PC Alpha 20 Dev Diary

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I hope you don't hate me, but the amount of what you carry could be solved with larger manufacturable or affordable backpacks, I would like the weight to be influential, having work tables, cars, motorcycles, and 10k of mineral in my backpack is not immersive. .
All you have to do is change the stack sizes of the things you want to carry less of.

 
New smoking pipe looks REALLY COOL!


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Could just find/harvest scrap brass and ditch the trophies, knobs, etc.
I think any loot item that has no use in any recipe and exists only to be scrapped should be removed and the scrap brass, lead, etc., should be found instead.

 
my wife wants to know why the female zombies are stereotyped and why there are no construction female zombies or mechanics etc. 
PS: the Stripper zombie was a great overhaul,  the nurse and others need some love.  

 

 
Madmole  .. hoping you have a great holiday

Also .. when A20 drop .. is there a chance that .. 2) Random Generation Update .. could have something like what Nitrogen gives us to work with maps making .. Just a thought.

Take Care and Be Safe ... the Old Gamer ..  :02.47-tranquillity:               Have a safe Holiday

 
Wandering hordes randomly skim along the edge of where a player is, so maybe you just got (un)lucky and they have not been noticing you?

That would be an interesting thing to bring in closer as their target's GS increases.
 
I thought I should follow up.
I am on Warrior difficulty, and roughly on game stage 440 and still no zombies at night for 99.9% of it, on two consecutive nights I had one curious scout and the other night i had one wandering horde and that's it, I had 6 generators, spinning blade traps, tons of lights, 4 forges, and 4 chemistry stations all running, and on top of that 8 burning barrels, and the zombies are just no where to be found.

Keep in mind I don't want to be constantly harassed but I don't want it to be so peaceful that I can have a moonlight luau in my backyard and have no fear that I will be attacked.

 
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I looked into that a while back and there isn't an easy way to speed it up, other than to change the weights and rebalance everything.
All you have to do is add a upgrade slot in the workbench for a Mod that will speed up processing time just like you have for the forge with the Advanced Bellows, easy peasy.

I would love one of those for the Chemical Station.

The benefits are self explanatory.

This may not resolve the players 'on person' ability to scrap or craft faster but it seems to me that is part of why workbenches and other workstations are vitally important to have in your base.

Another idea is to add the Scrap-o-matic machine that will scrap items super fast, but then the Workbench and Chemistry station wouldn't get any speed upgrade love which would make me sad.

I am currently getting around the slow Workbenches and Chemistry stations by having 10 of them, so you could save me some space in my base by adding the speed Mod.

 
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I'm sorry, but I could never support insta scrap. It hasn't happened to me in a while, but instantly scrapping a precious item like a gun, a stack of old cash, a stack of bottled water, etc. sucks, and having those few seconds to react can save them from being turned into a less than preferred form. Just my take though. :)
what about an in game setting for it? say instant, 10s 20s 1 minute 3 minutes etc type of thing?

 
Any chance that when wolves/coyotes retreat from the player after x amount of hits (random chance, of course), that when they returned to finish the kill they do just that? It's irritating hitting the same animal with over a dozen arrows and after each shot it runs off into the distance again.

 
This is going to seem like I'm trying to be funny, but I'm not. I would like to know

would it be possible to add an if\then parameter to the general xml files.

Abstract Example: If player vector3 property name="lightsource" >20 then wake entity Sightrange=Sightrange+20.

So if you have a flashlight on it instantly increases the sight awareness of zombies farther away.

It is very simliar to Cvar and passive_effect but would possibly extend the range of customization, it can be used with

an absolute value, a <=>, or a min max to adjust anything from AI response under certain conditions, to weather shifts,

depending on vector3 location.

 
Are you planning to hire some more actor and actress's for voices for zombies?  I would love that because all of them seem to sound the same. 

 
@madmole I'm not really a PvP guy, but with the new RWG changes, have you guys talked about some game mode favourable to PvP ?  like, for example:

 Small 2k RWG map deathmatch with build capabilities intact , and with invulnerable terrain but destroyable buildings, plus yellow bags that give plenty of ores at player/entity death to account for the lack of them  (due to invulnerable terrain) or even lots of ore for sale at traders.

I mean, tweaking that out into a solid game mode is very straightforward once the new RWG is online, and on the plus side it will bring A LOT of players to this game, given that the top long-term  holders on the Steam charts are indeed PvPs.

As I said, not really my jam, but hey, it's a couple of weeks work in exchange for tens of thousands of players. Who doesn't want thousands of Jawoodles playing their game ? :rain:

 
@madmole What if you added a multiplier for "scrap time" to each tier of the Salvage Operations perk? It would fit there, and make scrapping a stack of radiators not as rough.

 
@madmole What if you added a multiplier for "scrap time" to each tier of the Salvage Operations perk? It would fit there, and make scrapping a stack of radiators not as rough.
As @madmole said quite a while ago, they are meant to be smelted in a forge, not scrapped (you can, but it's hella ineficient and you lose materials) . Speaking of which, I would like for radiators to stack in higher quantities in order to be able to leave the base and not be monitoring the smelting so often to refill another 5 radiators, lol.

 
Yesterday I did enough missions for Trader Joe that he gave me a mission to see another trader for level II missions. I thought that was great. 

I wanted to know if TFP's plan to add delivery missions to the list. One trader sending items to another one through the player. That would be nice to see as it would look like the traders were interacting with each other. 

 
I've got to agree with Captain Obvious on this one.  You're going to be making a buttload of heads to get any sense of variation. 

You could add the code for simple bone/vertex manipulation but then aren't you reinventing the wheel?  Would it not be better to modify UMA to your own needs instead of trying replicate large parts of the functionality from scratch?
Console sold great with ugly UMA presets and zero customization. If we have a similar amount of heads it should be just fine. The CPU savings deleting all those bones/morphs/bloat data wouldn't hurt either. Anyhow this is months out as we've pushed new characters to A21 so even I don't have an answer as to what we're actually doing.

When will we get more info about the water overhaul?
I haven't heard anything but the rwg new rivers look promising. I wouldn't expect much from water only that it won't be buggy af anymore and will be optimized. There won't be awesome waterfalls or anything too fancy.

What about making this an option? Like Loot respawn timer or abundance? Carry twice, normal, half.
No because it's fine how it is and this is some weird idea better handled with a mod.

 
Yesterday I did enough missions for Trader Joe that he gave me a mission to see another trader for level II missions. I thought that was great. 

I wanted to know if TFP's plan to add delivery missions to the list. One trader sending items to another one through the player. That would be nice to see as it would look like the traders were interacting with each other. 
I'd like to once we get bandits in, so that somewhere along the way they try to intercept the package.

 
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