PC Alpha 21 Dev Diary

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Noticed the same thing.. Saw the Helipad and then the radio station... He walked to it but not near enough to "tag" it then walked away. But the "teleport" mention came up and quickly changed topic... 🤔


I'm guessing you go to the radio, select which trader you want to go to, a helicopter lands and you get in and fast travel to that trader. Kinda like the Horse and Cart in Skyrim

 
well.... he first called the helipad a "teleport" and thats when prime made that face that to me realy translated to "damn he @%$#ed up" then he corrected himself and called an helipad but again he said that it had some feature involving alpha 22 and they werent going to talk about that quite yet.

Also i noticed the helipad has a nice little "station" near it which would make sense if that is some sort of teleport thing.

I could be wrong tho, but i guess that helipad is a teleport station somehow. maybe even thats why i saw some trader POIs having a T flag on them and some others dont and just had a white flag.

again.... just my thoughts from what i saw.... i could be wrong. lol
As a person with a portal mod I'm very excited to see an official TFP implementation, but as a player, fast travel is just another way to appease casuals and lessen the game difficulty, and I'm hopeful they're easy to mod out. :)

 
well i would wait to check if this is actually the case or im just been delusional. its not like i havent been wrong before. 😆

 
As a person with a portal mod I'm very excited to see an official TFP implementation, but as a player, fast travel is just another way to appease casuals and lessen the game difficulty, and I'm hopeful they're easy to mod out. :)
Not so subtle advertising. Cool mod, though. What's next? 70s-style suppository ads?

I'm ok with limited paid fast travel, but not so much with invulnerable traders and trader POI. I hope that changes in the future to a more organic "respawning" way. Maybe a simple option, or chunk reset with a warning after 24 hours.

 
Very enjoyable stream. I was most intrigued by the stuff I had no inkling was going to be in A21: the changes to difficulty scaling that I think are going to be hugely impactful. Having effectively POIs up to tier 8, Tier 5 + Infestation mission + biome dependant spawn scaling in POIs, gives more end game activity options and fixes one of the current major problems with biome scaling.

The current issue is that sure, the wasteland makes POIs harder because of streams of enemies attacking you from outside while you're clearing, but the enemies within the POI aren't really more dangerous even though you're in the wasteland.  That means once you have a vehicle the snow biome, especially, is pretty much a free massive loot increase, as you can drive past the dangers and clear POIs with a vastly increased loot stage. Better POI danger biome scaling should make the risk/reward equation much more balanced.

Infestation missions being considered an additional tier is really smart. POIs bigger than existing 5s would probably be unwieldy, but making the existing POIs harder for an extra level of rewards I can totally see working. I'm assuming there will be a tier 6 of trader rewards, which will be entirely tier 5 POI infestation missions, and a tier 6 completion bonus. That also (hopefully) allows moving true end-game stuff (quality 6, top tier gear) into a really hard to obtain category of rewards.

Great job!

 
Hmmm, I wonder if this “teleport” idea could lead to POI’s or let’s say “Dungeon” instances like there’s an elevator on the surface and it brings you to a bunker that is huge and at least it’s walls are indestructible that needs to be cleared or a subway system that is mostly indestructible blocks that has tons of zombies in it and multiple elevators that open at different areas of the map.

Seems like having these places be their own POIs and structures that cannot be destroyed would use less resources to run thus allow more zombies while inside.

 
I had a question about how things like trash and bird nests disappear after they are looted. Do those things refresh and reappear, or are they gone forever?

I get that a cupboard block will change from closed (when it has an inventory) to open when it is empty. Do those also still refresh after so many days, or are they looted forever?

 
Not so subtle advertising. Cool mod, though. What's next? 70s-style suppository ads?

I'm ok with limited paid fast travel, but not so much with invulnerable traders and trader POI. I hope that changes in the future to a more organic "respawning" way. Maybe a simple option, or chunk reset with a warning after 24 hours.


When a trader gets killed an exclamation mark should appear in his place that can reset the trader POI just like quest POIs. That way a trader + compound could be vulnerable.

And the tech to do this is already in the game.

 
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I had a question about how things like trash and bird nests disappear after they are looted. Do those things refresh and reappear, or are they gone forever?

I get that a cupboard block will change from closed (when it has an inventory) to open when it is empty. Do those also still refresh after so many days, or are they looted forever?
Are you talking about with the chunk reset? If so then that stuff should reappear.

 
Are you talking about with the chunk reset? If so then that stuff should reappear.


