PC Alpha 19 Dev Diary

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Hi MM,

Thanks for the round tower design, I figured since everyone was doing castles I should at least start to try and make one too and see what happens.  I did run into a blending issue with this tower design and wood ramp blocks (roof) but it still came out okay.  I used paint so the blocks that didn't quite fit together aren't so obvious from a distance.  See image below. I highlighted red the voxel space where I couldnt find a block that  would blend well into the tower.

View attachment 13024
It looks really nice :)  

 
Maybe they fine tuning the last Build to release it out really soon, if all well then transcends to Stable Friday
From what I understand Rick coordinates the build releases and he hasn't been well, maybe part of the delay. Hope you get better soon Rick! 

 
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I understand your point, but it is a bit of a stretch, espacially point one. 

If "most players" ust it is a criteria, you could just as well get rid of 75% of the weapons or more :=)

I understand your point, but it is a bit of a stretch, espacially point one. 

If "most players" ust it is a criteria, you could just as well get rid of 75% of the weapons or more :=)
I think the point he is making is how they prioritize features.  Bandits for example is something most likely everyone will experience so it gets a higher priority.

Other things get a lower priority and may never get implemented due to not having enough time.

 
We were talking about this other day, but someone on Reddit has a thread right now about the plant hitboxes thing. Definitely seems to be a really common issue as it gets mentioned quite a bit, the plant hitboxes might need another pass to see why they are so finnicky, it really does take a lot more attempts than it should to harvest a small garden, and then you have to go back through and repair all the damage you did trying to punch your plants

ufe3j5gx4qe51.jpg


 
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@madmoleWould it be possible to make player crafted lights have a dimmer switch built in, so players can set the brightness of the light? This way you can make each rooms lighting unique.

View attachment 12982

Top pic is default 3.0

Bottom pic is 2.5

View attachment 12983

lighting is better at lower intensity

View attachment 12984

Another example
Everything is possible, but not likely. The level editors have access to a color and intensity slider box, but users could slow the FPS making the light too bright or look horrible, etc. I'm sure a modder can expose that at some point. It is generally a good design to keep things simple, the more stuff we add the more bugs and the further bandits and gold gets, stuff everyone can enjoy, not just fort enthusiasts like you and me.

 

@madmole I really enjoy seeing other people builds, building techniques and defense designs. Would it be possible to create a sticky topic somewhere eg.: "Show us your builds" in General discussion. I kinda miss such a tread to gather inspiration for building new cool stuff and showing mine.
There is no need for a sticky, if people like it, and talk about it, it will stick itself.

I haven't looked at available paints/textures in a while, but all these posts about it made me remember the old Adobe blocks (A15?). I really liked the look of them, very soothing for some reason, and the 3(?) pale colors really complimented each other.

If it came down to a choice of a few 'fresh bright paints' or the Adobes, I'd vote for the adobes. :)
Yes I use those a lot and there are some woods that seem fairly nice yet, so it isn't impossible to have a fairly clean look.

 
On 8/2/2020 at 3:43 AM, STyK_ said:

I noticed something while recording a test video. The time is set to when it happens, just listen for the hit connect sound when I line them up for the kill shot, there is none till I move closer. This is an old save from B169 but I believe it could be replicated. Feel free to watch the vultures nearly get me as well. 

What if this, what if that. Every what if delays shipping, delays bandits, new player models, new special infected with cool behaviors.

 
@madmole i had an odd idea for 2 perks to add as kinda more fun than functional.  What if we had a perk that the traders would stock more household items in their inventory, like fridges, stoves and the such, it could be inter intelligence, and maybe one under strength (or intelligence) that would unlock more additional blocks that can be built, or items that can be built?  I think some of the builders who don't go into the creative menu would like having those types of perks, just an idea i had as i do want more items i see in the world in my base naturally, i wouldn't mind even a mod for the wrench,ratchet,impact driver that would give a small chance to pick up the item your breaking instead of the materials.
I wouldn't clog up the perk tree with non survival oriented junk. Just go to CM and grab what you want, or mod a recipe in, or mod the trader inventory  done. If and when we possibly get the new shape menu in we can consider more decorative blocsk within there, but right now its just a mess and we're not adding more mess before we clean it up and at least unify the core materials. Every piece of clutter we add to the trader inventory is a good item not spawning, so players crafting a deco helper block is the only way I see it happening. Again the problem is framerate, if someone makes high poly coffee pot and spams it on servers, everyone suffers.

