PC Alpha 21 Dev Diary

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I haven't read the whole thread yet, but has anyone pushed back on this? This seems senseless. What's the advantage to this? The books aren't taking the place of other loot, and still have value even once the skill is maxed (either selling, or sharing with co-ops), so why drop off the advantage we earned? This would also incentivize hovering at 99/100, for instance, which is a very odd incentive to give a player.
The bonus doesn’t make it rain and pour down magazines of your chosen perk. It primarily ensures that you’ll never find yourself perked heavily into something and never not find the mags for that perk. If you want to hover at the penultimate magazine and forego the ability to craft the blue version of the highest tier item in that tree then go ahead. I can’t imagine myself feeling an incentive to not have the best weapon I can possibly craft in the game just so that I can continue to find a particular magazine I no longer need at an almost imperceptibly higher rate than all the other magazines. 
 

As for giving extra copies to others…why? You can already craft the best. They don’t need the recipes unlocked since they have you. Just craft them one of whatever you can do that they can’t. There isn’t really a need for multiple people to be able to craft the same best things. Mags don’t give any skill benefits.  They are purely unlocks for crafting recipes. 

 
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This^, they would save much more time on z's with modular way, they instead chose easy way out. But it can still be fixed, they would just need to take them apart and shape them around the parts that would be modular for more flexibility to allow for more variation... It is never too late
It does take time to pull appart and 'rerig' a 3d model .Nevertheless I'm with you on this. They can afford  delays in order to do it right. This game can benefit immensely from that choice. Yes, doing it now could take from 10 to 18 months from start to finish, but what of it? It can even be a DLC and not count as a core system. Human npcs though  will be awful with repetition, so will player models. 

 
The one thing I want is a base hub station to upgrade my base blocks. If you start off building low tier like wood' then you always have a few hard-to-reach block's that you have to find your way back to if you want to fully upgrade everything. Have it so you stick the mats into a hub and it upgrades your base block's. 

 
As for giving extra copies to others…why? You can already craft the best. They don’t need the recipes unlocked since they have you. Just craft them one of whatever you can do that they can’t. There isn’t really a need for multiple people to be able to craft the same best things. Mags don’t give any skill benefits.  They are purely unlocks for crafting recipes. 
Probably because in every game there are those who consider themselves completionists and MUST have all the recipes, skills, etc. themselves.  It's also nice not having to wait until someone in your group logs on to make something if you die and lose it  or to make it for you in the first place.  People have lives that don't revolve around games so the one person who can make that best item might not be on for a couple days.

 
As for giving extra copies to others…why? You can already craft the best. They don’t need the recipes unlocked since they have you. Just craft them one of whatever you can do that they can’t. There isn’t really a need for multiple people to be able to craft the same best things. Mags don’t give any skill benefits.  They are purely unlocks for crafting recipes. 


Probably because in every game there are those who consider themselves completionists and MUST have all the recipes, skills, etc. themselves.  It's also nice not having to wait until someone in your group logs on to make something if you die and lose it  or to make it for you in the first place.  People have lives that don't revolve around games so the one person who can make that best item might not be on for a couple days.


Also I was wondering if the mags have changed in A21 or if I am interpreting the info wrong in A20 mags. From what I understood you not only got a better tool as you leveled up Miner 69'er but your tool and block damage increased as well.  Does that mean in A21 that if I can make a level 5 tool and I give it to someone who only can make a level 1 that the extra tool and block damage is transferred with the tool I made. In image below it looks like level one is highlighted in both pics but I am hovering over level 1 and level 5 as you can see by reading the info.

5XFzj8R.png


 
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Hello,

Do you plan to improve the Electricity system?

For example, on a battery bank I don't understand why I can't connect both a Solar Station and a Gas Generator at same time.

I could use the Solar Station most of the time, and when needed recharge the batteries with gas.

If the system would be too efficient, you could add a risk of overvoltage that would damage the batteries, for example. Or add a new transformator block to allow connect multiple energy source...

And for aesthetic reasons, allow to put electric wires directly in the block, maybe with another tool. But if the block is destroyed, then the wire is cut.