I was thinking of when they were showing harvesting nests and trash and how those objects disappeared from the world. Then they talked about cabinets changing from a closed block to an open block. I could see how a chunk reset would make things reappear. I was also thinking there are currently game options that control the frequency of loot respawn.

I guess I was left thinking it might be possible loot might no longer respawn in nests and trash, but I wasn't sure that's what they were suggesting. You know English and human communication ... a seemingly obvious thing can lead to lots of follow-up.

 
I had a question about how things like trash and bird nests disappear after they are looted. Do those things refresh and reappear, or are they gone forever?

I get that a cupboard block will change from closed (when it has an inventory) to open when it is empty. Do those also still refresh after so many days, or are they looted forever?
if you have the chunk reset timer on (default is OFF) default days are (10,20,30,40,50,75 and 100) days via game options before starting the map seed, then yes the looted (destroyed containers) will be respawned. providing you are not in that chunk and that there is no player bedrolls placed or land claims down.

 
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if you have the chunk reset timer on (default is OFF) default days are (10,20,30,40,50,75 and 100) days, then yes the looted (destroyed containers) will be respawned. providing you are not in that chunk and that there is no player bedrolls placed or land claims down.


Okay, and the chunk timer is a new feature, right? If so, what was the feature present in A20 and before that would refill loot containers periodically and is that still part of the game? I see "Loot Respawn Time" on the New Game menu. Is that still present or is Chunk Reset Timer replacing that?

 
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As a prefabber, I'm wondering if the devs would be willing to talk about these:  what appears to be a set of 4:1 sloped 'double' pipes, but most interestingly,  the sagging rope.  Is this all just one large object, or is this something that prefabbers are going to be able to use in our custom POI's as usable blocks.   I've been a long time proponent for having 'decorative' sagging electrical wires to include in POI's.  Is the sagging rope an example of this capability in the prefab editor?  View attachment 27665


Nice catch.  Although there are definitely a ton of new assets and shapes for prefab creators to build with in A21, the intricate pipes/ropes/wires seen on top of trader rekts building is a custom asset specifically created for that roof.

 
the old feature setting is still in game and affects relootable containers (it does not reset chunk to bring back destroyed containers).


Ah, so I guess my original question is are nests and trash piles relootable containers?

If you loot a nest, grab the 4 feathers and 1 egg, and the nest disappears as shown in the first Dev Stream, when the Loot Respawn Time passes, does the nest reappear? Or, will the only method of regenerating the nest be the new Chunk Reload feature?

Oh, something that just occurred to me, in A20 if you destroyed a nest, you got more feathers. I guess that option is gone, right?

 
Can't see there been a Teleporter. It makes no sense for the game. Where did the tech come from? I think Rick just meant to say Helipad, but had heliport in his head and said teleport instead. Fubars face was more of a " what is he talking about" to me, not a "you let that slip". Think the radio he did not click on was just that, a radio.

It's fun to speculate though I guess. A cooler feature would be to pay the trader X amount and you get to call a heli to take you to somewhere you have designated on the map. 

 
Capp00 already found the correct term:

gyro crash pad

that's how it should be referred to, cause that's how it will serve,

for at least one or two alphas.

 
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Can't see there been a Teleporter. It makes no sense for the game. Where did the tech come from? I think Rick just meant to say Helipad, but had heliport in his head and said teleport instead. Fubars face was more of a " what is he talking about" to me, not a "you let that slip". Think the radio he did not click on was just that, a radio.

It's fun to speculate though I guess. A cooler feature would be to pay the trader X amount and you get to call a heli to take you to somewhere you have designated on the map. 
Well, Rick did say that there was something related to the helipad that would be coming in A22 and that would be discussed later right after that, so it does suggest that there is something there.  Considering it's a helipad and he called it a teleport, I have little doubt there will be fast travel, but I think it will be flavored as flying by helicopter and he just thinks of it as teleporting and so called it that by accident.

 
Can't see there been a Teleporter. It makes no sense for the game. Where did the tech come from? I think Rick just meant to say Helipad, but had heliport in his head and said teleport instead. Fubars face was more of a " what is he talking about" to me, not a "you let that slip". Think the radio he did not click on was just that, a radio.

It's fun to speculate though I guess. A cooler feature would be to pay the trader X amount and you get to call a heli to take you to somewhere you have designated on the map. 
I think another nice feature of the radio would be to call a random drop from a helicopter. and the loot in the drop would depend on the merchant whose radio was activated. and that it was not associated with a drop from an airplane.

 
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