At the end of the day it isn't something I'm going to push when we're lacking core features. It might fall in at some point, but not in A20.

Hi MM,

Thanks for the round tower design, I figured since everyone was doing castles I should at least start to try and make one too and see what happens.  I did run into a blending issue with this tower design and wood ramp blocks (roof) but it still came out okay.  I used paint so the blocks that didn't quite fit together aren't so obvious from a distance.  See image below. I highlighted red the voxel space where I couldnt find a block that  would blend well into the tower.

View attachment 13024
Yeah I wish we could just force two voxels in the same space. Who cares?

 
Looked like fun! I liked how you cut the wood ladder down behind you making it impossible for them to reach your loot room. The only thing I don't like about the pistol build is finger fatigue on horde night, I'm looking forward to getting an SMG for my agility player for hordes.
Its what I'd do IRL, when I think they mite have breached that close to my ladder its time to cut it loose. I asked for a roll up ladder once upon a time and the idea was shot down so I found my own way, with no little effort if you notice that whole wall had to get moved back one block. I overacted though, looking at it later they actually didn't even get in, that spider zed was just sticking though the wall cause he could climb the ramp. I guess he can't fit though a one block opening. I should have just healed and went to the next room and will do next time once those window are converted to the bar hatch design.

Pistol would work better if I could find a good one or the parts but 25% loot is tough. Imaging that setup for fortitude build!

 
@madmole
My declaration of intent:
 

Once Alpha 19 Stable comes out I'll be doing an Insane, Nightmare all the time, Permadeath, 64 Zed Bloodmoon, 2hr day, no air drops, 25% loot, no loot respawn, no cheese, no nerd poll, play though called 'One Life.'  Navezgane. One man RP to make it interesting.
 

The goal is to sway the opinion on nerd polling as settings options are being looked into to discourage it. 
Also there have been talks about settings options for Permadeath or 'Dead is dead' as TFP refers to it but only a lite so many lives version. It would be sad if Permadeath finally became an option and ended at lite. So that's why settings are hardest of the hard, proof this can be done.
Lastly hopefully my building style and playstyle will encourage TFP to add an adjustable AI difficulty scroll bar so that the AI will be more destructive and just be less predictable due to pathing. 
Thanks for taking the time to read this. Like and subscribe if you like but that is not the goal at this time.
https://www.youtube.com/channel/UCbyaDG3CK5JvFDsEcAFfrPw

@madmole Would it make a better case if I did it on Random Gen? I picked Navezgane cause it's closer to a finish finished product and it will help with the RP part but if you guys think random gen is ready I can change it if you think it is too much of an advantage. I've already done Navezgane I'm pointing out, I'd be just providing you with the video evidence.

I'll post the first video when I get a good start on and then I'll stop posting vids on here after.
Whatever you do, do it for fun. I don't like Navezgane because I know where stuff is and that makes it super easy and removes the incentive to explore.

I don't think nerd polling is going anywhere. Why? Because you can build ladders, stairs, very easily. The amount of effort to "fix" something isn't worth it when there is another 50 ways to do it. Why gimp builders when it isn't going to gimp looters?

If something has lasted 19 alphas, it probably isn't going anywhere.

 
I still do not really like how many parts it requires to make a tool or weapon when they are usually already gated by a recipe you have to find and steel. 

Like on my one world I am like over level 30 and have 8 intel and 4 in robotics and I can not even make a junk sledge yet, lel.  I could do 5 parts, but not 15 or whatever it costs yet, heh.  RNG ftw.  I have 3 traders now so I guess it should not be much longer. 

Not really a big deal though.  The build is really good, I just make sure I start off specializing in something that does not require RNG.