Thank you :)

 
I have always been confused by one moment in the game when creating weapons or tools. I'm leveling up a perk and I want to create, for example, a pistol, but it turns out that I don't have enough parts to create a pistol. At the same time, I would have had enough detail if I didn't level up. The player never knows how many parts it will take to create an item before leveling up.
In Alpha 21, with the new quality enhancement system, players will likely automatically read the journals they find without even thinking about what they have read and what it will affect.
How do you feel about allowing the player to choose the quality of the crafted item?

 
Also I was wondering if the mags have changed in A21 or if I am interpreting the info wrong in A20 mags.
There is nothing like the A21 mags in A20. Skill in using a weapon is attached to the perk bought by the player and not infused into the tool itself. If I can make a level 5 tool and give it to a player it will be just like as if they found a level 5 tool in loot. Their skill with that tool will depend on their own perk level and not mine. 

 
hey @madmole

a long time ago i raised with you the concept of overspeccing in an attribute and getting a big bonus as a result. eg if you are lvl 10 str and then gob up a cigar so you are effectively level 11, you could get a juicy bonus to some or all strength stuff. moria (waaaay back in the day) and diablo 1 had that sort of uber buff. (in diablo, fire ball at lvl 5 above natural max skill level was devastating 🙂  )

your reply at the time was very encouraging. are you still thinking about that at all?

 
I might be overthinking this but I noticed in the pictures about learn by looting there is a section for "harvesting tools" and "blades"

A hunting knife is both a blade and used to harvest meat/corpses/etc so... do both trees increase crafting lvl of hunting knife? 

Similarly I think steel knuckles can also harvest, so would that be both knuckles and harvest tool trees?

Or stone axe as both a repair tool and a harvest tool?

 
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I might be overthinking this but I noticed in the pictures about learn by looting there is a section for "harvesting tools" and "blades"

A hunting knife is both a blade and used to harvest meat/corpses/etc so... do both trees increase crafting lvl of hunting knife? 

Similarly I think steel knuckles can also harvest, so would that be both knuckles and harvest tool trees?

Or stone axe as both a repair tool and a harvest tool?
There are no overlapping trees. Each tool or weapon is unique to a particular category. Just like any attempt to organize, there will be disputations about the appropriateness of assigning this or that to any particular category and some will be bothered that a tool is in this tree rather than that tree. But, regardless, everything is only in a single category and will only be advanced by reading one magazine type. 

 
There are no overlapping trees
can you add this to the confirmed feature stuff in the first post?

I mean, that wasn't updated for over two months now, which is really sad because we're all starving for some progress added there.

And well that would be at least something (though "no overlapping bandits" would be a bit more exciting)

...please? 🥺

 
can you add this to the confirmed feature stuff in the first post?

I mean, that wasn't updated for over two months now, which is really sad because we're all starving for some progress added there.

And well that would be at least something (though "no overlapping bandits" would be a bit more exciting)

...please? 🥺
Some of the info shared about the upcoming twitch integration that's going to be shown in the twitchcon could be added too right? 😆

 
I've also heard the news that cans/glass bottles are getting removed... Any particular reason behind it? I kinda get reasons behind removing the @%$#e, but..... Are they cleaning icon atlas for new items?


I would guess the main reason (or at least what started their thought process) was that getting water currently is trivial. Something like that is either a candidate for removal or redesign. Now in a survival game you don't remove water, you make it scarce.

While they were mulling over different ideas they also noticed that bottles and (the already totally useless) cans were the only liquid containers left. And that one solution to the water problem would not only make water scarce but also make glass jars unneccessary, two birds with one stone. OR removal of the containers was on their mind anyway to make handling of liquids generally the same and that was another positive factor for the water scarcity solution they eventually took.

Again, this is just speculation from the few facts we know.

 
I would guess the main reason (or at least what started their thought process) was that getting water currently is trivial. Something like that is either a candidate for removal or redesign. Now in a survival game you don't remove water, you make it scarce.

