PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The static block trend is driving me nuts. Why bother having a voxel world at all...
I had to mod back in lights so those static pos' stopped being useless.

Those are stack as they don't want you to pick dungeon light on mp so other player lost their way.

But I love your light, except I don't like that you make Lantern 2 part, you should make it on recipe with glass. I know you can do that, but that means so many more recipe and I would rather love to see those many recipe for something more useful or bigger.

 
Getting RWG back to an A16 level is probably going to take two or three alpha's at least. The current state is very primitive compared to what it has been.
* Whispers and looks over his shoulder *

Outside of biome placement, I prefer A17's RWG over A16's.

 
Redesign of what was intended as a 'cheap starter horde defense tower' worked quite well.

Can't see it in the pics but there's barbwire laying flat on the 'staircase' blocks without iron spikes.

Which at first looked like I'd be right back to where they wouldn't want to path up the staircase. But they stuck with it and eventually broke the lowermost barbwire. Then they all happily headed on up to the East Side :)

Had one Cop who tried to spoil the party by destroying a couple of the scrap-iron half blocks that completed the path to me inside the birdcage. As soon as he did everybody made a beeline for the base of the birdcage tower & started to work on bringing it down. Once I placed a wood frame back to complete the path, they headed back up the stairs.

Stuck to using my non-modded, un-perked bow, except for the Cop, he got Dirty Harry'd.



They broke through all the spikes and I got to tickle a couple w machete, then horde was over :(

Gamestage 90 at start, 91 at end, only managed 29 kills out of the 3 waves of 35 per. (Nomad, 90m days)



Basically no damage beyond destroyed Spikes/Barbwire. Though the one block on tower they targetted briefly is down to ~1700 of 5000 (not shown).



If building it again I wouldn't use so much concrete. And I wouldn't put barbwire on that very first step, just in case. I would still upgrade the first 3-4 levels of the birdcage tower to reinforced concrete. Since if you pull up the frames due to imminent breach of birdcage, they'll start on the tower.

Wondering what folks think of this. Is this exploiting the Ai too much? I'm on the fence about it myself. What I was trying to mimic was a hilltop fort, with narrow access through a killing field. Like a medieval gate.

Anyway, comments, critiques, welcome :)

 
Is this exploiting the Ai too much?
Different zombie behaviors can't come soon enough :smile-new:

Think about a night horde like this (just few mad ideas):

- Some different ferals with actual a17 AI or even smarter, but they doesn't destroy blocks at all

- Others more stupid that doesn't know how to jump obstacles at all, and keep destroying pillars but they do less damage to blocks

- Some even more stupid that are like a16 zombies taking out running in circles, not paying attention to weak blocks and doing more damage

- Feral dogs and wolves that know how to jump 1 or 2 blocks FORDWARD when they see a hole

- Do you like to pass an horde just throwing molotovs? fit in scorched zombies, 95% fire resistance

- Fat zombies takes less damage from blade traps and also these traps takes more damage from them

The idea is not making it impossible but more interesting and avoid exploits. Maybe an option to take out some of these types of zombies if you want.

 
It's the lack of hills and mountains isn't it?
Reminds you of the Netherlands.
Hehe, got a point there man.

But I've seen some hills and mountains. Granted, not so many as in A16, but they're still there. There could be more, but it's not so bad.

I remember riding on my bike (you know.. Dutch) to the top of a mountain yesterday in RWG and enjoying the vista.

 
Hehe, got a point there man.
But I've seen some hills and mountains. Granted, not so many as in A16, but they're still there. There could be more, but it's not so bad.

I remember riding on my bike (you know.. Dutch) to the top of a mountain yesterday in RWG and enjoying the vista.
The height difference between the lowest point and the highest point is far less than A16 as far as I can tell. Maybe I've had particularly flat worlds generated but I haven't seen anything taller than a hillock yet.

The straight roads are weirding me out. The last person to build a straight road around here spoke Latin as a first language.

 
The height difference between the lowest point and the highest point is far less than A16 as far as I can tell. Maybe I've had particularly flat worlds generated but I haven't seen anything taller than a hillock yet.
The straight roads are weirding me out. The last person to build a straight road around here spoke Latin as a first language.
Hehe, true.

Don't get me wrong; the random generator definitely needs tweaking. But it's not so bad overall, imho. I particularly like the (relatively) massive cities.

Would like to see some rivers too. But the massive amounts of water of A16 is gone. That's good I think.

 
I hope the zombie AI gets tweaked by the time A17 hits stable, so it's a combination of new pathinding and the old A16 destroy everything in it's path.

 
Is scrap metal building gone now, or is it all upgrades from wood basics, like the railing? I miss seeing them in the build options.

Also can the bike get a downhill gravity increase? A real bike goes down a slope pretty fast, and the speed decrease going uphill should be matched by its downhill increase.

Could the bike also pass through those small rocks instead of them exploding doing bike damage? I don't mind hitting a boulder and takinging damage, but 30-40% damage a day caused by unavoidable pebbles seems excessive.

I added red eagles Hud additions yesterday, and I REALLY think the water and food meter should be displayed next to health and stamina. Sometimes food is the issue, sometimes water, and whenever you check your character, it always seems on the wrong tab... you end up looking at clothes instead of stats.

