PC Alpha 21 Dev Diary

Status
Not open for further replies.
- helmet water filter: i found one in my first day in loot. Yeah "i could have chosen not to use it" but i do feel looting it (and early) should be nerfed somehow. I think it should be "buy only" and/or crafted only and nerfed as a mod so its not 100% safe to drink with. Maybe 5-8% dysentery chance.

- murky water: i found a lot of this on loot. I just started drinking it without boiling and got quite a few in me (like 10?) before dysentery kicked in. I feel that the dysentery "chance" should be upped a little, to discourage drinking more, but its been that way for forever so ... maybe make it like meat where its 5 bottles of murky water boils to 1 boiled water?
Funnily enough I've found one on day 2 in my latest playthough. All it's really meant is I haven't bothered building a dew collector yet, and I'm on day 6.

It's worth noting that murky water only gives about 12 hydration, rather than 20 for water and 24 for teas, plus their other benefits, so it's useful having the filter to top out your hydration but it's still useful finding water and making teas and glue.

In fact I've recently found the wasteland treasures book that allows making pure water, so the filter is going to be mostly redundant as pure water's stamina regen and efficient digestion buffs are too good to pass up. At 60 hydration a bottle, hydration is a total non issue once you find that recipe.

 
Hopefully you are having a blast.  Some of my most enjoyable playthroughs are those where I was barely surviving... 😁

Looks like you are playing on the Navezgane map as well?  Progression is also noticeably slower on that map.
Overall I'm having a blast.  Navegane.  My fort/agility playthrough is at day 25ish and got its arse beat at first.  I rolled the int/percept build n the post/screenshot  to take another shot at reproing people's magazine or progression issues with another data point playing it more quest/trader heavy like man other players do.   Outside of the injury/infection struggle buss though its been an absolutely smooth first 5 days.

 
got its arse beat at first.
Yeah the first days are really a struggle now.

On the second start I was thrown into nowhere in a generated world,

only 2 pois in the vicinity (one tier 1 with really nothing useful, and one tier 3 (+desert multiplier) that was waay above what I could handle at that point.

I had to go almost 2km to get to the trader (nothing but forest/desert borderland on the way)

Having arrived there and spending 1st night on a small roofing for a tractor,

I was literally down to 0 water within the 1st quest, and therefore wasn't even able to raise my weak hand to destroy the block where the quest satchel was hidden behind.

I didn't die in the end. Just because of pure luck.

It didn't feel rewarding when I overcame it.

It felt like unfair and unbalanced, my survival being pure luck. 

You find enough water, good for you...you do not, meh, just die one or two times at first, who cares, that's life in the apocalypse.

As someone with (slightly) over a thousand hours in the game, and therefore more or less know exactly how to get things going in the game,

I'm really wondering what a newbie player must get as a first impression of A21.

If I was new to the game, I probably would have turned away and say "no thanks, not a game for me".

I know the devs are aiming for a bigger challenge in survival aspects, but I'd say they got it a lil too far.

Maybe add one free dew collector in the lower end difficulty settings, to keep things more accessible for a newbie player would help?

 
IMO, A21 will steal a portion of the Project Zomboid population as 7D2D now has an edge to it.

I've died twice so far and both times I got shredded by my own carelessness and A20 thinking.

I dodged a pack of 5-6 zombie dogs on day 3 or 4 and came back later and killed all that were still in the area.  That was probably careless too... and I would do it again!

Great, great game!

 
I got a fetch mission for a hotel. Big place. So I scouted around the building to see the best entry point. Imagine my surprise when I noticed that the package I needed was next to an outer wall. Even better that the wall was made of wood. 😀

So... I made a hole in the wall, got the package and was on my way. 

The zombies that I wakeup thought that I was being rude and insisted that I stay for dinner, but I politely informed them that I have a big lunch and had to run. See ya!  😂

I'm sure that I passed up some good loot and maybe I might go back sooner or latter. But these places are full of loot stashes. So I don't think I'm going to mis it. 

 
Last edited by a moderator:
The log item: hitting trees/blocks gives ...planks. But i have to... craft a log from .....planks?
Hitting trees gives you wood, not planks.  I just assume that you are digging through your stock pile of wood to find a suitable log for things.

Same with all of the other materials like lead, brass and such.

 
I got a fetch mission for a hotel. Big place. So I scouted around the building to see the best entry point. Imagine my surprise when I noticed that the package I needed was next to an outer wall. Even better that the wall was made of wood. 😀

So... I made a hole in the wall, got the package and was on my way. 

