty scales enough with the technology and ammo that becomes available to the player. 

Thanks for reading, if you did, and I hope my ideas help :)  always loved this game right from the earlier alphas!
They know the traders balance isn't there yet, They've said many times it still needs to be brought down to match loot levels.

 
My semi legit castle:
EeSB_rFU0AA122T


EeSB_rAU8AAnO2r


EeSB_rXU8AASBch


 
Here is a scenario for you then. A group of players with augers mining enough iron to beable to sell to all the traders and max them out on steel and your still pumping out steel on top of that so you make that into safes, with a 500 being the cap per trader obviously these individuals have done this before if they consider it a viable option. Max barter perks, use the cigar, use some candy, I think there is even a food now. I'm not going to do the numbers. If MM considers this a viable option then ok.
The cap is 1500 per trader. 500 per stack x 3 stacks max. So 60,000 Steel, 7,500 springs and 7,500 mechanical parts for 3 stacks. 20,000 steel, 2,500 springs and 2,500 mechanical parts per stack of safes. You do you, but that is a @%$*#! ton of mining, forging, wrenching and scrapping for a massive reduction in return (can't craft springs and mechanical parts). 138 x 1500 = 207,000 Dukes from selling the safes. Just the Steel that you need to craft that many safes would net you 600,000 Dukes if you just sold it. You end up loosing about 65% of the steels' value selling 1500 crafted safes. Adding in the sell value of the mechanical parts and springs, I don't have the numbers for those, just makes the disparity even higher.

 
Looks great, Madmole!   I used to build stuff like this then Demolishers happened and taking the time to make two bases to play the game became less fun.

 
Looks great, Madmole!   I used to build stuff like this then Demolishers happened and taking the time to make two bases to play the game became less fun.
Demolishers.. take mega crush, jump into the frey, lead them away from base, kill, run home. I keep a 7x7 steel tower for hordes demolishers might crack some blocks but its solid, it won't fall.

Here is a scenario for you then. A group of players with augers mining enough iron to beable to sell to all the traders and max them out on steel and your still pumping out steel on top of that so you make that into safes, with a 500 being the cap per trader obviously these individuals have done this before if they consider it a viable option. Max barter perks, use the cigar, use some candy, I think there is even a food now. I'm not going to do the numbers. If MM considers this a viable option then ok.
The logical thing to do is sell the steel, it sells for way more than the gunsafes, as I already explained. If people want to work their @%$*#! off and lose money crafting them they can. You can do anything and make more money per hour almost. Go lot a POI and make 10 grand, or mine for days, smelt, still go wrench parts and springs, slowly craft safes to sell at a loss? I don't see the issue. People can do that if they want it isn't an exploit, it would be a waste of time.

 
The cap is 1500 per trader. 500 per stack x 3 stacks max. So 60,000 Steel, 7,500 springs and 7,500 mechanical parts for 3 stacks. 20,000 steel, 2,500 springs and 2,500 mechanical parts per stack of safes. You do you, but that is a @%$*#! ton of mining, forging, wrenching and scrapping for a massive reduction in return (can't craft springs and mechanical parts). 138 x 1500 = 207,000 Dukes from selling the safes. Just the Steel that you need to craft that many safes would net you 600,000 Dukes if you just sold it. You end up loosing about 65% of the steels' value selling 1500 crafted safes. Adding in the sell value of the mechanical parts and springs, I don't have the numbers for those, just makes the disparity even higher.
Earning that much money should not be possible at all IMO.

They should add a "budget" for each trader like many other games did in the past: that way you can't earn more money than (i.e.) 10K dukes a day because that's what the trader has in his safe... until he can restock and make more money the next day.

 
Looks great, Madmole!   I used to build stuff like this then Demolishers happened and taking the time to make two bases to play the game became less fun.
I usually have two places of rest myself. One like MM mentioned a tower of sorts for the trouble that comes. Then the other for living arrangements and architectural splendour.  

 
@madmole, maybe I should report this in Bug Report, I dunno.

But if I scrap a glass block in my hand, I will get only 1 Broken Glass. If I put it on the floor and broken that, I will get 2-3 broken glass.

 
Its not just about the money either its about the brass and being able to make it in a short amount of time. I mean kodos for them for the teamwork.

 
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Because they're not holding weapons and carrying a bunch of stuff bobby. And oh, game design.
yeah k. karen.

They know the traders balance isn't there yet, They've said many times it still needs to be brought down to match loot levels.
oh right..because you are lvl 5 every other person that would have come to the trader is lvl 5 too. No variation in lvls at all.. makes perfect sense. not to mention why bother going to a trader at all, through lvl 10 at least? I can make my own stone ax, thanks.

 
My semi legit castle:




Thats freakin awesome.  Blending of the housing with the traditional castle elements.  Plus points for making a traditional castle draw bridge entrance. :)   Maybe 7d2d2 will be a story of medieval times.......😎

Edit: Also like the use of the new trim blocks.  Beats having to rely on pole blocks all the time....

 
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