 
Its what I'd do IRL, when I think they mite have breached that close to my ladder its time to cut it loose. I asked for a roll up ladder once upon a time and the idea was shot down so I found my own way, with no little effort if you notice that whole wall had to get moved back one block. I overacted though, looking at it later they actually didn't even get in, that spider zed was just sticking though the wall cause he could climb the ramp. I guess he can't fit though a one block opening. I should have just healed and went to the next room and will do next time once those window are converted to the bar hatch design.

Pistol would work better if I could find a good one or the parts but 25% loot is tough. Imaging that setup for fortitude build!
I was confused why you didn't have a repair tool on your belt, you could just repair stuff and stay put.

 
Hi MM,

Thanks for the round tower design, I figured since everyone was doing castles I should at least start to try and make one too and see what happens.  I did run into a blending issue with this tower design and wood ramp blocks (roof) but it still came out okay.  I used paint so the blocks that didn't quite fit together aren't so obvious from a distance.  See image below. I highlighted red the voxel space where I couldnt find a block that  would blend well into the tower.

View attachment 13024
Just roleplay the parts of the castle that cannot blend together. I tell myself it's the part of the castle that has decayed. All castle do haha.

 
Just roleplay the parts of the castle that cannot blend together. I tell myself it's the part of the castle that has decayed. All castle do haha.
Or really nice shelves for invisible gnomes 🤔🤪

 
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I was confused why you didn't have a repair tool on your belt, you could just repair stuff and stay put.
part of my cheese rules, who builds and repairs in fight! I'm not a fortnite fan obviously. More suspense my way. It is a little scary after going and repairing and see how damaged the block got though and I didn't see it happening. Life could be easier but where is the fun in that.

Edit: I hope you guys were able to do something with that bug I noticed, I wasted alot of ammo confirming something wasn't right.

 
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I was doing some quests/looting today, largely in the hopes of obtaining some robotics parts (which are by the way almost impossible to find compared to any other parts, not sure if that's intentional.) In the process, I wondered if the questing system might be fleshed out in such a way to tame the RNG just a touch. Something like:

30% (number is arbitrary) of quests have a more focused reward selection. It's not necessarily visible to the player, but the trader dialogue can append a little hint: "Go and beat up the zeds at house_modular_whatever. Come back when you're done and you can pick an old weapon I've got lying around in the back." Low-level quests might give you a choice between a spear and a pipe shotgun, higher-level quests might let you pick a sniper rifle or a steel sledgehammer. 

You could do this for weapons, tools, seeds, books, electrical stuff, medicine, recipes, construction stuff... you could even align it with the trader's specialty. And this focused reward system wouldn't necessarily apply to all quests, or even most. Maybe there's a cap of 1 per trader per day. But I feel like it could lead to some interesting choices, like "Do I take this quest that's just 300m away and hope for a good reward from the generic table, or do the quest that's 1.4km away but will give me a recipe?" And there's no guarantee that the recipes offered are new/unread, so unlucky is still unlucky. 

Thoughts?
Robotic parts are plenty common, you either haven't played long enough or you have got bad RNG. We already have something similar, the perk that gives you additional choices for rewards. I don't like rewards being specialized because there are no decent high end medical items so Jen would become the useless trader to do quests for, and everyone would flock to Hugh for his guns.

The plan is to game stage the rewards to stay ahead of loot by a few levels so the rewards are better than what you could find, but not game ending, until game end.

Correct. The right hand has a chainsaw attached.

You guys do realise that this is getting into the territory of weird and hard to enforce rules, right?

There is no need for a solution because there is no problem.
Yeah the solution is mod it, we provide what is needed to survive, and then some but we have no desire to kitchen sink the whole system for the 2% vanity fort guys. Every feature no matter how small has a huge ripple effect of time, bugs and performance issues, so no for the 8,000th time.

 

I understand your point, but it is a bit of a stretch, espacially point one. 

If "most players" ust it is a criteria, you could just as well get rid of 75% of the weapons or more :=)
Which is why gamesparks paints the true picture, blanket statements like this with zero facts to support wild claims has zero impact now, as it should.

Maybe they fine tuning the last Build to release it out really soon, if all well then transcends to Stable Friday.... (maybe)    :)
There is another exp coming for sure. If that tests well it can become stable.

 
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