The zombies that I wakeup thought that I was being rude and insisted that I stay for dinner, but I politely informed them that I have a big lunch and had to run. See ya!  😂

I'm sure that I passed up some good loot and maybe I might go back sooner or latter. But these places are full of loot stashes. So I don't think I'm going to mis it. 
Thats part of the mission! Were scouts retrieving a package not paid to clear out a place. ;)

 
Yeah the first days are really a struggle now.

On the second start I was thrown into nowhere in a generated world,

only 2 pois in the vicinity (one tier 1 with really nothing useful, and one tier 3 (+desert multiplier) that was waay above what I could handle at that point.

I had to go almost 2km to get to the trader (nothing but forest/desert borderland on the way)

Having arrived there and spending 1st night on a small roofing for a tractor,

I was literally down to 0 water within the 1st quest, and therefore wasn't even able to raise my weak hand to destroy the block where the quest satchel was hidden behind.

I didn't die in the end. Just because of pure luck.

It didn't feel rewarding when I overcame it.

It felt like unfair and unbalanced, my survival being pure luck. 

You find enough water, good for you...you do not, meh, just die one or two times at first, who cares, that's life in the apocalypse.

As someone with (slightly) over a thousand hours in the game, and therefore more or less know exactly how to get things going in the game,

I'm really wondering what a newbie player must get as a first impression of A21.

If I was new to the game, I probably would have turned away and say "no thanks, not a game for me".

I know the devs are aiming for a bigger challenge in survival aspects, but I'd say they got it a lil too far.

Maybe add one free dew collector in the lower end difficulty settings, to keep things more accessible for a newbie player would help?


I haven't really had much trouble. If you follow the quest lines, you will be at a trader before you know it. Scraping enough stuff together to sell for food/water isn't that hard. Your specific example sounds like an extremely unlucky RNG situation, which will happen time to time. Noobs, yeah - they will probably die from it, but I think a lot of the game will prove challenging. It is a hard game, meant to be a learning process. No big time guardrails to keep you safe. 

That said, I have always felt slightly annoyed by how much you do have to eat (and drink) in the game. A slider in the game setup that decreases or increases the rate of food/water consumption would be a good idea. Just one more layer to really defining how your game goes. 

- Doors: when the first "hole" appears, its always centered right at head level for most zeds (who also stand mostly right in the middle of the door while breaking it). Ive found myself using doors as natural barricades to get easy head shots. Maybe move the hole off center on some doors?


I love the new doors and the ability to shoot through them. Scavaging houses is more exciting with it. I sometimes will run in, shut myself in the bathroom and then wait for them to start busting in. But, instead of just being stuck, I can take some shots at them to weaken or kill before they get to me. 

But, I do agree here - it would be a great addition if the holes were slightly up to chance. Sometimes up top, sometimes mid, sometimes lower. Of course, that would take more effort, but something to consider if you have the time. Any time you can add these small sort of randomizations helps with the immersion. 

 
Anyone else having issues with quest rewards for Tier III / IV? I havent had a good reward the entire time. It feels like what its offering me is Tier II at best. (wooden bow 2nd rank, skill books, 25 steel, Leather glove 2nd rank) All for a really hard Tier IV mission I just  completed, and all the rewards ive gotten so far have been similar including back in tier 3. It feels like the quest npc tier rewards after 2 go down the hill. (Only tested Trader Joel's quests though havent gone up a tier in the other traders missions)

 
I wanted to ask. Why the price went up on water filters? 

The first time I paid for one, it was priced at 1500 Dukes. Then went down to 1475 Dukes, once I get a traders perk. 

1.  But then after the update, it jumps up to almost 3000. What is up with that? 

2.  Also, would it be possible to make it so a player made things such as a workbench can be moved without first placing a base block? 

It would be more practical this way. 

Thanks. 

 
Anyone else having issues with quest rewards for Tier III / IV? I havent had a good reward the entire time. It feels like what its offering me is Tier II at best. (wooden bow 2nd rank, skill books, 25 steel, Leather glove 2nd rank) All for a really hard Tier IV mission I just  completed, and all the rewards ive gotten so far have been similar including back in tier 3. It feels like the quest npc tier rewards after 2 go down the hill. (Only tested Trader Joel's quests though havent gone up a tier in the other traders missions)


Yeah same with T5 too, not tried the T6's yet though.

 
New world day 5.  Warrior difficulty, jog day speed. Tools as weapons. Build 317.