While they were mulling over different ideas they also noticed that bottles and (the already totally useless) cans were the only liquid containers left. And that one solution to the water problem would not only make water scarce but also make glass jars unneccessary, two birds with one stone. OR removal of the containers was on their mind anyway to make handling of liquids generally the same and that was another positive factor for the water scarcity solution they eventually took.

Again, this is just speculation from the few facts we know.


I think you're right about the fact that water is trivial in the game. You don't have to do much in order to be stocked up on water the way it is currently. Plus it's another item that won't clog up the inventory space too so that's a bonus!

na0nve-6.png


 
For A21: is there any plan to squash the persisting sound bug where sleeper ambient effects (growls, snores, breathing) play on a loop inside of 100% custom structures that have active land claims and bedrolls?  This has been quite the annoyance ever since sleepers were first implemented.

Also on land claims, I've noticed that bases I build that are big enough to fill but not exceed the borders of a land claim (usually with a perimeter wall setup just inside the land claim radius) will have issues on horde night where me and the other defenders will be situated near one edge of the land claim to deal with spawns but when the spawns move some zombies will pop up inside the land claim radius near the opposite edge, and end up inside our base or wall regardless of the land claim or player bedrolls.  

My thinking is the blood moon spawns are configured to populate a certain distance away from players, and that setting is overriding the land claim and bedroll spawn in ways it shouldn't.  Could there be a way to add conditional logic to force the spawns farther away so zombies end up outside the land claim radius or just redirect them to a new area via some kind of "IsLandClaimed: False" parameter?

I'm spitballing here.

 
For A21: is there any plan to squash the persisting sound bug where sleeper ambient effects (growls, snores, breathing) play on a loop inside of 100% custom structures that have active land claims and bedrolls?  This has been quite the annoyance ever since sleepers were first implemented.

Also on land claims, I've noticed that bases I build that are big enough to fill but not exceed the borders of a land claim (usually with a perimeter wall setup just inside the land claim radius) will have issues on horde night where me and the other defenders will be situated near one edge of the land claim to deal with spawns but when the spawns move some zombies will pop up inside the land claim radius near the opposite edge, and end up inside our base or wall regardless of the land claim or player bedrolls.  

My thinking is the blood moon spawns are configured to populate a certain distance away from players, and that setting is overriding the land claim and bedroll spawn in ways it shouldn't.  Could there be a way to add conditional logic to force the spawns farther away so zombies end up outside the land claim radius or just redirect them to a new area via some kind of "IsLandClaimed: False" parameter?

I'm spitballing here.
We see the same issues on our large base as well.

 
For A21: is there any plan to squash the persisting sound bug where sleeper ambient effects (growls, snores, breathing) play on a loop inside of 100% custom structures that have active land claims and bedrolls?  This has been quite the annoyance ever since sleepers were first implemented.

Also on land claims, I've noticed that bases I build that are big enough to fill but not exceed the borders of a land claim (usually with a perimeter wall setup just inside the land claim radius) will have issues on horde night where me and the other defenders will be situated near one edge of the land claim to deal with spawns but when the spawns move some zombies will pop up inside the land claim radius near the opposite edge, and end up inside our base or wall regardless of the land claim or player bedrolls.  

My thinking is the blood moon spawns are configured to populate a certain distance away from players, and that setting is overriding the land claim and bedroll spawn in ways it shouldn't.  Could there be a way to add conditional logic to force the spawns farther away so zombies end up outside the land claim radius or just redirect them to a new area via some kind of "IsLandClaimed: False" parameter?

I'm spitballing here.
Land claim blocks and bedrolls don't influence horde night spawns at all. They only affect POI respawns (LCB) or wilderness spawns (bedroll).

You're correct in that the closest a horde night zombie can spawn is about 35 blocks, so bases bigger than this can get problems with spawns inside the walls.

The solution appears to be to pave inside your walls.  Horde night zombies have to spawn on dirt, rock, asphalt, topsoil or snow.  There might be some other viable materials but generally speaking paving your courtyard stops the problem of spawns inside the walls. Even a wood floor will do the job.

Oh horde night zombies won't spawn on water, so theoretically flooding your courtyard would work. That's a bit of a pain to do with the messed up water mechanics but something I'm definitely going to try once new water is in.

 
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