PC Alpha 21 Dev Diary

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A bit "shadowed", but at least it express some of my current concerns: how builders/gatherers are going to progress. Since A18 I changed a bit my playstyle, but what I'm "hating" the most it's to be forced to change my playstyle completely otherwise I could be stuck in stone age forever. I'll not overreact 'cause we don't know how to play A21 and I don't really mind the water changes, but, at least for now, I can't have positive thoughts towards the learn by looting.

 
A bit "shadowed", but at least it express some of my current concerns: how builders/gatherers are going to progress.
There is one thing in the video that shows a definite problem. One of the sentences is "But not only that, I will be forced to stop building and farming and play all of the game?!".

These two activities are completely optional in A20. You have no disadvantage without them. And unless POIs become useless as bases in A21 and food is so scarce that you can't survive without farming, they will remain optional. So players who loot 7 days a week, build nothing, farm nothing will not have to change their playstyle for A21.

On the contrary. If you loot the majority of the time you will progress much faster in A21 than players who "play all of the game". This inevitably happens when you tie progress to only one activity.

 
There is one thing in the video that shows a definite problem. One of the sentences is "But not only that, I will be forced to stop building and farming and play all of the game?!".

These two activities are completely optional in A20. You have no disadvantage without them. And unless POIs become useless as bases in A21 and food is so scarce that you can't survive without farming, they will remain optional. So players who loot 7 days a week, build nothing, farm nothing will not have to change their playstyle for A21.

On the contrary. If you loot the majority of the time you will progress much faster in A21 than players who "play all of the game". This inevitably happens when you tie progress to only one activity.


I liked all of my jokes in the video but my absolute favorite was when Hitler tells everyone who likes looting to leave the room and almost everybody leaves.

I don't think its going to be a problem. ;)

 
Lol. The secret stash bit brought  belly laughs. 

  Regarding the wiring changes, hiding wiring with some well placed relays was an enjoyable challenge and part of the way I like to play which is trying to keep bases real and authentic. Part of the fun of survival games for me is the challenge of maintaining the authenticity of the personal experience -keeping things real amid an extreme external experience. Hiding wires is not a big loss and I'm sure a positive for most players but it is another small detail removed.

 
Lol. The secret stash bit brought  belly laughs. 

  Regarding the wiring changes, hiding wiring with some well placed relays was an enjoyable challenge and part of the way I like to play which is trying to keep bases real and authentic. Part of the fun of survival games for me is the challenge of maintaining the authenticity of the personal experience -keeping things real amid an extreme external experience. Hiding wires is not a big loss and I'm sure a positive for most players but it is another small detail removed.


It's probably a really simple true/false value that can be edited in the xmls. I don't know for sure but hopefully so. You also can still strive to build so the wires are hidden even when holding the tool just to meet the challenge of it. Glad you liked the video :)

 
Just curious ... With the hidden wires, do you still see the wires running between electric fence posts without having a wiring tool equiped?
If it's anything like the popular mod to hide wires, then I'd suspect you'd always see the electric post wiring between posts.

 
If it's anything like the popular mod to hide wires, then I'd suspect you'd always see the electric post wiring between posts.
I wouldn't mind if they totally got rid of electric post wires and replace that kind of trap with like an electrified floor plate or so.

Feels weird to me that Zs slowly glide through the wire without breaking it immediately...always get that terminator prison scene vibe. Feels out of place for me. 

 
how about a radial selector on the wiring tool that we can choose to hook up visible wires or invisible wires?

quite like the steam punk look in some designs, but dont so much like seeing wires in the field of view at the fighting positions.

either way though, i am not upset with this change, not a lot of skin in it

 
Not sure if this has been answered or not, there's a lot to dig through. Is there a reason the dew collectors are so big? 3x3 seems a bit ridiculous given the output. Right now the largest workstation is the chem station - 1x3. I know the Fun Pimps are currently pretty set on an output of 3 bottles of water per day, I think 2x2 would be a more reasonable size, especially if we're expected to create "farms" of collectors.

 
So, madmole showed us a bit of a21 in his Twitter. Castle Madmole is usually the first hint of an alpha release, and it happens roughly 2-3 months before release. So it's probably not Christmas for Experimental ,but certainly after Avatar 2 either way. Will Starfield drop before a21 stable? , I wonder.

 
So, madmole showed us a bit of a21 in his Twitter. Castle Madmole is usually the first hint of an alpha release, and it happens roughly 2-3 months before release. So it's probably not Christmas for Experimental ,but certainly after Avatar 2 either way. Will Starfield drop before a21 stable? , I wonder.


I don't think previous timelines apply this go around. If they're aiming for the Steam Winter Sale they must be feeling relatively confident in how it's going, especially with bandits out of the equation now.

On a side note, new paint brush model in those shots Joel showed on Twitter?

 
One thing that I would like to see changed about the game is the benefits for investing in attributes like fortitude, intellect and the like. 

As you might know, you have to invest in these to unlock higher ranking perks. 

But the thing is that they all these attributes do the same thing.  A better headshot. 

I would like to see a benefit for each of those attributes that relates to it. 

Like better strength means carrying more items in your backpack or hitting harder. 

Or better fortitude allows you to take more damage and not be as effected by temperature extremes. 

Yes, I know that you can get them as perks but maybe tailor it so the attributes can work as perks while unlocking the other perks themselves. 

Fallout games use something close to this if you want an example. 

 
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