Noticed the debuffs occuring way less which is nice but considering how often ive been hit and wearing barely any armor seems like they need to be looked at, still haven't bothered with dew collector since water hasn't been a problem, iron tools are at quality 5 since going full tools for melee. Did a treck into wasteland and after 30 or so cars didn't find a tool or weapon don't know if bad rng or secret nerf either way happy with that since I want there to be more of an emphasis on crafting instead of always finding stuff in loot, quest reward or trader. 

Pipe machine gun is still OP and still can't understand why it hasn't been nerfed a bit more. It's insane how long atleast in alpha 20 a pipe machine can carry you.

Do enjoy finding ferals earlier on and the infestation quests are still fun just feel the ammo found in them got nerfed a bit same with the ammo reward from trader.

So far much like previous alphas I feel that crafting is an after thought when it comes to armor, tools, mods, weapons and even ammo and the same can be said about farming and cooking. Mind you all of this is for single player and Obviously doesn't count towards MP where they actually have those issues.

 
Loaded up a single player game last night, 200% loot abundance just to test. Raided the Working Stiff store near Jen's old location, and came out with way more weapon-oriented magazines than I did tool-oriented magazines - and not a single Forge Ahead magazine. Seems a bit off, yeah?

 
Loaded up a single player game last night, 200% loot abundance just to test. Raided the Working Stiff store near Jen's old location, and came out with way more weapon-oriented magazines than I did tool-oriented magazines - and not a single Forge Ahead magazine. Seems a bit off, yeah?
That's nowhere near enough information.  Bare minimum you need to include all relevant perk levels and if you're super concerned about it then recording raids on relevant POIs would be best.  And even then as many data points as possible as RNG is RNG.  You could raid 2 days and get nothing then visit a new trader and get 3 magazines from their defunct workstations.

 
Hello, I've noticed an interesting bug (or feature) where no matter what setting I use, what edits I make to district XMLs, every single one of my alpha 21 worlds only have 1 of each of the skyscrapers in them, and they are always in very close proximity of each other, in 1 city per map. Has anyone else noticed this, and if so is it a bug or a feature? I don't want to make a bug report if this is an intended change, or if its a something I did in the XMLs. Thank you

 
Hi,

Playing solo in a RWG, as I used to do in previous builds, without any trader on the map, no airdrops and ignoring working vending machine has become nearly impossible with A21. It's mainly because of the water situation (but I could work around that by allowing a single water filter in my backpack after spawning) which impact also cooking, healing, fighting and crafting -then surviving. But still, instead of fine tuning how critical items might drop during the early game, it's way easier for you (designer) to simply put them on sale at the trader and offered as a reward for (pointlessly) questing.

Ie. while testing A21 no-trader, I've looted several times the POI "store_hardware_02" (T3 Stiff and Tools) on day 1 and get mostly... a very few books/magazines, A LOT of nails plus 3-4 murky water jars (out of 10 toilets ~ 33% water 66% paper) and barely no critical items, like forged Iron (0-2 bars), mechanical parts (same) or repair kits (same) as I was used to find some at this place. What is also feelling very wrong is that I'm constantly getting some late game steel tool parts -motor tools and steel sledge are very common from day 1 in Stiff and Tools boxes- while we can't even recycle those items for something more useful that is actually needed (same issue with all the higher tier parts). Even a full bike -once obsolete- is not recyclable, which is lame. At some point during testing, I had many times more Steel bars (which I had absolutely no use for) than forged Iron bars that I was looking for for crafting my first wrench.

Now, the game without trader feels very umbalanced in the "too tedious" direction to be still enjoyable for me. All I had to do previously was a very little moding (just switching any trader building for something else in the new RWG world files), but now, it feels like a major overhaul to rebalance looting and crafting issues (that I wont even try to mod). It's a pitty as I think that it should be the core game to be well balanced first, with all Trader stuff as an addon to it.

My motive, in short, is that I can't actually play the game when already looted POIs will be magically reseted by questing or some supply will be magically falling from the sky or replenished in vending machines. In fact, I've got the same issue with a resucited survivor after dying: all immersion will be gone; then I start a whole new world. Moreover, all this trader stuff -including small talk- is very very repetitive and still not well implemented in game. I've already got a real life day job and I'm not going to be Rekts @%$#.

First playthrough to test A21, I get ALL my tier 1 missions sent at Pass & Gas POIs... (then I could craft a complete bike before the end of day 2 while still having some spare wheels and handelbars to sell them back). I ditched this game and started a new world, picked the closer first quest, which sent me again to another "Pass & Gas" POI...

