PC Alpha 20 Dev Diary

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@madmole I know we've discussed the implementation of the crafting of steroids at a previous date, but there's something else I thought I'd mention. To craft them it requires the third rank of Physician, which in turn requires 8 points into the Intellect tree. For a drug that, from my own conclusion, isn't too valuable once you get yourself a vehicle, this just puts a cage around it that leaves them inaccessible early game through crafting. My suggestion would be to bump them up to only requiring the first rank of Physician being unlocked. They would already be locked behind the chemistry station plus they require testosterone extract which is a challenge in of itself, especially with pipe guns and primitive bones, so I personally see no issue here as a player. Let me know about your thoughts on this critique. :)

 
Btw any news about  ambient?  there will some creepy stuff similar to A11 like wispers , screams ,  random shots or  more "calm" like : more footsteps types , wind etc ?

 
Looking awesome. :D





That's what the zombie cops are for. ;)

So this leaves the zombie lab assistant, military zombie, and the OG farmer (the one with the bald egg yellow head and the overalls). They can't do much with the spider zombie. The cowboy, cheerleader, and football player are being removed. Can't think of any others at the moment...

Kind of disappointing that all the formerly larger, more intimidating zombies like Big Momma and now, as it looks like, the Lumberjack are all being downsized, but for pathing reasons I suppose it needs to be done? Question mark?

 
Please provide a setting to allow for strictly HOLD TO ADS or strictly TOGGLE ADS.

The current implementation of hold/toggle ADS in this game is terrible. There is a reason basically no other FPS games have this incredibly clunky hybrid system. Please at least give an option/setting to allow for an explicit hold to ADS, or toggle ADS. Please. I love this game but this specific function, that one has to perform thousands of times is not user friendly. It physically pains me every time I press the right mouse button for the wrong amount of time and get the wrong behavior. I'm sorry if I posted this in the wrong place. Thank you for your time. ❤️

 
@Gazz question  about downtown : there will be milliatary post for example on crossroads , primitive barricades , metal fences, abadoned evac points on the roads ?

like :

B RRRRRR   B

B RRRRRR   B

B barricade B

B RRRRRRR B

B RRRRRRR B

 
The op states there are over a 100 new POI's coming.  That is awesome but somewhat unclear.  I do not know how many we have now but I would think that means you are doubling what we have valuable now or am I underestimating the number of poi that are currently in the game?  Anyone know how many there are now?

Are some of those T5 type POI's too?  If every other POI is a new one for me to explore, that is going to fundamentally change my game experience, almost like playing the first time!

 
Can any dev comment on the QoL changes or changes in general for Stun Baton? Are any even on the table? As someone who started a new A19.5 run with the explicit intention to do a Stun Baton character . . . yeah . . .

IMO, you shouldn't need to have candy + a book only mod + an entire perk line + your junk turrets going all combined to basically just let the junk turrets do what they would already have done anyway. I couldn't even get a single stun baton for the entire first week, which made the build very sad as well, so I'm hoping it gets some drop rate changes to actually be usable as a starting weapon as I'm pretty sure damage wise it's out damaged by a stone axe rofl

 
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