PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
I'm not going to say what you predicted I'd say. I'm only going to predict that your next gushing post of praise is soon to be written like it always is after one of these overly dramatic and premature proclamations of doom. The cycle has repeated itself dozens of times now so I'm not worried.
Also, there is not one single person on the team who is in favor of a more relaxed game style. :)
Your condescension skill increases by +1 /sigh

 
I just don't have it in me anymore Roland. Writing is definitely on the wall here. I WAS optimistic but I am not any longer. The praise you say I will heap is already in that second to last paragraph. But maybe that's the issue here? You guys maybe think long time fans will just always be here. We will always adapt. I can tell you that isnt always the case.
A lot of people say growing is best for the future of this game, attract new people etc. But I think what gets forgotten is the long time players. The people who will be here when the Pimps aren't. The modders who will ensure that 6 years after development moves on WE are still making new content and fueling players to keep playing and therefore keep introducing new players to a dormant game. What happens when THOSE players become jaded?

And to put an exclamation point on my last post, I think it would benefit you and the Pimps well to look at other forms of feedback. A great case in point is the new random gen. Once again we are back to the ugly mish mash of biomes with no rhyme or reason from 16 (see a trend here with everything being reverted back to A16 standards).

You will notice that there are a lot of posts detailing how much they HATE this RWG. See here is where you guys are truly mucking this up. Knee jerk reactions. Now maybe this was the plan all along, and if so then it was INCREDIBLY short sighted to get players used to a nice neat map and then throw this back at them. Much like the backtracking going on with perks and zombies etc I think moves are being made before players are even given a chance to get used to a new way of doing things.

Seriously, look at this Alpha in its current state. The ONLY thing left that makes it any different than 16 at this point is the POIs and the AI. You have either reverted things BACK to A16, OR yanked out content from A16 meaning...its somehow LESS than A16 was. What??

No Roland there won't be a post where i heap praise on this Alpha because quite frankly it took my praise in week one and tossed it aside. I have no more praise to give. And that saddens me MOST of all.

- - - Updated - - -

How embarrassingly awful. After weeks of getting realistic looking roads and towns we are back to this garbage. Whatever.
We dont always see eye to eye Jax but I admire your passion for this game. You also make some really solid points here.

 
How is it more natural? If you go to Arizona and pull a random 8km piece of land, there will not be snow in the North, Desert in the south, ect. It would have to be country or world map for that to be actually natural.
Too predictable. When I start a new game on a "random" map, i prefer a random new experience, not the same thing every time..
You're right about it not being natural, how about changing that word for intuitive?

North being colder than the south is more intuitive for the 90% of planet's population that live in the Northern Hemisphere.

 
Who's idea was it to add nails and duct tape to bellows? you are evil. I was scrapping all my nails in my early game and now I need to find a forge/anvil to make them so I can make my forge.

Evil person you are :)

in retrospect - having actually made a bellows, you do need some sort of tac or glue to bond the fabric to the wood and hold the air flap in place.

 
Personally, outside of biome placement I liked everything about the A17e random world generation, so I'm happy to see random biomes found their way back into the game.
Random Biomes are back baby!!!

Oh... oh....OH.. Oh...ROLAND......OHHHHH......YES!!!!!

 
Where/How do you guys find traders? Legit been walking around for 2 days then nerd polling up 150 meters to see around if I see one... and can't. The ones with the quest was not close to a town so i went to 0,0 there was a slightly moderate size town but no traders in sight.. tips?
i think, first white river cityzen quest should lead you to nearest trader. it was 3 km away, when i took quest, so i even did not bother with it, just deleted. i will live without trader in this build. conclusion: traders are too random. close to every town or city should be one.

 
Last edited by a moderator:
North being colder than the south is more intuitive for the 90% of planet's population that live in the Northern Hemisphere.
Will no-one think of the poor confused koalas!

Seriously, though, I'm very pleased to see the patchwork back instead of the (boringly predictable) snow/forest/desert stripes (that we were always told was a temporary placeholder until they got the proper RWG back online after changing the way worlds were stored).

 
Who's idea was it to add nails and duct tape to bellows? you are evil. I was scrapping all my nails in my early game and now I need to find a forge/anvil to make them so I can make my forge.
Evil person you are :)

in retrospect - having actually made a bellows, you do need some sort of tac or glue to bond the fabric to the wood and hold the air flap in place.
Just buy them, same goes for the duct tape, if your trader has a chemistry station you can also just craft glue.

 
That only works if the POI is flagged as being cleared of sleepers. Just turning off enemies will not flag a POI as cleared and the sleepers will spawn in when you turn them back on.
A little late for that help... (I didn't mind the experience since I was just messing about anyway, but it was surprising. Now I know.)

Yeah, I obv got the quest one. To open map viewer how do I do this and how do I know what a trader looks like on it? When I see those maps all I see are green, sand and snow and little lines lmao
I went to the world editor (or whatever it is called), and there is a feature to highlight the traders. I scoped out the area around a couple (flying, which is slow because "shift" is broken), learned the place on the map, then loaded up a real game. Went near the one that was closest.

Random Biomes are back baby!!!
Oh... oh....OH.. Oh...ROLAND......OHHHHH......YES!!!!!
Thank goodness I already had finished my coffee. I knew a post like this was coming, but it still made me laugh.

 
Will no-one think of the poor confused koalas!
Seriously, though, I'm very pleased to see the patchwork back instead of the (boringly predictable) snow/forest/desert stripes (that we were always told was a temporary placeholder until they got the proper RWG back online after changing the way worlds were stored).
I almost added the joke that in Australia the zombie apocalypse is just another thing trying to kill you on your way to work in the morning. :-)

It's a change I can live with but unless RWG size has been increased it's going to feel like walking over a patchwork quilt.

 
Relax. Your point is heard. In fact, I reported the bug before you, and someone else reported that there are no traders in RWG. I think the message that the RWG is broken is clear.

Thankfully there is Navezgane on which you can play to your heart’s content. So chill please. :)

 
You're right about it not being natural, how about changing that word for intuitive?
North being colder than the south is more intuitive for the 90% of planet's population that live in the Northern Hemisphere.
I think predictable fits too. Just change RWG to NRWG and it will work. "N" is for "not"

 
I think predictable fits too. Just change RWG to NRWG and it will work. "N" is for "not"
Real terrain is pretty predictable, that's why you can fake it reasonably easily with noise algorithms, tectonic plate theory, and weathering.

To each their own but I wasn't really going to miss standing in the Tri-State area of snow-forest-desert were my left leg was freezing, my right leg was boiling, and my bum was nice and cozy.

Like I say, I have a preference for the sensible system but I can just as easily live with a patchwork one, it just makes finding certain resources easier.

 
Real terrain is pretty predictable, that's why you can fake it reasonably easily with noise algorithms, tectonic plate theory, and weathering.
To each their own but I wasn't really going to miss standing in the Tri-State area of snow-forest-desert were my left leg was freezing, my right leg was boiling, and my bum was nice and cozy.

Like I say, I have a preference for the sensible system but I can just as easily live with a patchwork one, it just makes finding certain resources easier.
I love the "tri-state", makes it super easy to dig down to bedrock in the desert patch. Then you have a perfect mine with everything you need in 1 spot. But then again I am never thinking "My video game slightly differs from real life, this sucks"

 
You guys shoud be way more excited about the xml biome file. They will most likely fix it this in a later experimental since those are raining lately.

I find it awesome that we might be able to mod biomes in.

Why are you guys crying over RWG as it is now, you would wipe in a very short time anyway.

 
Status
Not open for further replies.
Back
Top