RWG: as I've died a lot, I've made plenty of new worlds, all with different seed names: my main issue is that streets and blocks all look the same once in game (tiles and building settings are exactly the same from one world to another) and I wonder if the code for the percentage of each biome is actually working fine: ie. I get 40% of Snow instead of 20%, or 50% of Forest and 50% Desert instead of 25% of each four biome chosen in settings. There is, now obviously, a deficit in low tier buildings (T1-T2) as we can check that when runing accross the map.

Default settings: each time I'm doing a new game, I'll have the game to revert to default settings and not to my personal ones -while there is also a "default" settings button with no use now :)

This wasn't the case previously and it's quite annoying to be honest!

Also, there is a bug with user settings when several games are saved for the same world. At some point (when the list is 4-5 games long), the last one, when logging off, will lose its user "general" settings (but keep the right user settings on the other tabs!). Hence, during a test, my game number 4 or 5, that was set as "not listed", "1 player", "Warrior", reseted all this tab fields to general default each time I logged off. The first time, I didn't notice it and relaunched my game which was then a "Public" server in "North-America", with "Adventurer" difficulty...

Fighting: it's much harder at the Warrior settings than I can remember (I didn't play much since A20 early releases - but still logged several thousands hrs since A15). Zombies are cheating like hell when stamina is low with melee weapons and there is ghost spawnings all over the place, including in low tier POIs. Silent zombie attacks seems to happen frequently now... including from dogs! But this, I can learn from my mistakes (being too reckless) how to deal with it.

 
Last edited by a moderator:
That said, I have always felt slightly annoyed by how much you do have to eat (and drink) in the game. A slider in the game setup that decreases or increases the rate of food/water consumption would be a good idea. Just one more layer to really defining how your game goes. 


The Iron Gut perk will decrease the rate your food and hunger go down. The perk has other useful bits such as extended buffs but if you nerf the hunger and thirst you'll dilute the perk and some of the challenge.

 
Anyone else having issues with quest rewards for Tier III / IV? I havent had a good reward the entire time. It feels like what its offering me is Tier II at best. (wooden bow 2nd rank, skill books, 25 steel, Leather glove 2nd rank) All for a really hard Tier IV mission I just  completed, and all the rewards ive gotten so far have been similar including back in tier 3. It feels like the quest npc tier rewards after 2 go down the hill. (Only tested Trader Joel's quests though havent gone up a tier in the other traders missions)
Same in my game (new game for 317 but using a map generated in 313). This was true for all of my Tier V quest rewards but one. Not only were all my rewards quality 2 but what was offered was hot garbage usually a tier below what I could craft or I had already looted a Q2 or Q3 version. It’s ironic that trader items were changed (unintentionally or not) at the same time the guaranteed skill books were removed. I’m currently on day 35 and I did not receive a single weapon or tool worth selecting. And I was never offered a tier 3 weapon or tool. 

 
Now, the game without trader feels very umbalanced in the "too tedious" direction to be still enjoyable for me. All I had to do previously was a very little moding (just switching any trader building for something else in the new RWG world files), but now, it feels like a major overhaul to rebalance looting and crafting issues (that I wont even try to mod). It's a pitty as I think that it should be the core game to be well balanced first, with all Trader stuff as an addon to it.
There is no game mode without a trader that is supported and so there has been no balancing for that type of mode. It should tell you something that there is a “No Zombies” option in the top menu but there isn’t a “No trader” option. The trader and doing jobs are considered integral to the vanilla game experience. In fact when you do get a “No Trader” message it is considered a world generation bug. 
 

If traders were able to be easily ignored in the past then that is simply because their role in the game was not fully fleshed out and I doubt they are still completely fleshed out.  As traders continue to be developed along with the jobs they offer, the reputation system that will be coming along with factions, and any further services they might provide beyond what they currently do, you will find that the need to mod the game to allow for their absence will become more significant.  
 

This game is not a wilderness survival sim. It is designed that at least minimal reliance on traders as well as urban areas is needed. You can mod the game to support something closer to a wilderness survival last human being on earth type of play style but that is what it is going to require more and more going forward. 

 
So my question is will we get any of the decor parts later on? like the Scrap metal sheets, wooden planks, stoves? other stuff. i wanna build my hobo fort!

you may say (well just spawn them/mod them in). but my main thought is about the console. they will not get any of that stuff unless they cheat. 

also zombie spawns, if players like me like to suffer and have the max amount of zombies i can. like 3x more zombies in the wild. will that become a setting rather than going into XMS Settings and doing it like that. because again... console won't be able to do that.  

 
Status
Not open for further replies.
Back
Top