Maybe the clothing and stats tabs could be combined if a clothing item isn't selected? Clothing on the left, stats on the right, being replaced by the clothing stats when an item is selected? It's just cumbersome now checking what is affecting health of stamina as it is now.

Btw, since we now know the flaming effect can be applied to a vehicle with the flaming weapon mod, can we get a flaming vehicle mod that sets zombies on fire when we hit them?

Watching the flaming bike yesterday was fun, even if not realistic.

I'd like to see a front plow mod as well that tosses zombies up in the air doing fall damage as well. You have the systems in place... let's have some fun with them!

Also , before you guys take a holiday break, if you are set on the gamestage multiplier for mp, can we get either a game setting option for its multiplier value, or at least get a setting in the dedicated server so it can be adjusted in xml?

With 4 people, we are just getting way too many later stage irradiated and spitting cops way too early, with little gun ammo and barely even having iron, let alone steel.

With only two people on last night, day 21 tossed us irradiated spiders and cops on horde night.

We don't mind the mp gamestage multiplier, but it's just set too high right now and we cant get at it to adjust it.

 
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Hehe, true.Don't get me wrong; the random generator definitely needs tweaking. But it's not so bad overall, imho. I particularly like the (relatively) massive cities.

Would like to see some rivers too. But the massive amounts of water of A16 is gone. That's good I think.
The larger settlements are good but either settlement road generation has regressed or the old road generator system is having issues with the terrain generator. There are far too many oddities where random lanes cross a road for no reason.

I miss the large bodies of water. They were hazard to navigation and, by extension, a hazard to survival. A rowboat would have been a great addition to get around the hazard. You have a perfectly flat surface to work with and a very good excuse not to spawn obstacles (most rocks don't float... pumice excepted). The vehicle controller for that would have been trivial to implement but instead what we get is a hazard to navigation and survival reduced to an inconvenience.

 
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+1 to all of this.

xxrmLzk.png


 
Talking about RWG, yesterday I generate my first Map, I did a 16000x 16000 map. I didn't play it to comment on generation, but I count by reading those town name pop up during generation and I guess my map has about 35-40 Towns,

Yet, when I start game I was assign a Trader which was 5.1 KM away from me, when I reach that trader on day one .. after crossing 5KM of desert that was in between me and trader yes, all plain desert.. no town or even country road or POI is spotted in between my walk, I found that trader was about 15 Block away from Radiation zone. I am just on day one and didn't knew much about map. Is that how these maps are generated. I see desert hills .. but for 5 KM there wasn't a road or POI.. and not sure if in other direction I can see other town or thing, but nearest trader from where player swap are 5KM away?

I misspell dexterra seed to "dextra" you can generate and see the results yourself.

** EDIT **

I don't see it bug, so didn't post it as bug, nor that I am complaining as I enjoy walking alone ... kinda feels like tony stark in first iron man movie..lol. It was fun, I had no food been day one, and chased by zed... man that is best experience of this game...

 
Talking about RWG, yesterday I generate my first Map, I did a 16000x 16000 map.
Isn't only 8k currently supported, or am I reading your size wrong?

***************************************

 


(edit added comment by QA Tester-unholyjoe)


 


you are correct.


 


thanks
:)




 
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You've just been unlucky, there are map configurations that will leave you spawned a kilometre or so away from a road.

Head towards the centre of the map or cross the map either horizontally or vertically and you'll eventually find a road or settlement.

The trader should have had a path running up to their door, follow that and civilization won't be far away.

 
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Isn't only 8k currently supported, or am I reading your size wrong?
Well I go to Editing Tool, it shows 8K as first default option, clicking on Right Arrow it bring something like 16K as size and Follow it, maybe it is some other value, but it was not default 8K.

- - - Updated - - -

You've just been unlucky, there are map configurations that will leave you spawned a kilometre or so away from a road.
Head towards the centre of the map or cross the map either horizontally or vertically and you'll eventually find a road or settlement.

The trader should have had a path running up to their door, follow that and civilization won't be far away.
YEs, I understand that all. My concern is that nearest trader after having 35 town is 5KM away. so towns are not equally distributed.. The trade I found seem at edge of Town, but I believe the system search for nearest trader to player location when that question is activated. So I believe it search in all direction, where I am on virtual Circle center, so next trader I might find is at outside that circle.. so there is 10KM diameter circle in map that doesn't have trader...

 
Since experimentals only last a week or two before being wiped, why do you need such a large map right now? Even with the default 4k mp, we haven't seen a border yet.

Once we'r have stable and a game that can last more than a few weeks im sure we will, but not right now.

 
Could the bike also pass through those small rocks instead of them exploding doing bike damage? I don't mind hitting a boulder and takinging damage, but 30-40% damage a day caused by unavoidable pebbles seems excessive.
agree.

I REALLY think the water and food meter should be displayed next to health and stamina. Sometimes food is the issue, sometimes water, and whenever you check your character, it always seems on the wrong tab
blue stamina bar is your hunger/food meter. water affect your stamine regeneration, so you can feel, if stamina does regen fast enough or just see orange water drop, it means, your water is 50% or below and it is time to drink 2 bottles of water.

 
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